

It opens on Talion, a ranger of Gondor (a job description about as endemic to Middle Earth as “LGBT Bible Salesman of Kansas”) who suffers the obligatory wife-and-child-murder scenario in the opening scene, thus absolving him of any pesky responsibility that would prevent him from romping through the Mordor countryside murdering orcs (because let’s be honest, the one thing we took from the Star Wars Holiday Special is that Chewie is a deadbeat dad who neglects his family as long as it’s not Life Day). The story, for example, reads as eloquently as a Trump tweet and contains about as much Tolkien lore as one can glean from finding a copy of the Silmarillion during an especially problematic bowel movement. Monolith cleaned up a lot of the trash lying around Ubisoft’s apartment, but one can only do so much after the carpet has developed a healthy substrate of mycelium and the mushrooms just keep growing back. I say halfway, though because that’s about as far as they got. What exactly can you do when trying to emulate a game known for glitches, repetitive meaningless tasks, combat that ramps up the difficulty so slightly that old men race their wheelchairs across it, and a story that aspires to be the novelization of it’s own movie adaptation? Turns out, you can make a halfway decent game. See, creating a clone of a well-known game tends to present a problem when that game already has a nasty habit of cloning itself. Forgive me for going straight for the punchline like I could only afford five minutes with a prostitute, but the fact that Monolith Productions spent ten minutes alone with the Xerox machine in Ubisoft’s office is actually more of a starting point than a final judgment.

Shadow of Mordor is, quite simply, an Assassin’s Creed clone.
