Just by simply playing the game, you'll receive more than enough swag and in-game currency to sate your appetite for loot.so why do they even exist in the first place? GQ asked that very question to creative director Michael de Plater, who explained that "what every big-budget developer wants right now is to make a game that people can play forever. Buying loot boxes simply means you don't need to don't need to decapitate those heads. Broadly speaking, the point of Shadow of War is to kill Uruks for loot, with each decapitated head serving as a metaphorical spin of the roulette wheel. Instead, Shadow of War's loot boxes are just pointless-to the point where their very existence only serves as a means of paying not to play the already-full-priced game. What's most egregious about Shadow of War's loot boxes isn't that they barricade the best stuff behind a paywall, or force you to grind for days just to grab something you could drop $5 on. As Chris Carter wrote for Destructoid: "I've heard the phrases 'Palantír,' 'Bright Lord,' and 'dominate' to last me two lifetimes," and there's a solid chance you'll feel the same. Worst, however, is the fact that it occasionally feels like we're playing an annualized addition to the series, as opposed to a fully-fledged sequel. The impossibly graceful Talion still gets stuck on the odd ledge, despite the addition of a double-jump feature. Nevertheless, the same issues that snuck into Shadow of Mordor still creep up behind you three years later in Shadow of War.Īside from perhaps our dual protagonists Talion and Celebrimbor, character models hardly look better than they did in 2014's entry-something immediately evident when Talion shares the screen with side characters-and their stories certainly haven't pushed the boundaries of Tolkien storytelling. To be fair, Shadow of War does-for all intents and purposes-take everything Shadow of Mordor did and make it better while adding in plenty of next-level content. While we're not looking at Assassin's Creed Unity levels of facial reconstruction here, running through what should-be beautiful locations with glaring texture pop-in is far from ideal, and-though Mordor is full of frightful oddities-encountering faceless Uruk-hai is simply terrifying.and not in a good way. (Literally.) Frequent texture pop-in can also pull you out of the experience-especially when, as IGN's Dan Stapleton noticed, enemies appear with completely blank faces that take a few moments to properly pop into place. Even though the game renders in an ultra-crisp 4K resolution on capable hardware, some character models look a little rough around the edges. Shadow of War's more noticeable blemishes stem from graphical issues. While this is a minor complaint, to be sure, it would've been nice to see Shadow of War implement some sort of environmental-based system playing off each location's distinct visual vibe in order to spice up the gameplay and give each location an even more unique feel. When you peel back the differences in appearance, it's easy to see that each location functions exactly like any other, is populated with the exact same creatures, the exact same enemies, and-more or less-the exact same of everything.
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