Evan: Reddit threads like "Holy shit, the loot boxes are out of control" (7,200 upvotes) are popping up on a daily basis, and resentment of paid rewards feels like it's at an all-time high. I don't think it's any sudden trend, it's just that time of the year when 'big' games are releasing in clumps from publishers that will have noticed that Activision Blizzard made $3.6 billion from in-game content in 2016. How do we feel about it?
Wes: I think the fact that loot boxes have crept their way into singleplayer games is what has so many people mad. Now they're everywhere, and they threaten to make videogames samey in a way that depresses me. When I sit down to play a game, I don't want to feel like I'm using a 'product.' In Overwatch I'm trying to absorb myself in the intensity of a competitive shooter, focusing on the flow of aiming and dodging. Or I'm trying to immerse myself in rich storytelling in a game like The Witcher 3. Or I'm obsessing over earning gold medals in every race in Burnout Paradise, because I want to see my skill rewarded with an expanding stable of cool cars.
The point is, the way I engage with all of those games is totally different, and the way they're designed is totally different. They should be, because there's no one-size-fits-all solution for how earning rewards in a game should work.
James: I’m with you there, Wes. Loot boxes often stand in for more interesting reward systems. Take Destiny 2, for example. Its loot boxes, Bright Engrams, are rewarded for either earning a set amount of experience or by spending money. They primarily reward cosmetic items, or items that don’t drastically affect character progression. The exception is weapon mods, but that entire system is awful and worth its own piece. I’m always excited to decrypt Bright Engrams when they drop and I’m never starved of what they reward, but earning them doesn’t require performing any specific feats or playing particular modes. Loot boxes end up diluting reward systems, transforming in-game economies and personal milestones into arbitrary, boring tests of persistence.
Evan: It was upsetting that Bluehole went back on its pledge to not include loot boxes until after release.
Samuel: I agree that their presence in singleplayer games is the worst thing, here. With multiplayer games, there are associated costs with running a game after release where loot boxes might mitigate that, but let's face it—for singleplayer games it's only about profit. Even if we, as critics, say 'this game isn't affected by them', it's far from an endorsement. Having to explain that, and for consumers to learn what role they play in each game, is a problem developers and publishers have created. I don't want loot boxes to exist in singleplayer games at all. Any developer or publisher that chooses to add them to a singleplayer game surely knows that they're courting this type of drama.
Wes: Right, one of the great joys of playing videogames is discovering the boundaries and rules of an original world. Even in the shared language of games—if you understand Mario you'll also understand Super Meat Boy—the limits of what you can and can't do and the logic of the world is always different.
Loot boxes fundamentally impact that freedom of design, because some game system will have to be designed around randomized payouts with tiers of scarcity. That doesn't mean games with loot boxes can't be fun, but I'm worried about the erosion of creativity that could come from more and more games being designed around a mandatory loot box core.
I think a lot of people would agree that that the loot box goldrush is now regularly straying into gouging.
Tim
Tyler: Totally. I really enjoy Absolver's random clothing drops, for instance. I had to grind for my most fashionable masks and boots, but grinding in Absolver is playing the game—fighting other players and winning—so it's what I'm there to do anyway. If you see a player wearing a bunch of cool stuff, you know they've done a healthy tour of the arena. But if you could just buy loot boxes with a guaranteed rare item? Fancy clothes wouldn't mean squat. It would totally change the game. If I'm wearing a mask that dropped after a tough fight with another player, I remember that story. I don't remember popping open Overwatch loot boxes. So loot boxes aren't just something you can tack onto a game without fundamentally changing it.
Tim: I'm even less sympathetic to Destiny 2's Bright Engrams than James is. Game director Luke Smith mounted this defence of the new gear shader system, and while he was right to say you'll end up flush with them, what he failed to add was that those would be the shitty brown ones, and most of the nice shiny stuff would be gated in the boxes. Having played Destiny for three years in advance of its arrival on PC later this month, it's been fascinating and disheartening to watch that game's microtransaction store evolve and spread. At first the items really were purely cosmetic, and limited in scope, so many players passed it off as entirely optional. These days you can buy 'fireteam medallions' which boost your chances of getting loot drops. If it isn't pay to win, it isn't far off it.
The same goes for The Division, which has struggled from a Saharan sized content drought that threatened to kill the game entirely, and yet the developers have still found the resources to introduce loot boxes. It sucks to have the endgame of a looter-shooter reliant on either getting lucky with drops or dipping into your wallet. I get that we're just talking about outfits to play dress up with (The Division's boxes mostly contain shoes, winter jackets and lurid weapon skins), but when there isn't much else to grind for, the feeling of being pressured to pay becomes more pronounced.
James: Worse, loot boxes in games built around the loot grind are especially dangerous. The Division, dumb as its stat-boosting backpacks are, runs along a dopamine track already. Throw monetized incentives into a vulnerable playerbase and I feel like I get the right to name anyone making the calls exploitative. I need my blue scarves, Tim! More than water or light or other colors of scarves!
Tim: I think a lot of people would agree that that the loot box goldrush is now regularly straying into gouging. And the irony is it's the most dedicated players who're likely to pay up, but at the eventual cost to the developer of a weakening relationship with that base. It's no wonder there's so much talk (and often accurately) of toxicity and entitlement in gaming communities, when too often players are treated like mug punters, there to be exploited by data analysts with MBAs.
Bo: I think that's a critical point, Tim. While I think it's a bit of a stretch to say that loot boxes are a form of gambling, there's no denying that they are designed to appeal to addictive behavior, which we've delved into the science of. So at what point do loot boxes cross from being a healthy way to inject some additional content to being an exploitative system designed to generate as much money as possible?
To me, there are three cardinal rules of loot boxes: they should only exist in multiplayer games, all loot should be cosmetic, and either they or everything in them can also be obtained through non-monetary means.
Tim: We both play Hearthstone, Bo, and I know you don't spend anything on it, which is admirable, I must have thrown many 100s of dollars Blizzard's way by now. I tend to buy enough packs to build most competitive decks, which as our recent report detailed, has become substantially more expensive over time. I'm more phlegmatic about packs, though, because I feel like the whole model is integral to the way the game works and has been since day one. Certainly, other card games are (much) more generous, but at least I'm going in with open eyes. I know what the drop rate is, I know how much I'll likely need to spend in order to compete, and this is how the game has always been.
What's much more jarring to me is seeing loot boxes just jammed into every triple-A game because, hey, it worked for those guys so why shouldn't it for us. It just looks incredibly opportunistic. It's hard to conceive of a game like Hearthstone without some sort of microtransaction model. Star Wars Battlefront 2? Not so much.
Bo: Hearthstone absolutely is pay-to-win. But as you say, Tim, at least you know that going in.
Tim: I pulled a golden Rotface from a pack this weekend, Bo. I ask you who the real winner is here?
Tyler: Tim, you're right that there's a clear difference when it comes to Battlefront 2. It's a game about shooting, and the Star Cards just buff to your abilities, giving you an advantage in a game otherwise about movement and map awareness and aim. EA says it's about "creative" customization, and maybe there will be some really fun builds, but are the players I'm using them against going to think they're fun? And what if I don't pick up any cards for my favorite class? How much will I have to grind, or pay, to be creative? Right now nothing about Battlefront's loot boxes seems fun to me.
Samuel: GTA Online's Shark Cards get a bad rap every time I cover the game, and some of the recent vehicles in that game are now absurdly expensive if bought with real money. That said, in that game you always know what you're paying for, and if you're prepared to grind down, you can also buy them with in-game cash. It's the random element of loot crates that I dislike. I would never buy one on that basis. I already lived through Pokemon cards in the late '90s, thanks.
Evan: OK—we're not gonna solve loot boxes in a single article, but someone address this popular counter-argument: loot boxes, season passes, and DLC are the things that are keeping the cost of your games at $60 or less. Games were $50 and $60 twenty years ago—adjusted for inflation, that's about $90 today.
Games cost more than ever to develop, and cost less than ever to purchase. Aren't the rich players essentially paying for everyone else's fun, and the continued updates to games like Overwatch? Isn't that better than us paying $90 USD for a big-budget game?
Tim: That's one of the great defences of loot boxes, that they enable developers to maintain a stream of post-release content and events. I say be very wary of that line. Bungie invoked it around the time the Eververse store launched, and I saw plenty of players think that we'd be getting actual new missions and such as a result of whales throwing down cash for emotes. But of course they never materialised outside of paid-for DLC expansions. Instead we got underwhelming week-long events like The Festival of the Lost and Crimson Doubles, which like the loot boxes themselves, were largely cosmetic. I actually have little problem with the notion of selling stuff as a game's life extends.
Wes: I'm sympathetic to how many millions of dollars triple-A games cost to make these days, and I hate the common story of a studio closing after missing sales expectations or getting layoffs after a game ships, regardless. But you know what? Those things happen anyway, with or without loot boxes. That speaks to a larger problem than loot boxes can solve. And I'm not buying that it's do-or-die for the publishers who decide how they monetize their games. Activision Blizzard made $6.6 billion in revenue this past year, and like you said, Evan, $3.6 billion of which was from in-game purchases. EA makes more than a billion dollars per quarter. Ubisoft is similarly massive.
Of course companies exist to make money, but that also makes loot boxes fair game for criticism. Loot boxes aren't about survival; they're about profit. Publishers choose to make their games bigger and more expensive year after year. Funding that escalation with a payment system that triggers the same impulses as gambling wasn't inevitable or unavoidable; it was a choice.
Chris: Something else to keep in mind: people love buying stuff. Games wouldn't have loot boxes if players didn't shell out for them en masse, same as Day 1 DLC and Season Passes and expensive Gold Editions with figurines and posters and all sorts of other useless crap that we collectively roll our eyes about. But they still get bought, because people love buying stuff. Complaints about Early Access games have been around since Early Access was invented, and what's still popular? Early Access games. Pre-ordering digital games is pointless (they won't run out), risky (the game may suck), and much-bemoaned (seriously, you probably shouldn't pre-order games) but what's often at the top of Steam's top sellers? A pre-order.
Samuel: Rocket League is an interesting example, and one where I see the logic for a $20/£15 game. Everyone gets free, refreshed content, and the crates are all cosmetic. The money helps support the costs of running the game and their esports initiatives. After 100 hours, I can't argue with that, since I'd never spend a penny on them myself.
There's still more to unpack on this topic, and we'll keep discussing and reporting on loot boxes over the coming months. How do you feel about them?
Update: WBIE now says that the issue with Steam Family Sharing has now been resolved for all players, "including those who were impacted previously." We re-tested it ourselves, and can confirm that sharing is now working properly.
Original story:
Steam Family Sharing was announced in 2013 as a way for friends and family to share their game libraries with one another. There are some limitations, but basically you can give access to your entire Steam library to up to five people across ten devices. Not all games support the feature, however, and according to Reddit, Middle-earth: Shadow of War is one of them.
"My friend and I alternatively buy all the good games and share amongst ourselves, but this game doesn't support sharing," DoorHandleWalah wrote. "We had to refund the game because of that."
"Had to" is maybe overstating it a bit, but there is nonetheless a good deal of anger over the news in the comments, perhaps because it comes on top of controversy over Shadow of War's loot boxes (which as it turns out aren't that bad) and a charitable effort gone wrong (although that worked out in the end, too). It just hasn't been a smooth ride up to release.
PC Gamer tested Steam Family Sharing on our own and confirmed Shadow of War is not supported—it shows a "Purchase" button where games that support Family Sharing show "Play." We also noticed that Quake Champions and Arma 3 (of the 42 games we had installed) didn't seem to support Family Sharing.
I reached out to Warner Bros. for more information, and will update if I receive a reply. For now, if this is relevant to your purchasing decision, consider yourself warned. Either way, it's out today, and here's our review.
Nvidia has a new GPU driver package available that is supposed to deliver the "best possible gaming experience" in a handful of games, including Middle-earth: Shadow of War (released today), The Evil Within 2 (releases Friday, October 13), and Forza Motorsport 7 (released last week).
The 387.92 WHQL driver package also contains tweaked code for Arktika.1, an atmospheric FPS game that is exclusive to the Oculus Rift with Oculus Touch gameplay.
Beyond 'Game Ready' optimizations, the new driver release brings with it few new features, including support for OpenGL 4.6, GameStream support for HDR in Windows 10, and Fast Sync support for SLI.
Nvidia also coded in a bunch of bug fixes, as it typically does with each new driver release. The big one here is a fix that addresses Intel X299 setups with SLI not fully utilizing the GPUs, resulting in poor performance. Users running multiple graphics cards on an X299 motherboard should see improved framerates in games, though Nvidia did not say to what extent.
Other fixes include:
You can download the new driver package through GeForce Experience or grab it from Nvidia's website.
When J.R.R. Tolkien sat down to write The Lord of the Rings, I wonder if he ever imagined that his fantasy world would one day involve people spending real-world money on imaginary treasure chests stuffed with cockney orcs. Imagine going back in time and trying to explain that to him.
Middle-earth: Shadow of War has microtransactions, and people are mad. And I sympathise, because microtransactions are depressing. The crass commodification of an artform. A gaudy fast food joint popping up on a quaint village high street. An airline charging you $10 for a tiny, weak beer when you already dropped $200 on your damn ticket.
I reviewed Shadow of War and not once did the game flash up a message trying to sell me shit. There’s a Market option on the pause menu, but I never bothered clicking on it. I figured I’d wait for the microtransactions to be intrusive or hamper my enjoyment in some way before getting annoyed at them.
But to give you an idea of what exactly Warner Bros. are hawking, here’s all the stuff currently available in the Market menu. Note that there are two distinct currencies in this weird made-up economy: Gold and Mirian.
Assassin’s War Chest (240 Gold)“Recruit three Orc Assassins to eliminate your enemies.”- 3 Orc Assassins: At Least 1 Legendary, 2 Epic
Olog Reinforced War Chest (260 Gold)“Recruit three Orc Followers, including at least one Olog.”- 3 Orc Followers: At Least 1 Legendary, 2 Epic- 2 Consumables: Training Orders and Spoils of War Boosts
Silver Loot Chest (750 Mirian)“Contains two pieces of Gear, including at least one Rare.”- 2 Gear Pieces: At Least 1 RareGold Loot Chest (150 Gold)“Three pieces of quality Gear, including at least one Legendary and an XP Boost.”- 3 Gear Pieces: At Least 1 Legendary, 2 Epic- 1 Two-Hour XP Boost
Mithril Loot Chest (400 Gold)“Contains four pieces of guaranteed Legendary Gear and an XP Boost.”- 4 Gear Pieces: All Legendary- 1 Two-Hour XP Boost
Silver War Chest (1500 Mirian)“Recruit a pair of Orc Followers, including at least one Epic follower.”- 2 Orc Followers: At Least 1 Epic- 1 Consumable: Either Training Orders or a Two-Hour Spoils of War Boost
Gold War Chest (200 Gold)“Recruit three powerful Orc Followers, including at least one Legendary Follower.”- 3 Orc Followers: At Least 1 Legendary, 2 Epic- 2 Consumables: From any of our Training Orders and Two-Hour Spoils of War Boosts
Mithril War Chest (600 Gold)“Recruit four Legendary Orc Followers and gain a Legendary Training Order.”- 4 Orc Followers: All Legendary- 1 Legendary Training Order
Two-Hour Player XP Boost (100 Gold)“A potion that boosts your experience gain by 100% for two hours.”
Two-Hour Spoils of War Boost (100 Gold)“A potion that boosts your Spoils of War gain by 100% for two hours.”
Ah, yes. That famous potion of Lord of the Rings lore that boosts your experience gain. I think Gandalf mentioned that in The Two Towers.
So yeah, it’s the usual microtransaction nonsense. Earn XP faster. Unlock better gear without actually having to earn it by killing captains and warchiefs. And free high-level orcs for your army without having to dominate them yourself.
Here’s how the two currencies work according to WB.
“Gold is awarded in small amounts at specific milestones and for participating in community challenges. It can also be purchased through the PlayStation Store, Xbox Store and by adding funds to your Steam Wallet using real money. Everything a player can buy with Gold can also be earned in the game over time for free, but Gold gives players the option to acquire these items immediately. No Gold purchases are necessary to enjoy the complete game experience. The main story campaign and progression have been balanced and tuned based on the player being offline.”
“Mirian is a form of in-game currency that players earn by playing the game. Along with Gold, Mirian can be used to purchase Loot Chests and War Chests from the Market. Mirian can be acquired by defeating Treasure Orcs, destroying Gear for Mirian, destroying Orc Followers for Gear (which can be destroyed for Mirian), and finding Mirian stashes throughout the game.”
I’ve asked WB how much Gold actually costs on Steam. If I get a response I’ll update the article. It isn’t possible to buy it in the review version.
Mirian flows into your fantasy bank account constantly, mainly through trashing old gear when you find a better sword, dagger, or whatever.
WB is keen to stress that buying loads of Gold won’t give you an edge over other players. “Gold does not give you any advantage over other players,” they say. “A player who invests enough time can progress the same amount and have access to the same content as a player who purchases Gold. Gold is not required to progress or advance in the game at all."
I got a Gold War Chest free with my review copy of the game, so if you’re interested in what’s actually in them, here’s what I got.
- Lorm the Shy, a Legendary ‘Cursed Dark Slayer’ follower
- Ronk Beast Butcher, an Epic ‘Cursed Feral Destroyer’ follower
- Bûbol the Shredder, an Epic ‘Poisonous Terror Tank’ follower
And as for reports that Legendary orcs only appear in loot chests and not in-game, that’s a misunderstanding, as our own Leif Johnson confirms here:
Playing the main story myself, I never felt like I was missing out on anything. I didn’t think about the microtransactions. But that’s my experience. I still had fun befriending and beheading orcs in Shadow of War regardless of their existence. Microtransactions in $60 games is definitely bad news, but for me they didn't hurt the game—open world bloat and poor storytelling are its biggest issues. Read my review to find out what I thought of the game.
We'll have more on how and if loot boxes affect the online content and post-game content after launch.
Middle-Earth: Shadow of War is a familiar sequel. Developer Monolith Productions hasn't made any astronomical changes or additions to the excellent foundation that was Shadow of Mordor. Instead, they've polished tried-and-true ideas and layered in quality of life improvements. Andy was unimpressed by the story and general bloat, but the stellar Nemesis system is smarter than ever, and that clutter means Mordor is overflowing with things to do. So much so that it's easy to miss some of the finer points, many of which will make your life much easier. With that in mind, I've put together a list of essential pointers for Talion's second album.
Shadow of War showers you in skill points from the word go, but you're still going to want to spend them efficiently. To that end, you're better off purchasing all of your base abilities before fleshing them out with individual upgrades. This opens up the game in several ways. You'll have more options in combat and gain access to special skill challenges which reward experience and money. You'll also get a feel for the abilities you like most and how you use them, which will help you tailor the upgrades you get later. You can only equip one upgrade to each ability, so choose wisely.
Abilities work on a parent system, meaning you have to unlock them in order from left to right. I recommend knocking out some basics like executions and mid-air shots, and then focusing 'shadow strike,' which lets you teleport to and instantly kill enemies from absurd distances. Shadow strike unlocks some dubious stealth options and really speeds up traversal. And speaking of basics: rush through the first act to unlock several awesome core abilities which I won't spoil here. Reaching the second act will also blow the Nemesis system wide open, unlocking new features like death threats and outposts.
In Shadow of Mordor, abilities worked on a combo system. Once you got your combo high enough, you could use certain abilities. This was indicated by your combo meter turning red and certain button prompts appearing. Well, the combo meter is functionally gone in Shadow of War. In its place is a 'might' meter which fills as you land hits and other moves. Once it's full, you can spend it on a special ability like an execution or an AoE. Thankfully, unlike the combo system, you don't have to spend might immediately. You can keep your bar full between encounters and then spend it when you want. This totally depletes your might, and it takes quite a while to build might in the early stages of the game, so execute frugally and pick up some upgrades that help build it.
Really though, the main reason I wanted to call attention to the might meter is because it took me hours to notice it. This is partly because it's hidden away in a tiny bar in the corner of your UI, but also because I had such tunnel vision from my Shadow of Mordor run that I didn't pay it any attention. I honestly thought execution procs were random for the longest time. Do as I say, not as I do.
Fundamentally, the Nemesis system hasn't changed much, which is a good thing. But those wily Uruk captains have made some improvements here and there. There are many more unique traits you'll want to make note of before targeting a captain, as well as special new abilities like tribe bonuses for pikemen and assassins. On top of that, they've got some new toys. You'll encounter captains brandishing poisonous and cursed weapons which deal heavy damage over time and can quickly send you packing if you aren't careful.
More impressive is the new 'adapt' system. Captains will actually learn your strategies and adopt counters to them mid-fight. This punishes spammy attacks and puts you on a timer, which breathes quite a bit of life into fights. Let's say you're fighting a shield-toting defender-class captain. The best way to hit him is to vault over his shield and attack him from behind. Great! Vault away. But get the job done quickly. If you vault over him too many times, he'll gain the skill 'vault-breaker' and start blocking your approach. Captains can also adapt to overcome weaknesses if you give them time, so be sure to end them quickly.
It's not all good news for the captains, mind. Talion's got some new tricks himself, and if you use them wisely you'll be gutting Uruk with the best of them in no time. For starters, there's a critical distinction between weaknesses and mortal weaknesses. If a captain is weak to ranged attacks, you'll be able to damage him with your bow. If a captain is mortally weak to ranged attacks, you can damn near one-shot him with a charged headshot. The same goes for explosions, stealth attacks, executions and so on. Mortal weaknesses are your best friend. Apply liberally until dead.
There's also a new 'dazed' status ailment that directly counters the adapt system. Captains can be dazed by exploiting their fears or weaknesses. Set them on fire, poison them, cover them in morgai flies, brutalize one of their guards in front of them—whatever it takes, daze them. Because when a captain is dazed, all of their immunities go out the window. Poof. Gone. Immune to executions? Defends against stealth? Blocks all ranged attacks? Not anymore. Dazed captains are not only totally defenseless, they'll often stagger around for a short period. If you save up some arrows and might before dazing a captain, you can often end them right then and there.
The process of acquiring and improving your gear is considerably more involved in Shadow of War. First of all, you actually change items this time instead of just slapping new stats onto the same old swords. This creates an addictive, almost Diablo-esque loot grind, and there are a few key rungs on the ladder to The Best Pants. On top of swapping out old gear for new stuff with bigger numbers, you can improve the quality of your epic and legendary items by completing their skill challenges. These can be found in their item descriptions, and once complete, will unlock new passive abilities. However, you also have to spend some mirian (the free currency, not the paid one) to apply these abilities. Epic and legendary items will often outpace higher-level common items, especially if you upgrade them, so it's worth doing their skill challenges. Additionally, there are now legendary set bonuses, because the Diablo comparison wasn't clear enough already. You can also dismantle gear to get mirian to fuel other exploits, so don't get too attached to anything. It's all fuel for the grind.
We always recommend waiting for the review before buying a game, but if you're absolutely sure you're going to be getting Middle-earth: Shadow of War, then you might as well save some money on it.
Over on Bundle Stars you can save 25 percent on the special Gold Edition of Shadow of War, which includes the Slaughter Tribe Nemesis, Outlaw Tribe Nemesis expansions, as well as the Blade of Galadriel and Desolation of Mordor story expansions. Plus, you get a Gold War Chest, all of which totals over $135 if bought separately.
If you just want the base game for now, you can find 15 percent off at Bundle Stars as well. Pre-ordering gives you an extra Legendary Champions War Party and Epic Sword of Dominion.
The deal runs out when the game finally releases on October 10, so you've got until next week to decide.
Some online stores give us a small cut if you buy something through one of our links. Read our affiliate policy for more info.
Nvidia has teamed up with Warner Bros. to include a Steam copy of Middle-earth: Shadow of War with the purchase of certain GeForce GTX 1080 and GeForce GTX 1080 Ti graphics cards. The offer also applies to some prebuilt systems and laptops.
Shadow of War is set to release in a couple of weeks on October 10, 2017. The bundle promotion runs a little longer, going through October 16. If you're interested in snagging a free copy, be sure to check out Nvidia's list of participating retailers—go here and then click on your region. You'll find a list of several recognize names, such as Newegg and Micro Center in the US, and Scan and Overclockers in the UK.
To run Shadow of War with the details settings on high, Nvidia recommends a GeForce GTX 1080 Ti for 4K (3840x2160) displays, a GeForce GTX 1070 for 1440p (2560x1440) displays, and a GeForce GTX 1060 6GB for 1080p (1920x1080) displays.
If you want to crank the settings to ultra, Nvidia recommends a pair of GeForce GTX 1080 Ti cards in SLI at 4K, a GeForce GTX 1080 at 1440p, and a GeForce GTX 1070 at 1080p.
"Our recommendations are based on extensive testing with Founders Edition graphics cards in Shadow of War’s built-in benchmarking tool, which accurately mirrors performance in the most demanding moments of the game. This ensures that our recommended GeForce GTX graphics cards deliver a fantastic experience from start to finish," Nvidia says.
Shadow of War was originally planned for an August release, but was pushed back to October 10 in order to "expand gameplay in every dimension."
You might reasonably think that the orcs of Middle-earth are, in general, warmongers. They quite clearly like to dive headlong into battle and kill people and burn and pillage and partake in all the parts of war that typically constitute mongering. But it turns out that there is a particular tribe of Orcs in the upcoming Middle-earth: Shadow of War that really enjoys the rough stuff. They are—you guessed it—the Warmonger Tribe.
The Warmongers bring fury, so the trailer says. They also bring doom. Additionally, they bring "a storm of terror, misery, and slaughter." And of course, they bring war. The upside is that they appear to bring war to their orcish cousins as much as anyone else, which by rights should enable the good guys to adopt a policy of containment and monitoring: Establish a defensive buffer, keep a tactical force prepped to plug the holes, and let the whole thing burn itself out.
You might think that doesn't sound very much in the keeping of Tolkien's heroes, but to that I say, have you checked out Shelob lately?
In any event, I'm sure you won't have to worry too much about all being quiet on the Mordor front: Joe recently gave Shadow of War's stealth mechanics a go and ended up murdering a battalion of Orcs and riding on the back of a dragon.
The Warmongers will presumably be the last of Shadow of War's Orcish tribes to be revealed. Warner has been rolling out a new one every couple of weeks—Terror, Machine, Marauders, Dark, and Feral—and the game will be out on October 10, which is a mere two weeks from today.
Monolith announced a plan last month to commemorate executive producer Mike Forgey, who died of cancer in 2016, in the upcoming Middle-earth: Shadow of War as a new character named Forthog Orcslayer. Forthog would be available for $5 as DLC, and funds raised prior to December 31, 2019, would go to Forgey's family. But there were complications.
The big issue was that, while Forthog would be available for purchase worldwide, Monolith said that funds going to his family would come only from sales in the US, excluding several states. Naturally, that led to questions about the fate of the rest of the money: Publisher WBIE issued a statement saying that neither it nor Monolith would profit from sales of the DLC, but questions about how exactly the funds would be handled persisted. It didn't look good.
So today, Monolith changed the plan entirely: The Forthog Orcslayer DLC will be free for everyone, and instead of raising funds, WBIE will make a donation to Forgey's family.
"Although we decided to donate all profits to the family, we only planned to actively promote this donation in the U.S. (excluding certain states based on their charitable promotion laws). We hoped this approach would raise as much money as possible for the Forgey family in compliance with the law," community admin GypsyWB explained.
"Our decision not to promote the donation outside the U.S. (even though we intended to donate the money) caused many to question where funds from other territories were going. Answering that direct question itself could have triggered compliance obligations or put us in violation of cause marketing laws in some of the 241 territories in which the content was available."
The situation was made worse by a "factually incorrect tweet" saying that funds raised by international sales of the DLC would not go to the Forgey family. "For absolute clarity; our intention was always to give all profits from the DLC, worldwide to the Forgey family," GypsyWB wrote.
"We now recognize that tying our donation to sales of the DLC was not the best way to achieve our goal of offering financial support to the family and creating a lasting memorial to Michael Forgey. We sincerely apologize to the fans and to the Forgey family for the confusion we created."
The amount of the donation that will be made to the family hasn't been disclosed, but anyone who wants to kick in some extra can do so at Forgey's YouCaring page. Everyone who's already purchased the DLC will be given a full refund.
As we learned last month, when Monolith and Warner Bros' Middle-earth: Shadow of War arrives in October it'll do so packing microtransactions. By way of loot chests and XP boosts, players who don't fancy unlocking skills and perks organically can do so by handing over real life cash.
This has, somewhat expectedly, upset facets of the game's would be players, however design director Bob Roberts maintains the inclusion of microtransactions "will not distract from the rest of [the game]". In conversation with Eurogamer, Roberts reckons that balancing will not be affected by pay-to-win scenarios, and that he and his team have tuned their game so that it works with our without them.
"We're working our tails off to make this massive game and as a designer—the design director—I focus on balancing it," says Roberts. "We do a ton of playtesting and make sure it is tuned to a setting where people can enjoy it. We kept all of the loot boxes and the economy of real world money turned off in playtesting so we know we are balancing around an experience which is rewarding without any of that stuff
"It is important to clarify this as there were a couple of misconceptions. First, the concern about balancing—hopefully when it is out there and people are able to talk about their experiences then the balancing question will be answered, hopefully by people you trust to play through it and see that.
"The other big misconception was whether the game had to be online too—and it's important for people to understand that no, it's not required to be online to play the game, and it's a massive game where you can enjoy the full experience without putting any extra money in."
Roberts maintains loot boxes and XP boosts are accessible at the discretion of the player, and that their inclusion adopts the same design philosophy as adding difficulty modes. In turn, they might better suit those "protective of their spare time".
Elsewhere, Roberts defends microtransactions in big budget games. "You put your 60 bucks in for a big game like ours upfront and our focus is that its initial purchase price is more than worth it," he says. "You want people to be pleasantly surprised by how much stuff is in it. There's so much complexity to it. Especially when you see articles coming out about our game, or another game, and we have announced a load of new content and we're trying to find out what people think about those things but the conversation keeps coming back to that [loot boxes].
"It's interesting to see the discussion but we want to get people's opinions on more than just that… Obviously we have tuned our game so it works without those things and that including them does not distract from the rest of it."
Eurogamer's chat with Roberts can be read in full in this direction.