I have a difficult task ahead of me. I need to try to convey why, after just the first day of E3, Middle-earth: Shadow of Mordor
is quite likely my personal game of the show. This open world
stealth-action game, which sees you become a supernatural entity called a
wraith and sow chaos amongst the ranks of Orc warlords, is the sum of
many parts. Like Assassin's Creed, you can freely climb almost any surface. Like Batman: Arkham Asylum, combat is about mashing attack and occasionally responding to counters or special moves. Like Far Cry 3,
you can pit hostile wildlife and opposing factions against each other
to accomplish your objectives for you. But it's that Assassin's Creed
influence--one that sparked developer accusations of identical code--that is strongest.
Assassin's
Creed began a series of games that seemed full of possibility.
Ubisoft's original intention to explore social stealth and artificial
intelligence that reacted to your behaviour, not just your presence,
implied whole new kinds of interactions in an open world game. And
though the Assassin's Creed series has delivered surprises, I have been
unable to shake the sense that its games have iterated too slowly on a
now well-established formula. Shadow of Mordor takes that formula and
does something seriously impressive with it that doesn't involve adding
pirate ships. The game focuses on the consequences of your acts of
assassination, and how they ripple through the ranks of the remaining
Orc horde.
In Shadow of Mordor, assassinating a target causes dynamic shifts in power amongst his subordinates.However, as a wraith, you aren't confined to the physical realm. Your supernatural powers allow you to teleport to enemies and perform ghostly takedowns, or to make them serve your own purpose. This domination mechanic is key to how Shadow of Mordor goes well beyond Assassin's Creed. Removing a target from play isn't the end of that enemy. Dominated Orc captains can be ordered to betray their warlord masters, bringing them out in the open for an easier kill. If a warlord is then dominated, he and his army can be sent to cause a riot with another warlord, creating a power struggle that changes the entire setup of your next assassination mission.
It seems like everything I've been wanting from an Assassin's Creed game is at the core of Shadow of Mordor. In the time I played, I was repeatedly flabbergasted by the continual layering of deep systems and large-scale consequences that I never expected. Though it may be comprised of familiar parts, I think Shadow of Mordor has earned the right to own such blatant copying, for the game brings those parts together in ways that make for an entirely fresh open world experience.

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