Showing posts with label Shadow of Murder. Show all posts
Showing posts with label Shadow of Murder. Show all posts

Saturday, December 20, 2014

#79: Middle-Earth: Shadow of Mordor: Knowing Thy Nemesis (System)

Often, I find myself taking a more critical look at games than I otherwise intend to when writing these articles. Typically, my mind tends to focus on what could have been improved, identifying positive aspects only in passing. In the spirit of the holidays, and in light of what I have been playing recently, I feel it is time to invert this. My topic for this week, Middle-Earth: Shadow of Mordor, has much valid criticism that can be levied towards it. However, there is a lot of good that is worth discussing.

In particular, the Nemesis System has a lot of potential for improvement and reiteration. As one might expect from a game with “Middle-Earth” in the title, Shadow of Mordor takes place in the same world as Tolkien's Lord of the Rings series. Because of this, the game's enemies consist almost entirely of Sauron's Orc Army, including the Captains and Warchiefs. What is interesting about the Nemesis System is that it allows this army to change overtime in a more systematic nature than other video games have been able to do in the past.
Basically, every Captain or Warchief has a Power Rating and a list of combat traits. These traits can consists of strengths, such as bonus attack power or invulnerability to ranged attacks, and weaknesses, like instant death from stealth attacks or a fear of other creatures in the game world. Overtime, by performing feats and gaining recognition for other orcs, these leaders can increase in power. As they do, they will start to lose weaknesses and gain strengths. It is even possible for them to duel other bosses for promotions. Forcing the player to run away, or killing them (the protagonist is immortal, so he will just respawn) will also result in an increase in power. Further, the enemy leader in question will remember any confrontations players have had with them and comment on them in future encounters. Players can also sabotage a commander's attempt to gain power by completing optional side missions.

The most obvious positive of this mechanic is that it allows for storytelling born purely of the system itself, in an emergent manner. Out of all of my friends that also played Shadows of Mordor, many of them can recount the tales of their struggle against one or two particularly powerful orcs, which they know by name. Though my particular example's name has been forever lost, I can distinctly recall my struggles against a powerful orc captain and his poisoned weapon, with increased physical attack power. The more he killed me, the stronger he grew, eventually gaining immunity to both ranger attacks and close-quarters finishing moves.
Each time I fought him, he would mock me for my continuous losses against him and his forces. Eventually, these victories against me gained him the rank of warchief, and two loyal bodyguards. After my seventh attempt, I finally caught him by surprise, diving from my perch, shoving my dagger into his backside. A tense ten minute exchange of hit-and-run tactics eventually turned in my favor, as my final ambush resulted in his stinking head being ripped straight off of his cold, lifeless corpse. It is worth noting that this exchange between myself and the now nameless warchief was not part of the main campaign at all. This was entirely driven by the systems at work, created by my interactions with the game on the fly. Many other such stories were created with this system, and each of them were unique to the player involved.

Another advantage to this system is that it requires very little in terms of explanation. Though the game does tutorialize it during the main campaign, my experience with the game, and those of many others, demonstrates how unnecessary it was. Generally, most of us were already spending so much time fighting captains and warchiefs that we had already figured out the nuances of it before the point in the story where we were supposed to learn. Simply by interacting with the systems, we found that it was fairly easy to understand how these mechanics worked together and how we could interact with them. This is not to say that the tutorials should not exist, as obviously some gamers might take more time and/or teaching to understand what is going on. I am merely stating that the simplicity of the system itself makes achieving said understanding a less arduous task.

The last effect of the Nemesis System, and the most interesting in my opinion, is the ability it gives the player to manipulate and control, both directly and indirectly, the enemies they fight. Through the choices of which side missions to complete, leaders to go after, and how they approach encounters, the flow of power in Sauron's army will be altered. As a result, the player's actions shape what kind of forces they go against. Continuous failures (or inaction) and deaths will result in stronger enemy forces in the area. Conversely, taking out enemy captains and/or stopping them from gaining power will keep them weak and easy to kill. Worth mentioning is that there is no, “You chose X, so Y happened as a result,” like we find in many RPGs. Rather than doing this through some binary choice, is it done in a systematic manner. No one decision will have a dramatic effect, but the player's attitude towards completing objectives will affect how many opportunities the opposition has to grow, giving them indirect control over these leaders.
However, this is not the only way players can assert their influence over their foes. Very late in the game's main story, the protagonist gains the power to “Brand” orcs, giving him control over their thoughts and actions. When they are weakened or scared, it is even possible to do this to the captains and warchiefs in the army. In this way, players can insert spies and double agents into Sauron's army to gain control of portions of it. There is much potential to be had through this mechanic. For example, if a particular warchief is causing trouble, it is possible to brand one of their bodyguards, or get another one of the player's already-controlled captains into that position. When the time comes to strike, these “bodyguards” can be ordered to turn on their own commander, granting the player an extra advantage they may not otherwise have been given.
The addition of Branding also affects the flow of power. Since players do have a hand at indirectly influencing the flow of power, they can use this influence to funnel more of the power to the captains and warchiefs currently under their control. At the same time, they can starve the forces they want to take over or eliminate, by helping their allies get stronger. Instead of participating in side-missions, hoping to prevent the captain's success, they will be assisting him in completing his objective. Much like in Assassin's Creed: Rogue, this is a very interesting inversion of mechanics.


With this Nemesis System in place, Shadow of Mordor shows the power of systematizing elements in the game to give players their own opportunities to affect the game world. Though the game itself suffers from really bad writing, the mechanics are solid. I earnestly feel that given a different lore to work with, and more solid mission design and writing, these systems show great potential. Though fairly simple, I foresee a lot that could be done with this core.

Thursday, December 18, 2014

The Texture Pop: Episode 20: Death By A Two Pound M&M

Another week, another podcast. This one is probably one of, if not the best one yet, in my opinion. It encapsulates pretty much everything that we stand for at The Texture Pop.

Garrett once again had to miss out, but he'll make for it when he gets back! Aside from that, there wasn't much more unusual activity surrounding this cast. The recording just went particularly well.



0:00:00 Introduction.
Brought to you, as usual, by FFXIIIFanfics.
Co-Sponsored by Hot Pockets.
(Note: The lawyer that resides in my head would like to inform you that we do not actual have any sponsors.)

0:04:59 Gaming News
Rise of the Tomb Raider is published by Microsoft
This and the Street Fight V exclusive story really go hand-in-hand. Neither one really seem logical on the part of the developers. On the surface, they appear to lose much more than they would hope to gain. These two franchise sold very well, so they didn't have the same excuse Bayonetta 2 did.

DLC Weapons in the Call of Duty: Advance Warfare.
I don't think we'll be able to determine how good/bad this is until it's out. How they implement this will really determine.

Destiny "Strikes" Locked Behind DLC.
Obligatory Destiny reference.
Yes, it's SHIT! We're all pretty unanimous on this. It's astounding how low this game suck, given that Bungie developed it.
This goes into a broader conversation regarding DLC in gaming.

0:28:30 Sam finished Far Cry 4.
Overall, not bad. For better or worse, it is a lot like Far Cry 3. If you enjoyed the last one, you should probably get this one.

0:32:45 Sam finished The Wolf Among Us.
I do feel like my decision to play it as it was released really hurt my enjoyment of the game. It's a good game, though. I personally found it much stronger than The Walking Dead: Season Two, yet not as strong as The Walking Dead: Season One.
There's nothing inherently wrong with an episodic release. I just feel that for a murder-mystery, it didn't work as well as it does for other genres.
But the episodic format does have it's advantages, as we discuss here.

0:42:30 Sam got further in Dragon Age: Inquisition.
From what I gather, it seems to really improve a lot over the issues I had regarding Origins.
The conversation here regarding RPGs and choices is definitely worth listening to here. We, as people who play lots of games, often see through what they designer is doing. But many people who aren't as familiar think it's incredible, because it is.

0:50:45 Sam bought a few games.
Child of Light
The game is boring and the couples are annoying. And since the gimmick is that ALL of the dialogue is in couplets, it really grates on the nerves.
As for the game, I see it's potential, but I did not find the combat or any of the mechanics interesting.
Still, it's an Ubi-Art game, so it looks amazing.

Lichdom: Battlemage
Not much to discuss beyond the conversation.

The Vanishing of Ethen Carter
This goes into a good point regarding games that refuse to help you. While games like Myst have a good cult following, there is a reason why they did not catch on too greatly. Games need to offer some form of assistance, even if the player does not have to take it.
As a general rule, if I feel the need to visit GameFAQs, something went wrong.

Need for Speed: Rivals
Not much to say.

0:59:35 I played more Persona Q.
I don't want to feel bad for Teddie, but the game makes me feel bad for Teddie.
I do like how the game addresses HP/MP management. Thanks to the Sub-Personae, you basically get an amount of house money to spend before using your actual HP/MP. This Gamasutra article goes into more detail.

1:03:45 I beat Middle Earth: Shadow of Mordor.
This Destructiod article explores what I mean when I discuss the tutorials.
As for the Branding, I like the idea. I'll be posting something more about it this weekend.
I like the mechanics of the game, but the story does leave much to be desired. It's sloppy writing, and I cannot deny that. Still, the way it plays would still make it worth going through, in my opinion.

It's weird that Sam and I are reversing our usual roles in this discussion. I like a nice change of pace. He's right, the main story is a heaping pile of suck. However, the whole package is pretty strong.

1:16:20 I finished watching The X-Files.
Shame that Garrett couldn't take part in this conversation. Season 7, David Duchovny's last season as a main cast member, was really the pinnacle of the series. Once he left the cast, it kinda all went downhill. The new guys they brought in weren't bad, but the magic that Fox Mulder and Dana Scully had was never recovered. The chemistry between Mulder and Scully never really came across with John Dogget and Monica Reyes.
We were probably a little harsh when talking about Dana Scully's character at the start of this conversation. In the story, Scully often takes a harsher, more skeptical view than she actually has because she feels she needs to balance Mulder's "Everything is real." Later, she does the opposite. When John Dogget joins the team, she takes on more extreme "believer" views than she had, to balance out his skepticism. It makes her a lot more interesting than you'd initially be led to believe.
It's a very interesting series, and the first seven seasons are great. The last two aren't as good, and the finale was terrible.

(And yes, I was playing Binding of Issac during this recording session.)

1:24:30 Chris finishes college.
Congrats to him!

1:25:30 Chris played more Mario Kart.
Them golden tires.
Them time trials.
Such interesting.

1:32:30 Chris saw a 2-pack of Two-Pound Resse Cups (but didn't buy it).
And that's a lot of Resse Cup. You would have to eat it like a Resse Cup Pie.
Kinda makes you reflect on our Hot Pocket conversation at the start, doesn't it.
We talk about all sorts of sweets and candy and other sweet food "stuff" in this segment.
TITLE DROP!

1:40:50 Chris talks pizza.
And he had a LOT of pizza, with buffalo wings.
Chris has a much greater iron stomach than I do.
We also get into a discussion about water and soda prices, and the difference between Coke and Pepsi.
Another discussion regarding movies and my Holiday Movie Habits ensues.

1:49:00 ASSASSIN'S CREED 3 IS SHIT!
We mostly just shift into a general discussion about the whole franchise at this point, so it's worth labeling as it's own segment.
Then we just talk about Ubisoft in general.

1:53:30 Wrapping up.
And next week will be our Unconventional Games of the Year (That Are Worth Talking About) Commercials.... um... AWARD SHOW! See you then!




Saturday, December 13, 2014

The Texture Pop: Episode 19: I Just Want to Cheat on Myself! Is That So Hard!?

We have a very unique guest with us today. Adonisus, or as you might know him "That one guy who always sends in viewer questions." He has one of the more unique voices on the cast.
Garrett wasn't feeling well, so he skipped out.

Aside from that, you probably won't find anything strange about the podcast. It's shorter than usual, but contains everything you've come to expect.



0:00:00 Introduction
And yet another quote from FFXIII Fanfics.

0:01:17 Gaming News
The VGA Awards was our biggest story of the day. It is was certainly better than previous VGAs, but it still has that VGA soul that I disliked from the Spike awards.
This was completely independent of Spike, and it wasn't even broadcasted on television, so I don't know why this turned out the way it did.
I have nothing further to add to this conversation. It was very comprehensive.
We also detoured briefly to discuss Assassin's Creed: Unity again. To be fair, we had yet to release our last podcast when we recorded this, so many of my thoughts on the game were unknown. These were fair questions to ask.

Afterward, we discussed the PlayStation Experience. Though I have since watched the keynote, my knowledge at the time of this recording was only limited to second hand accounts, so my input was limited. Now that I have watched it, my opinions are parallel to the others. Destiny, once again, gets mentioned.
The Street Fighter V announcement was also part of the PS Exp. What I suspect is going to happen is that Capcom is going to release vanilla SF V to PS4, but later "Super/Ultra" editions will go to all major consoles and PC.

0:29:45 Adonisus got a Wii U.
And we discuss a lot of the good games that are either already out on the Wii U, and coming out for the holiday season.

0:37:50 We discover Adonisus is from Macon, Georgia.
So we talk about the game, because there was no comic or TV show ever.
I really don't think of the comics or TV show when talking about The Walking Dead. They don't even come up in my mind.
As for the location. It's Georgia. Listeners already know what I feel about Georgia.

0:43:10 Adonisus played Dragon Age: Inquisition.
Recent Bioware games have this problem where they are all extremely polarizing. Either you love them, or hate them without any real middle ground. Our discussion at the beginning of this segment is indicative of them.
Still, from what I hear, there is a lot to like about Inquisition. A lot of people enjoy it and I can see why. Hopefully, I will get Dragon Age 2 out of the way so that I can get to it soon.

Sam and Chris asked me about why I like Leliana so much. I think that it just came down to the fact that she's my type. I like girls that are sweet, but able to handle themselves just fine. Leliana is that kind of girl. There's really nothing more to it.
I also like her backstory of being betrayed and going to the church for salvation. I'm not a religious person, but I find those characters interesting.

0:59:30 Sam played South Park: The Stick of Truth.
And not much more to say other than that it's okay. A bit of a shame, really.

1:00:20 Sam got to meet George Weidman aka Super Bunny Hop
If you haven't seen any of Super Bunny Hop's videos, you should watch some of them. They tend to be very informative and interesting for the kind of people who would read this blog or watch the podcast. Check him out.

Since they played Super Smash Bros. and Super Mario 3D World, we spent most of this segment talking about those games.

1:10:20 Chris has been prepping for college finals.
And everyone knows how painful they are. I just finished mine a few days ago as of the time of writing.

1:13:00 Chris got the golden kart in Mario Kart.
Yay, him!
"[Mario Kart's] Grand Prix is very much like a Rogue-like."

1:17:00 Chris talks about the new South Park episode.
It was about YouTubers and Let's Plays. They had PewDiePie in the episode as a character.
I don't watch South Park, so I've not much to say about it.

We also use this segment to discuss the virtue of LPs, and how they can help us preserve older games. After all, our computer's might not be able to run many games after years of innovation.

I also have my own unfinished LP series, Disclosure Alert, which you can watch. It was mentioned in the episode.

1:27:00 I played more Persona Q.
Going back to Persona Q 2: The Reckoning (God Damn It!)
Naoto is Yu Narukami's destined waifu. I will not hear any objections.

1:30:30 I played Shadows of Murder (Middle-Earth: Shadow of Mordor)
It is a great game bound to a really boring story. From a system's perspective, this is an amazing game worthy of Game of the Year. However, the plot lacks any form of self-awareness and there's nothing noteworthy going on. It feels a lot like a tutorial for the game proper, which is the Nemesis System.

Which is by far the most interesting aspect of the game. The developers managed to create a way for enemies to grow and evolve, memorizing and learning from past events, growing in power, and becoming your rival.

1:40:00 We talk a little about This War of Mine.
Hearing the comparisons of people who have been in similar real world events to those in the game is really fascinating. When it comes down to it, people are very cooperative, and games don't tend to allow that.

1:45:30 Wrapping up, but first viewer questions.
"Did you guys read the novel, 'Ready Player One'?"
Nope.

"Do you guys miss having an adventure mode in the new Smash Bros.?"
That's a question the others are better off answering.

We kinda just end afterward.