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Shadow Of War Dev On Creating Mordor Sequel: "If We Fail, We're Doomed"

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Mordor meets the eye.

My very first hands-on with Middle-earth: Shadow of War was a disaster. At a press event held last week, developer Monolith wheeled out the sequel to the wholly surprising Shadow of Mordor (GameSpot's 2014 Game of the Year), allowing attending journalists to take on one of the game's expansive new additions, Fort Assaults. And my playthrough was a complete flop.

In my 20 minutes with Shadow of War, I guided the game's returning main character--ranger/wraith duo Talion and Celebrimbor--to three deaths, falling to three different warchiefs and never quite making it to the fort's overlord. Killing the overlord would have granted me control of the fort and its surrounding regions, one step closer towards Shadow of War's main quest of conquering the various regions of Mordor in order to build an army strong enough to take on big bad Sauron himself.

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Now Playing: Middle-earth: Shadow Of War - New Fort Assault Gameplay

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To be fair, the Fort Assaults in Shadow of War are meant to be the culminating act in an hours-long endeavor, the crescendo after you've carefully considered the fort overlord and his warchiefs' strengths and weaknesses, plotted out ways to possibly infiltrate the keep with your own subjects, and amassed your own forces. Outside all the flashy wraith powers and over-the-top limb chopping of the game's combat system, Shadow of War is meant to be a thoughtful experience, requiring players to consider their approach to besting its various challenges. My playthrough of Shadow of War was a rush job that didn't take into account any of my enemies' shortcomings. That, coupled with the new hard difficulty I was playing on, meant it was my Talion who came up short.

It's a credit to Shadow of War's Nemesis system, returned and expanded upon from Shadow of Mordor, that other journalists who played during the hands-on event had vastly different experiences with their individual Fort Assaults. One breezed through and easily took the fort, with their follower's randomly generated strengths and weaknesses matching up well against the overlord and their warchiefs; others, meanwhile, experienced various levels of failures and successes. The Nemesis system--which now also incorporates the characteristics and stories of orcs you manage to turn to your cause--was the standout feature in Mordor, and even with my brief time with Shadow of War, it seems clear that Nemesis will once again be the thing players will talk about most with Monolith's new game.

The randomness and surprise inherent in Nemesis even seems to take its creators by surprise. At one point during our first look at Shadow of War, Monolith creative VP Michael de Plater expressed surprise at a type of orc warchief he'd never seen before. After our gameplay session, I chatted with de Plater about the Monolith team's attempt at surpassing the extremely well-received first game, and he spoke candidly about the pressures of making a big-budget game in today's environment.

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GameSpot: I think the most interesting thing for me in that presentation was when you saw one of the orc characters and you went, "Oh, I've never seen him before." How often does that happen to you?

Michael de Plater: Every single day at the moment. We have all of this dialogue and we have all of these traits and all the strengths and weaknesses and then we have all of the roles. Then we have all of the character art, or the body paint or the piercings, or the scars that can modify all of that. Then we have all the animations. It's just a ridiculously colossal amount of content in each one of those buckets, but then you have to take all of that content and put it all together. It's actually very late in the process that it all starts to click.

In Shadow of Mordor, we had variety. The characters had differences, but it was a little bit more random variety, whereas now, we really have procedurally generated characters. We still have more variety, but now, when you do meet someone, what he looks and what his role is and what his personality is, and where you find him in the world and what he is doing--all those things are lining up a lot more.

It seems to me that the more complexity you add to something, the greater your points of possible failure. Was that ever a concern for you, that you were trying to bite off too much?

Having been really ambitious in every dimension from the cameras to the art, and then to build all that, it's like basically building a plane and watching it coming in to land. Seeing it all click into place, at the end, was really terrifying.

I think it was a long time before we were even up to the level of Shadow of Mordor, because a lot of the pieces were separate, and then we just leapfrogged past it. Now when we play, we get these orcs that are so much more memorable and have such stronger stories. We can weave in things like guys who are saving you or guys who betray you. There's genuine surprises for people every single day.

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Then when we do do our playtests and we have people writing down their stories of things they most remember, on Shadow of Mordor, we'd find most of those stories would clump into a few groups; "I hate this guy and I want to kill him," or, "I got revenge." Whereas now with Shadow of War, the spectrum of what those stories can do is so much larger and more diverse.

Was there ever a stage where you thought, 'Wait, we're gonna have to scale back a little bit?'

Not as much as last time. Again, with Shadow of Mordor, it was Monolith and my first experience in this genre and this type of game, so we really didn't have a very strong idea of how to scope it. We were massively ambitious and the result of that was that we had to cap things very significantly, in particular, basically the last half of the story. This time, we had a much better idea of what we could do. I think actually, when we go back and we look at the original scope and the original goals in terms of the scale of it, I think we hit those pretty well. We didn't grind or cut anything dramatic, it was just harder than we thought.

What were some things you couldn't include in Shadow of Mordor for time or technical reasons, that you've been able to now include in War?

The big one is the story. Last time, the finale and the end of the story was not as satisfying because we basically had to cut off a lot of that. We wanted to have the big iconic villains. We wanted to face Sauron and face Nazgul and explore all of that. We had to cut all that. The scale and variety of the world as well, so really making a significant open-world game.

Also, just the types of stories and the breadth of stories that we could put into the Nemesis system. We had a concept of what it could be like and a lot of them were really fun. I think what happened most with the Nemesis system last time was, as you got further towards the end of the game in particular, even though they had different strengths and weakness in the text, they became more similar to fight towards the end of the game, because we didn't have as many gameplay tools in our toolbox to make them truly different. Whereas this time, we actually are able to make them meaningfully different.

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Monolith came out with Shadow of Mordor and it was a big surprise and everybody loved it, but now you have to build on that. Does that add to your stress?

Probably some people would disagree, but I think stress for us is generally a really positive thing because our whole studio is devoted to one game. That assumption is like, basically, if we fail, we're doomed. It's all or nothing, which is really exciting and really motivating. That was very clear on Shadow of Mordor; that was the situation. "This is our first go in this genre. If we don't succeed, no one's gonna give us another chance." I think we feel exactly the same.

That sounds super stressful.

Yeah, it is. It's super stressful, but there's not a lot of triple-A games or triple-A studios, so I think you have to have that mentality that you're either doing something great or probably no one's going to want to give you the large sums of money it takes to try and do that again.

You're always going to swing for the fences, is that right?

Yeah.

You've confirmed Xbox Scorpio and PS4 Pro support. But can you get this on the Switch?

No plans for the Switch at this time.

Thanks for your time.

Got a news tip or want to contact us directly? Email news@gamespot.com


randolphram

Randolph Ramsay

Randolph is GameSpot's Editorial Director, and needs more time to play games.

Middle-earth: Shadow of War

Middle-earth: Shadow of War

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J_P-

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Aaaaand.. it failed.

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dark_420

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Shadow of Loserville.

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deactivated-654817e02be9b

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Thank you for this article. This might be the second game I ever pre-order (GTA V was the first game I pre-ordered). I really enjoyed the last game.

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Pelezinho777

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Witcher rip off...

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XzerocarnageX

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Edited By XzerocarnageX

So is Bilbo running the game to the mountain, if he drops it in that lava they're doomed, One game to rule them all.

I enjoyed the first game, despite lots of improvements that could of been made, I'd still love to play this one.

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wontreadurreply

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Congrats, you got my click with your shitty clickbait article. It was poorly written too. Oh well, at least I have adblock on for crappy sites like this.

Have some goddamn journalistic integrity for Christ sakes.

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Tonkinese

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Edited By Tonkinese

paid advertisement with the article headline

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archav3n

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wow those environments are so beautiful.

3 • 
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CrusaderProphet

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So you literally started the article by poorly articulating your words and hence potentially misleading tons of customers. "disaster" and "flop" wouldn't be first choice of words to describe your personal playthrough in an article where you are giving your first impressions about the game overall, because it is very close to the context of being interpreted as the game itself being a "disaster" and "flop". Choose your words carefully next time if you want to thrive in this profession.

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wontreadurreply

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@crusaderprophet: They did choose their words carefully. Have you never heard of clickbait before?

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Mitchell2211

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@crusaderprophet: I think the writer is hoping that people will continue to read the page to discover what exactly was a "disaster" about his experience. However, people are stupid and hate reading. This is why mindless shooters are so successful and over the top action movies break bank every year. Probably something to do with piss-poor attention spans. Most likely, the average person will see his first few words and "My very first hands-on with Middle-earth: Shadow of War was a disaster" will pretty much be all he needs to see before clicking off and losing interest in the game until he reads another article. If he reads another article at all, that is.

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CrusaderProphet

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@mitchell2211: Exactly, I agree. Hence, he needs to understand his target audience of the article and cater his writing for them.

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RoadStar1602

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Edited By RoadStar1602

@crusaderprophet: I actually thought the same. I interpreted your first paragraph to mean the game was terrible, and I was a bit horrified. However, what you meant to say was that your skills were horrible, which nobody gives a shit about and I have no idea why you put that in the article. Very poorly written.

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Thanatos2k

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Edited By Thanatos2k

Almost every studio is one flop away from bankruptcy.

If these guys make a "same, but better" sequel they'll probably do ok for themselves though.

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deactivated-5ed3275ccace5

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STFU and take my money. After 1st game you guys deserve pre order money.

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rupanka801

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Edited By rupanka801

This will be another huge hit, no doubt about that. I am surely gonna buy this game. This franchise is already a huge success... The devs should already start their work on the next game.

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RoadStar1602

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Everyone, including myself, expected Shadow of Mordor to be just another shitty movie adaptation -- another pure cash grab. No one was more shocked than I to discover it to be one of the best games I've ever played. I hope they are able to repeat.

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Thanatos2k

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@pasullica: I bet you love Assassin's Creed.

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mogan

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mogan  Moderator

@pasullica: A lot of people didn't share your opinion of it.

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deactivated-5c56012aaa167

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@pasullica: MONEY.

some Publishers "buy" reviewers/Gaming sites to give their games higher scores or even give them GOTY award.

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SouXouX

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Edited By SouXouX

@dorog1995: Oh yeah it has to be the money conspiracy, because people can't objectively like this game. People who like like this game is actually brainwashed to like it, because it was the GOTY that year, for which the publisher PAID all game reviewers.

That, or maybe the innovative nemesis system that they made. The flowing combat. The deep skill system. The variety of how to attack enemies. You could kill the Warchiefs yourself or make your branded orcs fight on your side and help you kill the Warchiefs.

Nah you're right. It's the money.

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deactivated-5c56012aaa167

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@souxoux: I'm Not saying this game was Bad.it was Good but it didn't deserve GOTY award. Alien Isolation was a Better game that year.

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SouXouX

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Edited By SouXouX

@dorog1995: Oh ok, sorry for putting words in your mouth then. Well that depends on how you see the GOTY. I for one like when someone tries to do something new, being innovative, and then pulls it off, that they get rewarded for it.

I haven't come around to play Alien Isolation yet, but it doesn't strike me as a game trying something new.

But yeah, depends on what you see as most important for GOTY: Quality, story, innovative etc.

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games2525

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@pasullica: same here.it must be the only game i bought and never finished in recent years ,along with star ocean int. edit.i just couldnt force my self play it past the middle.

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videogameninja

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-"If we fail, we're doomed."-

As dire as that statement may be it just might actually propel the developers to reach new heights in game development. Sometimes being pushed by extraneous forces (in this case the fear of not only not delivering on a sequel but the financial repercussions of that failure.) can make people go above and beyond what even they thought was possible.

Then again, the opposite can happen as well.

-NO PRESSURE NINJA APPROVED-

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clay544888

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@videogameninja: Ninja approved?!? -___-

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