Jul 9, 2018

Middle-earth: Shadow of War review

I talked about Middle-earth: Shadow of Mordor before, and I quite liked it, because I thought it was a very succesful take on Middle-earth, and great fun to play. Eventually, I also got around to picking up the sequel, Shadow of War.


John Howe: Shelob, 2000.

**

To start with the least surprising stuff, the timeline is still all over the place, as it was in the previous game. The watch on the Black Gate ended in the year 1640 of the Third Age; Minas Ithil falls in 2002. So 360 years separate the initial events of both games. In Minas Ithil, Idril (again everyone, even Gondorian warriors, have high-elven names!) is told to take some items to the refuge of Henneth Annûn; quite a task, seeing as how it was built nine hundred years after the fall of Minas Ithil. The player character finds artifacts from Rohan in a city that fell hundreds of years before Eorl the Young was born. They even manage to mention Eärnur, the last king of Gondor - who died in Minas Morgul. So, y'know.

The plot is also just a complete mess. There's a new ring, but there's also Shelob, who readers of the Lord of the Rings will know as a giant fucking spider, but who is represented in the game by a bizarrely beautiful barefoot woman. I mean it makes sense that she's barefoot, because a spider wouldn't wear shoes, but the rest of it I'm not so sure about.


Another interesting character is Baranor, who was the subject of some hype for being the first person of color in the Lord of the Rings "universe", which is certainly not true as Kahliel beat him to it. But more diversity is always appreciated!


Now, I certainly don't think any kind of justification is necessary for including a person of color in a Tolkien-derived work - the "all-white" Middle Ages are a white supremacist fever dream and nothing else - but interestingly, there is one in Tolkien's letters. Namely in letter 211, where he briefly describes Gondor:

The Númenórans of Gondor were proud, peculiar, and archaic, and I think are best pictured in (say) Egyptian terms. In many ways they resembled "Egyptians" - the love of, and power to construct, the gigantic and massive. And in their great interest in ancestry and tombs.
(Letters, 211)

Minas Ithil in this game is quite Roman, but I would absolutely love to see a heavily Egyptian take on Gondor. All obelisks and pyramids and giant mortuary temples. Baranor is also a very proper Gondorian name, which is refreshing.

Unfortunately, that was the good stuff. Shadow of War has started taking considerably larger liberties with the background material, and it's just plain silly at times. We learn the identities of several Nazgûl, for instance, and they're completely ridiculous. In general, where Shadow of Mordor mashed up the chronology to tell a story that was surprisingly Tolkienian, Shadow of War throws together a hodgepodge of elements lifted from the books and makes a mess of it. This becomes a problem for reasons that I'll return to.

**

As for gameplay, all the good stuff from the previous game is there: the combat system is brilliant, the orc-captains have even more personality, and the settings are very well done. A particular peeve, though, is that the designers seem to have fallen in love with their dialogue: some of the orc-captains give massively long speeches that feel like they take forever.

At first, the game is great fun, just like its predecessor: roaming around the different areas, fighting orcs and being ambushed by captains while picking up collectibles, is wonderfully diverting and probably worth the price of the game on its own. What lets the whole thing down are the missions. For starters, there's so much going on and the plot is so incoherent that at times it's difficult to understand what it is that you're supposedly doing again and why.

The far bigger problem, though, is that the missions become repetitive. At a point not that far into the game, you've fought the Nazgûl so many times that it becomes boring. You know how to parry their attacks while fighting orcs, and it just stops being interesting. So yes, they've managed to make Ring-wraiths boring, but it gets so much worse than that. There's an entire questline where you fight a Balrog, and it's... boring. There are several quicktime events, a couple of bossfights and eventually a sequence where you fight a Balrog while riding a dragon and it's boring. Honestly, that's kinda impressive.

About halfway into the game - at least in terms of my completion percentage - the problems of gameplay begin to meet the problems of plot. The game is drifting further and further from Tolkien, which means my interest in the plot is dying, and the repetitiveness of the missions begins to make them into a chore. What ended up happening is that I never finished the damn thing. I couldn't be bothered.

**

So, to sum up: Shadow of Mordor's bigger sequel is more bloated, less Tolkien, and a lot more boring. There are hours upon hours of fun to be had, so if you finished Shadow of Mordor and were left wanting more, then you'll definitely get that here. But in the end, the incoherence of the plot, the loss of theme and the sheer repetitiveness of the missions got the better of me. This could have been a great game, but in the end it collapses under its own weight. I've understood that there's a bleak and dramatic finale, but sadly, I can't be bothered to find out.

Jul 2, 2018

Let's Read Tolkien 46: The White Rider

"My very bones are chilled," said Gimli, flapping his arms and stamping his feet.

We find the Three Hunters at dawn, looking for traces of the hobbits on the battlefield. Soon enough, they find the tracks of the hobbits, and Aragorn correctly deduces how they escaped both the orcs and the riders. He also reasons that the orcs must have been commanded to capture hobbits, which is why they set off for Isengard as soon as they had Merry and Pippin: telling orcs about the Ring would have been far too dangerous.

The hobbit-trail leads into Fangorn Forest, which Gimli is loath to enter, but with at least one missing hobbit to track and no horses to go anywhere else with, there's little choice. Aragorn tracks the hobbits to Treebeard's hill, and as the Three Hunters ascend it, they spot an old man below, who they take for Saruman. Gimli tries to persuade Legolas to shoot him, but Aragorn has to make the eminently reasonable point that they can't just shoot old men on sight.

The old man climbs up the hill, and after a short riddling conversation, Gimli decides the old man is Saruman, and confronts him. Instead of Saruman, though, the old man is revealed to be Gandalf, clad all in white. He and the Three Hunters catch up, and Gandalf talks about his battle with the Balrog. He reassures the hunters that the hobbits are fine, and asks that they rather go with him to Edoras, where the King of Rohan reigns. Gandalf summons his horse, Shadowfax, who is accompanied by the horses Éomer lent Aragorn and Legolas. They ride for Edoras.

**

So, Gandalf is back. Earlier, I talked about the way Eärendil prefigures Christ in Tolkien's theological scheme. Here, we encounter another Christ-figure: the resurrected Gandalf, sent back from the dead to finish his mission. To me at least, the failure of Aragorn, Legolas and Gimli to recognize Gandalf recalls the way Jesus's disciples fail to realize his status in the Gospels. Like Eärendil, though, Gandalf is not an analogue of Christ, but rather a partial representation. Like Christ, Gandalf descends from heaven to bring hope to mankind; however, unlike Christ, he preaches no gospel, and crucially, unlike Christ, he is subject to the Fall and therefore temptation. Eärendil was human; Gandalf is divine - Christ is both. As I've said earlier, if anything, Gandalf is an angel. Both the Balrog and Saruman are fallen angels; Gandalf remains true to his mission. His resurrection prefigures Christ, but he is not a Christ-analogue in Tolkien's terms.

Apart from Gandalf's return, the function of this chapter is to direct the story firmly at the war in Rohan. The hobbits and the Ring are gone: the matter at hand is Saruman.

Next time: door-keeping and king-healing.