Thursday 18 January, 2018
Shadow of Mordor #3
This session I finally allowed myself sufficient time to really mouth-breathe and become absorbed by the game. It is evident that the developers really wanted to embrace and emphasize the open-world structure; while a linear story does exist, primary quests that forward the narrative are spread all over the place and are never compulsory. It seems that two parallel narratives emerge as one progresses through Shadow of Mordor: 1) the protagonist's onslaught for vengeance and exposition and 2) the hierarchical power dynamics amongst Uruk tribes.
It is obvious that Assassin's Creed was a huge influence here, as the map is illuminated by climbable, spire beacons, stealth and parkour maneuvering is central, and the combat system is super similar.
I haven't been able to derive much about the history and sociopolitical geography of this world. It appears that all that is left of humanity are slaves and disperate resistance groups, and the Ork/Uruks rule the land entirely. While they don't seem to be at war with anyone but one another, they are constantly militarized and on patrol.
I overheard a conversation between two of these creatures about the protagonist, discussing as to why he persists upon killing them when they can recall actually finishing him off previously. They ultimately conclude that he is a ghost; though, really, aren't all beings in this game recurring, deathless ghosts and entirely aware of it?? Whether through reviving souls or constant rematerialization, all of the fallen captains return after death, just as the player does, and they always mention having been killed before — one even got a scar from our last encounter, and mentioned it!
Could this world be hell, or purgatory?
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