Middle-Earth: Shadow of War (Trial Mode) [In-depth summation of my experience]
*Contains story spoilers*
As someone who never got a chance to play the original, when I saw the SoW banner in the PSN store I figured it would be a good access point. Some backstory: last year, Warner Brothers came under fire for trying to implement the Marketplace into a single-player game, which is the typical center for lootboxes and microtransactions. Players were confounded to learn that the last act of the game became dependent on the Marketplace as the vaunted Nemesis System was dumbed down to a massive grind and the "loot" was used to help quicken the process. But since then several countries have started taking a look at lootboxes as a form of gambling, and the developer Monolith announced soon after that the Marketplace would be patched out later on.
The trial version contains the prologue and the opening act in which the player takes control of the Ranger, Talion, on his quest to rid Middle-Earth of Sauron's dominion. It was only active May 17-22 and required a PSN acount for certain online features (such as backing up save data in case you wanted to purchase the full game later on); there was no sign of the Marketplace. During my playthrough, I was able to fully explore two pseudo-open world areas: One a Gondorian city-state and the other Orc settlements scattered about Mordor. There was very little to garner via exploring, but instead the environment could be interacted with as part of the aforementioned Nemesis System.
Anyone familiar with the Middle-Earth series probably knows that Talion's family gets killed in the first game, and he encounters the Wraith Celebrimbor, none other than the elven Smith of the Rings of Power. In Shadow of War, they forge a new Ring to combat Sauron, but it gets taken by the Dark Mistress Shelob in her human form. She bids Talion to locate the Palantir in the Gondolian stronghold, which happens to be under siege by Orc invaders. They help the Gondorian forces and gain access to the treasure vault only to find that the Palantir had already been moved to safety. After this, Talion returns to Shelob to seek out answers from her in Mordor, but this is around the point that I'd stopped following the story just to mess around. Still, it lays the groundwork for a fantastic Tolkienesque tale.
Graphically, the SoW wasn't mindblowing in any significant way as it reminded me more of a 2014 game (ie Dragon Age: Inquisition) than a 2017 "tech demo", like Horizon: Zero Dawn. The artstyle consisted of a mixture of browns and greens accentuating the atmospheric grittiness of the looming umbrage of the titular war. Structures looked like simple facades with striking similarities to the architecture from Return of the King, most notably, suggesting that Minas Tirith was the main inspiration for the opening locale. It's also worth noting that the character models are actually quite detailed, albeit the Orc designs may range from fearsome to downright comical yet somehow copy/paste in nature.
Speaking of Orcs, they are the highlight of the game's true bread and butter: the Nemesis System. The main objective is to hunt down Orc Captains and kill them before they can pose a threat. Each of them are different in their own way; they can attack differently, are immune to arrow damage, or have mortal weaknesses to elements such as fire or poison. But there's even more to it: an Orc Captain has a chance to encounter you again even if they've been killed before by "cheating death", only this time they'll be a level higher and deal more damage. It's also possible for them to either attempt a retreat or humiliate you. One minor annoyance I had is that every time they returned, they had a full monologue that couldn't be skipped and it broke the immersion of a battle I was in beforehand.
Having said that, the combat is a strange mixture between Assassin's Creed and Dynasty Warriors, with a splash of the "freeflow system" from the Arkham games. Earlier I said that the environment could be interacted with, meaning that Talion can scale the sides of virtually any building and stealth around to either take down lookouts or perform a death-from-above strike. If he's spotted then it's fairly easy to get mobbed, compelling the player to dodge or parry oncoming attacks while the other AI waits their turn. Unfortunately, during these instances combat can feel clunky and unpredictable, and sometimes Talion would get stuck on a wall that I wanted him to climb, which could get frustrating. But the huge amount of customization past the initial hours more than made up for it as Captains dropped plenty of awesome loot/upgrades and the skill tree had some fun options.
All in all, I'm not certain about purchasing the main game in June once the Marketplace is ripped out, but my first impressions are mostly positive. Anyone looking for an action/adventure title with a competent combat system might find Shadow of War a suitable timesink. It only took about a couple of hours to break free from the exasperating bits, but again, I would definitely wait until June because Warner Brothers shouldn't have to take a cent more from anyone than they already have.
This has been a friendly PSA. Have a nice day!
7/10