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Middle-earth: Shadow of Mordor

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2014 video game
Not to be confused withShadows of Mordor.

2014 video game
Middle-earth: Shadow of Mordor
DeveloperMonolith ProductionsBehaviour Interactive (360, PS3)
PublisherWarner Bros. Interactive Entertainment
Producers
  • Nathan Edson
  • Zeb Wedell
DesignerMichael de Plater
ProgrammerMatthew Rice
ArtistPhilip Straub
WriterChristian Cantamessa
Composers
SeriesMiddle-earth
EngineLithTech Jupiter EX
Platforms
Release
September 30, 2014
  • PlayStation 4,Windows,Xbox One
    • NA: September 30, 2014
    • EU: October 3, 2014
    • AU: October 8, 2014
    PlayStation 3,Xbox 360
    • NA: November 18, 2014
    • EU: November 21, 2014
    • AU: November 26, 2014
    Linux,macOS
GenreAction-adventure
ModeSingle-player

Middle-earth: Shadow of Mordor is a 2014action-adventure game developed byMonolith Productions and published byWarner Bros. Interactive Entertainment. An original story based onthe legendarium created byJ. R. R. Tolkien, the game takes place between the events ofThe Hobbit andThe Lord of the Rings film trilogies. The player controls Talion, aGondorian Ranger who bonds with thewraith of theElf LordCelebrimbor, as the two set out to avenge the deaths of their loved ones. Players can engage inmelee combat, and use wraith abilities to fight and manipulate enemies. The game introduces the Nemesis System, which allows theartificial intelligence ofnon-playable characters to remember their prior interactions with Talion and react accordingly in subsequent encounters.

The game's development began in 2011. In order to create an accurate environment and be consistent with Tolkien's books, the developers consulted Tolkien scholars from Warner Bros, as well asPeter Jackson, director of the film trilogiesThe Lord of the Rings andThe Hobbit. They also received assistance fromWētā Workshop, who advised on the special effects.Christian Cantamessa served as the game's lead writer, whileDan Abnett was recruited to write dialogues for the Orcs featured in the game. Combat in the game was largely influenced by theBatman: Arkham series, while Monolith had previously experimented with the nemesis system in a cancelled Batman game based onChristopher Nolan films. Gameplay ofsports games and pen-and-paperrole-playing games influenced the design of the nemesis system, which was intended to create personal stories for each player and generate memorable Uruk-hai characters through gameplay.

The game was released forPlayStation 4,Windows, andXbox One in September 2014. Versions forPlayStation 3 andXbox 360, developed byBehaviour Interactive, was released in November 2014.Shadow of Mordor received generally favorable reviews upon release. Most praise was directed at its combat, open-world design, and the Nemesis System. Some criticism was aimed at the game's story and boss battles.Shadow of Mordor marked the biggest launch for a game based upon Tolkien's universe, and would go on to win several awards from video gaming publications, includingGame of the Year. The game was supported bydownloadable content upon release. A sequel,Middle-earth: Shadow of War, was released in October 2017.

Gameplay

[edit]
In this gameplay screenshot, Talion is usingCelebrimbor's wraith-like abilities to defeat an enemyboss.

Middle-earth: Shadow of Mordor is athird-person open worldaction-adventure video game, where the player controls a ranger by the name of Talion who seeks revenge on the forces ofSauron after his family, consisting of his wife and son, are killed by those that lead them.[1] Players can travel across locations in the game throughparkour, riding monsters, or accessing Forge Towers, which serve as fast travel points.[2][3] Though Talion is mortally felled in the game's introduction, thewraith of the Elven LordCelebrimbor is able to use his power to keep Talion alive, along with gifting him wraith-like abilities.[4] Missions in the game feature main story missions that follow Talion's quest for revenge, side missions that involve followingGollum to find artifacts that are tied to Celebrimbor's past, missions to free the human slaves that have been captured by the Uruk armies and forced to work for Sauron, and additional quests to help forge new abilities for Talion's sword, bow, and dagger.[5][6][7] The player also has the freedom to pursue side quests and roam around Mordor, with special activities to collect specific flora or to hunt certain creatures, or to find old artifacts or Elvish seals.[8][9]

In completing missions, the player can have Talion engage in melee with freeflow combat, ranged combat, and stealth approaches similar to theBatman: Arkham series, with some missions rewarding the player more for completing the mission in a specific manner.[7] Talion's ranger abilities are enhanced through Celebrimbor, allowing the player to mix combat with special focus-based attacks; these latter attacks can be used to slow time down while aiming with the bow, drain focus out of an enemy foe, or, later in the game, brand the foe to become an ally of Talion.[2][10][11] The combat system uses an attack-chain system that enables the player to perform special moves after building the chain to a large enough value, such as instantly draining a foe of focus or performing an area focus attack. With the combat system, they can also counter and dodge attacks.[12] Stealth is a critical element in some missions; several areas are considered Strongholds and should Talion's presence be discovered, an alarm will sound and more Uruks will arrive to try to kill him.[8][13] Completing quests earns the player a number of rewards:experience points that are used to unlock new abilities for both Talion's ranger and Celebrimbor's wraith skills, a Power value that allows the player to access more powerful abilities to unlock, and an in-game currency called "Mirian" that the player can use to improve Talion's health, wraith skill capacity, or forge new slots on his weapons to add additional runes.[8][14]

Nemesis system

[edit]

A core feature ofShadow of Mordor is the Nemesis system. The game can track any Uruk (a nastier orc, the general antagonists of the game) that the player comes into contact with. While there are "generic" Uruk for the player to fight en masse, and will be as cannon fodder as part of Sauron's armies, the game will begin tracking Uruk that perform any notable talents within the game, such as killing the player or surviving an encounter with the player. These Uruk will be promoted to captains. Defeating these leaders will help to weaken Sauron's army, and these leaders will drop a rune which the player can install on Talion's weapons to provide additional buffs in battle.[7] Alternatively, beingkilled by a leader will cause the current mission to be cancelled and the player to return to a safe point to continue exploring, and the leader will gain additional power, making him more difficult to defeat in the next encounter.[15] If the procedurally generated Orcs[16] survive an encounter with Talion, they will also be promoted.[17] Further, such deaths are tracked through online servers, and the player's friends on the various network services will be notified of this death and be offered the chance to accept a Vendetta mission and exact revenge on the Uruk. If the mission is successful, the game will give rewards to both the original player and the victorious friend.[18]

The leader Uruk will have a range of strengths and weaknesses, the latter that can be exploited in combat to quickly weaken and defeat the leader.[17] The player can gain knowledge of these through finding intelligence mostly by draining and interrogating specially marked Uruks.[3][19] Being able to exploit such weaknesses will result in the player acquiring more experience points and better runes.[19] Once the player gains the ability to brand Uruks, they can brand these leaders and convert portions of Sauron's army to their side.[20] At this point, the player can use the Nemesis system to trigger infighting within the Uruk forces which they can then directly participate in, helping to weaken the army further.[21][22][23][24] Uruks that survive their encounter with Talion will remember this when Talion combats them again; for example, an Uruk who was thrown into a fire by Talion might want revenge on him for being disfigured.[4][25]

Synopsis

[edit]

Setting

[edit]

Shadow of Mordor is based on Tolkien's Middle-earth legendarium and Peter Jackson's movie franchise. The game takes place in the 60-year gap between the events of Tolkien'sThe Hobbit andThe Lord of the Rings.[4] The family of Talion (voiced and motion captured byTroy Baker), a ranger ofGondor responsible for guarding the Black Gate of Mordor, is killed by the armies of Sauron, but Talion is revived with "wraith-like abilities" and heads intoMordor to exact his revenge.[26] Mordor is not yet a barren wasteland in this story.[27] The player will encounter Gollum (voiced byLiam O'Brien).[8] Talion discovers that the wraith who revived him isCelebrimbor (voiced byAlastair Duncan), the greatest Elven smith master of theSecond Age, who also seeks revenge against Sauron.

Plot

[edit]
Troy Baker provided the voice for Talion, the game's protagonist.

Talion is a captain of Gondor at the Black Gate of Mordor. His garrison is attacked bySauron's Uruk forces led by threeBlack Númenórean captains; the Hammer of Sauron (John DiMaggio), the Tower of Sauron (JB Blanc), and their leader, the Black Hand of Sauron (Nolan North). Talion, his wife Ioreth, and his son, Dirhael, are captured and ritually sacrificed by the Black Hand in an attempt to summon the wraith of the Elf LordCelebrimbor. However, Celebrimbor (who suffers from amnesia due to his status as a wraith) instead merges with Talion, preventing him from dying alongside his family. Talion and Celebrimbor then depart to uncover Celebrimbor's identity and avenge the death of Talion's family.

Over the course of their travels, Talion and Celebrimbor encounterGollum multiple times. Gollum possesses the ability to see and speak with Celebrimbor due to his prior contact with theOne Ring. Hoping that Celebrimbor might lead him to the One Ring, Gollum leads Celebrimbor to relics of his past, each of which restores parts of his lost memories. Celebrimbor gradually recalls how Sauron, disguised as Annatar, the Lord of Gifts, deceived him into forging the Rings of Power. Celebrimbor ultimately assisted Sauron in forging the One Ring but was able to steal it from him. Celebrimbor proclaimed himself the Bright Lord of Mordor and raised an army of Orcs against Sauron. However, the Ring ultimately betrayed Celebrimbor and returned to Sauron. Sauron then punished Celebrimbor by executing his wife, daughter, and finally, him.

In his search for the Black Hand, Talion allies himself with Hirgon, a ranger deserter who leads a community of Gondorian outcasts choosing to settle in Mordor, and Ratbag the Coward, anOrc who offers to bring Talion closer to the Black Hand in exchange for his assistance in the military hierarchy. Talion helps Ratbag ascend the ranks to the level of warchief by killing each of his immediate superiors, and aids Hirgon in destroying a statue of Sauron. These actions draw out the Hammer of Sauron. After the Hammer decides to execute Ratbag for not killing Talion, Talion confronts and kills the Hammer in combat.

Talion is then sought out by the warrior Lithariel, the daughter of Queen Marwen, who claims to be able to assist Celebrimbor with his mission. Marwen is the ruler ofNúrn, a kingdom of sea raiders located in the south of Mordor. She uses prophetic powers to guide Talion and Celebrimbor to another of Celebrimbor's relics. Later, she advises them to use Celebrimbor's powers to take control of an army of Orcs and use them to lead an assault against Sauron. Talion eventually realizes that the wizardSaruman is possessing Marwen, and assists Lithariel in freeing her from his control. Talion, however, still carries out Saruman's plan, leading an army of mind-controlled orcs in an assault against the Black Hand's stronghold at Ered Glamhoth. However, rather than the Black Hand, Talion finds the Tower of Sauron waiting for him. The two battle and Talion emerges victorious after viciously stabbing the Tower to death with his son's sword.

Talion now travels to the Black Gate for a final confrontation with the Black Hand. The Black Hand quickly incapacitates him with a spell that also restores the last of Celebrimbor's memories. He then kills himself as part of a ritual that forces Celebrimbor to depart from Talion and merge with himself. This allows Sauron to possess the Black Hand's body and incarnate in physical form. However, Celebrimbor is able to briefly paralyze Sauron from within, allowing Talion to destroy Sauron's physical form. With the Black Hand dead, Celebrimbor wishes to depart forValinor. Talion instead convinces him to stay and attempt to overthrow Sauron. Gazing atMount Doom, Talion declares his intention to forge a new Ring of Power.

Development

[edit]

Development ofMiddle-earth: Shadow of Mordor, which took about three years, began in late 2011.[28] The game's lead developer was Monolith Productions, who had experience on a Middle-earth game withGuardians of Middle-earth (amultiplayer online battle arena game released in 2012). According to design director Michael de Plater,Shadow of Mordor was developed in parallel withGuardians of Middle-earth but handled by a separate team. It was published by Warner Bros., who had published theBatman: Arkham game series.[26][29] The game was designed by de Plater, who had worked withCreative Assembly onRome: Total War andUbisoft onTom Clancy's EndWar andTom Clancy's Ghost Recon: Future Soldier.[30]

Gameplay design

[edit]
Gameplay screenshot ofMiddle-earth: Shadow of Mordor showcasing the nemesis system

Shadow of Mordor was Monolith's firstthird-person open-world video game, and de Plater considered its development an educational experience for the studio.[31] In Monolith's introduction to the genre, many core mechanics were built from scratch and the studio were inspired by successful video games such as theBatman: Arkham series created byRocksteady Studios; those games inspiredShadow of Mordor's stealth and free-flow combat mechanics.[32] The studio considered Rocksteady's games good examples of how to handle a licensed title.[30] In 2019, it was revealed that Monolith had worked on a standalone Batman video game based on theDark Knight trilogy of films made byChristopher Nolan.[33] The studio had to cancel the project, codenamedApollo, after one-and-a-half year of development, though elements from that game, such as the nemesis system, were reused inShadow of Mordor.[34]

The game's signature feature is its Nemesis system. Its origins came from management in WB Games in the early 2010s, seeing that past single-player games likeBatman: Arkham Asylum had great initial first sales, but which failed to capture revenue from second-hand sales. WB Games tried other experiments across its studios, such as with downloadable content that could only be activated only once inBatman: Arkham City. For Monolith, their goal was to make a gameplay element that would lead players to keep the game disc within their library rather than seek second-hand sales.[35] The team wanted to create a system which allowsnon-playable characters to respond to player's actions, creating personal stories for each player and making otherwise nameless Orcs in the game memorable and unique, such that players would not want to part with the game.[31][35] The system's idea was frameworked three months after development began. It was made more complex during the game's early development, incorporating personal relationships among Orcs, but was later pared down when the studio considered it too complicated. The Nemesis system was also inspired by pen-and-paperrole-playing games. Although most Orcs are similar, some were designed with distinctive behavior patterns. These Orcs have dialogue written byDan Abnett.[36] The team also hoped that the system would provide tension and competition, similar to a multiplayer game. The studio was inspired bysports games, where the narrative continues even when players lose a match.[37] This can prevent immersion and narrative from breaking when the player characters die in the game.[30] The system is designed so players can emotionally attach to the protagonist through gameplay drama,[38] while enabling players to create their own villain, leading to a more organic story.[39]

Story and art

[edit]

The game has a standalone plot. Early in development, the team consulted Peter Jackson, director ofThe Lord of the Rings andThe Hobbit film trilogies, who advised them against a filmtie-in.[29] To prevent inaccuracies, Monolith consulted severalTolkien scholars from Warner Bros. and collaborated with Wētā Workshop (Jackson's design company) on the game's special effects and scenery.[40] To depict well-known characters the company partnered withMiddle-earth Enterprises, the franchise-rights holder, to prevent misuse and contradiction between the game's story and Tolkien's.[41] The game was written byChristian Cantamessa, who was lead writer and lead designer forRed Dead Redemption.[8] According to the team, the story was designed to be accessible for all players regardless of their familiarity with the franchise.[41] Its protagonist is Talion, a half-human, half-wraith inspired byBoromir.[42][43] Although Torvin was originally proposed as a playable character, the idea was scrapped.[44][39] The development team picked Celebrimbor as the wraith because they considered his backstory sufficiently interesting to expand the canon's authenticity, allowing the team to write a story around power (a major theme of the game).[45] The team hiredDavid Salo, a linguist who worked on Tolkien's languages for theLord of the Rings film trilogy, to develop the Orcs' Black Speech.[41] The game's narrative was also inspired byBioShock, which according to de Plater, has successfully incorporated systemic stories with players' choices.[42]

Shadow of Mordor bridges the gap betweenThe Hobbit andThe Lord of the Rings, with the team wanting to show iconic elements of the universe in an original way.[29] The team had to draw notes on Tolkien's notes and appendices to ensure that their vision for the game would not change the franchise's timeline.[39] Although the game's environment is inspired by the books and films, several places (such as Udûn and the Sea of Nurnen) were re-imagined. Art director Phil Straub considered consistency with the lore and presenting "something visually new" and realistic the most important elements of creating the game.[42] To depict volcanic activity, the studio sent a team toEastern Washington and theColumbia River plateau to photograph a volcano;[46] and studied photos of Iceland and New Zealand and yellow stone found worldwide.[47] SinceShadow of Mordor is set beforeThe Lord of the Rings, its landscape is less post-apocalyptic; environments also vary by weather, lighting and atmosphere.[46]

The music forMiddle-earth: Shadow of Mordor was composed byGarry Schyman and Nathan Grigg, and a soundtrack album was released digitally by WaterTower Music on September 30, 2014.[48] In designing the game's music, the team used a number of sonic tools which synchronize with other aspects of the game (such as player actions and enemy movements); combat music includedwaterphones andspring drums.[49]

Release

[edit]

In August 2013 an artist mentioned that Monolith Productions was working on a AAA title separate fromGuardians of Middle-earth. The game was officially unveiled on November 12.[50][51] Although the game was originally scheduled for release on October 7, 2014, according to Warner Bros. its release was moved up to September 30 in North America and October 3 in the United Kingdom due to "fans' excitement".[52][53] The PlayStation 3 and Xbox 360 versions were released on November 18 in North America and November 21 in Europe.[54] Monolith focused on developing the game's PlayStation 4 and Xbox One versions, with development of the PlayStation 3 and Xbox 360 versions outsourced to Behaviour Interactive.[55][56] Although the gameplay and story are unchanged in the PlayStation 3 and Xbox 360 ports, some features (such as the Nemesis system) are less complex than the PlayStation 4 and Xbox One versions. According to the game's developer, the Nemesis system was too large for older consoles.[57][58]

On December 16, 2014, thedownloadable content (DLC)Lord of the Hunt was released. Its storyline revolved around Torvin, and it included new runes, skins and bosses.[59]Lord of the Hunt received mixed reviews from critics.[60] The final DLC forShadow of Mordor, titledThe Bright Lord, is set 3,000 years before the main campaign and allows players to control Talion's companion, Celebrimbor.[61] It adds a chapter toShadow of Mordor in which players can complete ten more missions and fight Sauron.[62] The content was released on February 24, 2015, for PlayStation 4, Windows, and Xbox One.[63] A Game of the Year edition with DLC was announced on April 29, 2015, and released on May 5 for PlayStation 4, Windows, and Xbox One.[64][65] A special edition, with in-game items and a steelbook, was introduced on August 1.[66]

Shadow of Mordor's online servers were shuttered on January 12, 2021, and a final update for the game removed some features that were tied to this, including the game's Vendetta system and leaderboards. However, in-game achievements tied to these elements were modified to still be achievable or were awarded automatically to players after starting the game following the update.[67]

Warner Bros. patented the Nemesis system with theUnited States Patent & Trademark Office granting the patent in February 2021.[68][69][70]

Reception

[edit]

Critical reception

[edit]
Reception
Aggregate score
AggregatorScore
MetacriticXONE: 87/100[71]
PC: 84/100[72]
PS4: 84/100[73]
Review scores
PublicationScore
Destructoid6/10[74]
Eurogamer8/10[75]
Game Informer8.25/10[76]
GameSpot8/10[77]
GamesRadar+4.5/5[18]
GameTrailers8.7/10[78]
Giant Bomb5/5[79]
IGN9.3/10[80]
Joystiq5/5[81]
PC Gamer (US)85/100[82]
Polygon9.5/10[83]
Awards
PublicationAward
Game Developers Choice AwardsGame of the Year
GameSpotGame of the Year
Giant BombGame of the Year
JoystiqGame of the Year

Middle-earth: Shadow of Mordor received "generally favorable" reviews, according toreview aggregatorMetacritic.[72][73][71]

The Nemesis system was praised by critics. According to Lucas Sullivan ofGamesRadar, the system elevatedShadow of Mordor to excellence by making its villains memorable and adding personality to its protagonist.[18] Brad Shoemaker ofGiant Bomb wrote that the system created many distinctive characters and its side content extended the game's longevity.[79]Joystiq's Alexander Sliwinski said that the system made each playthrough unique and made the game stand out from other action games.[81] Chris Carter ofDestructoid found the system gimmicky, since it failed to create unique villains; it added different appearances and weaknesses to villains without adding personality.[74]

Shadow of Mordor's combat was considered excellent by most critics. Shoemaker and Sliwinski compared it to the rhythm-based combat system of theBatman: Arkham game series; both found it engaging and fluid.[79][81] Shoemaker praised the game's combat variety; the combination of the combat and nemesis systems created "a specific kind of chaotic, emergent nonsense" desirable in an open world game.[79] According to Sliwinski and Shoemaker, even without the Nemesis system the combat system would make the game compelling.[79][81] Although Matt Miller ofGame Informer found the game's focus on killing made it repetitive, failing to capture the charm of its inspirationsAssassin's Creed andBatman: Arkham, Kevin VanOrd ofGameSpot calledShadow of Mordor's combat an improvement of theAssassin's Creed formula.[76][77]

The reception of the game's storyline was mixed. Although Shoemaker and Sliwinski praised its "dark" tone, Shoemaker found some story elements (such as Gollum's introduction) forced and designed to appeal to a particular audience.[79][81] According toGame Informer's Matt Miller,Shadow of Mordor fails to successfully tie together all of its various plot threads in the game's conclusion.[76] Kevin VanOrd of GameSpot also found the storyline erratic, dragged down by anticlimactic fights and scenes.[77] Dan Stapleton ofIGN wrote that the story introduced memorable characters but would not make sense to fans of the series, and his interest in the game waned towards its end.[80]Destructoid's Chris Carter was disappointed in a plot he considered generic ("Go here, kill this, draw out this big bad, then kill him for your family"); the game failed to add anything new to the universe, and its side missions were more interesting than the main campaign.[74]

Other aspects ofShadow of Mordor were praised. Sullivan enjoyed itsLord of the Rings' lore, and found the number of collectables in the game "staggering".[18] Miller also admired Monolith's extensive use of lore in the game, and praised its soundtrack and voice-acting;[76] Elements of the game were criticized. Sullivan found some side missions repetitive, and Sliwinski was disappointed with some of the boss battles.[18][81] Miller wrote that someShadow of Mordor features are too complex and inaccessible for new players or those unwilling to use strategy.[76] Critics disagreed about the Nemesis system. Miller wrote that the system fell flat in the game's final hours;[76] according to VanOrd, the system was unappealing until the game's second half.[77] Carter found the unskippable cutscenes after a player died annoying.[74]

UnlikeShadow of Mordor's current-generation versions, the PlayStation 3 and Xbox 360 versions received mixed-to-negative reviews, and many technical problems were noted. According to Thomas Morgan ofEurogamer itsframe rate was substandard, and Yannick LeJacq ofKotaku cited "many technical hiccups and glitches". Morgan believed that the game developers spent little effort on the port, and LeJacq questioned the need to release the game for PlayStation 3 and Xbox 360.[84][85]

Shadow of Mordor was well received byBioShock series creatorKen Levine, who called it the first open-world game with a non-linear story and narrative and said he would bring some of its elements to his upcoming science-fiction project,Judas.[86]

Sales

[edit]

Shadow of Mordor's release was the most successful for aLord of the Rings-based game. The game debuted at number two in the UK retail software sales chart in its first week (behindFIFA 15), and was the ninth-bestselling game in the United States in October 2014.[87][88]

Controversy

[edit]

WhenShadow of Mordor was introduced, Monolith was accused by former Ubisoft employee Charles Randall of using assets (such as the protagonist-animation code) fromAssassin's Creed II.[89] Monolith responded that all their project's assets were developed from scratch; they had confidence in their originality.[90]

In October 2014, after the usual video game review outlets were unable to obtain early access toShadow of Mordor, John Bain (known asTotalBiscuit) said thatYouTube video creators had been offered early access in exchange for agreeing to a contract requiring them to describe it positively.James Stephanie Sterling ofThe Escapist obtained a copy of one of the contracts and analyzed it in detail.[91][92][93] TheFederal Trade Commission began an investigation and announced in July 2016 that Warner Brothers Home Entertainment had violated theFederal Trade Commission Act, and that the company must declare sponsored advertising in the future.[94]

Awards

[edit]

In addition to winning several awards at major events and ceremonies, the game was selected byGameSpot,[95]Joystiq,[96] andGiant Bomb[97] as theirGame of the Year for 2014.

YearAwardCategoryResultRef.
2014Game Critics Awards Best of E3 2014Best of ShowNominated[98]
Best Console GameNominated
Best RPGNominated
Best ofGamescom 2014Best Console Game Sony PlayStationNominated[99]
Best PC GameNominated
The Game Awards 2014Game of the YearNominated[100]
Best Performance(Troy Baker as Talion)Nominated
Best Action/AdventureWon[101]
201517thGame Developers Choice AwardsGame of the YearWon[102]
Innovation AwardNominated
Best DesignNominated
Best NarrativeNominated
Best TechnologyNominated
11th British Academy Games AwardsBest GameNominated[103]
Game DesignWon
Game InnovationNominated
MusicNominated
18th Annual D.I.C.E. AwardsGame of the YearNominated[104]
Adventure Game of the YearWon[105]
Outstanding Achievement in AnimationWon
Outstanding Achievement in Character(Talion)Won
Outstanding Achievement in Game DesignWon
Outstanding Achievement in Game DirectionWon
Outstanding Achievement in StoryWon
Outstanding Innovation in GamingWon
Outstanding Technical AchievementWon
SXSW Gaming AwardsGame of the YearNominated[106]
Excellence in Technical AchievementNominated
Excellence in GameplayWon[107]
Excellence in AnimationWon
Excellence in Design and DirectionWon
2014 NAVGTR awardsGame of the YearNominated[108]
Animation, TechnicalWon
Art Direction, FantasyNominated
Control Design, 3DWon
Direction In A Game CinemaNominated
Lighting/TextureNominated
Performance In A Drama, Supporting(Phil LaMarr as Ratbag)Won
Sound Editing In A Game CinemaWon
Sound EffectsNominated
Game, Franchise ActionWon
Game Audio Network GuildAudio of The YearNominated[109]
Music of The YearNominated
Sound Design of the YearNominated
Best DialogNominated
Best Original Instrumental("Fort Morn")Nominated

Sequel

[edit]
Main article:Middle-earth: Shadow of War

The game's sequel,Middle-earth: Shadow of War, was announced in February 2017. The sequel was developed by Monolith Productions and published by Warner Bros. It was released worldwide on October 10, 2017.[110]

References

[edit]
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