11 Ways Monolith Should Have Made Shadow Of War

7. And Should Be A Natural Part Of The World

Middle Earth Shadow Of War photo mode
Monolith

Story missions in Shadow of War already feel like an afterthought and secondary to the core open world gameplay, but the way they're implemented and presented in the sequel doesn't do them any favours either.

Rather than happening naturally or being integrated seamlessly into the sandbox, both story and side quests are activated by finding floating markers in the world and pressing a button, shunting players into a loading screen and placing them back into the world so the mission can begin.

It's a very 'video gamey' way of going about things, and sectioning off these chunks of content away from each other ultimately stops them from flowing together to form a coherent experience. It might not seem like that much of a big deal, but presenting the bulk of a game's content in this way only makes for a fragmented experience, and can make Shadow of War feel like two different games smashed into one at times.

Contributor

Josh has over 11 years of experience as a published writer, having worked nine of those years as a full-time content producer at WhatCulture. In that period he has created hundreds of articles, videos and podcast episodes for multiple WhatCulture channels, specialising in gaming, horror and film & TV. He now primarily works as a senior content producer and presenter on WhatCulture Gaming where he co-hosts the WhatCulture Gaming Podcast, a top 3 UK most listened to gaming podcast that he co-created in 2018. Over the years he has reviewed several high-profile gaming releases, covered industry events with on-site reporting, opined on breaking news, and even kicked off his interviewing career by chatting to childhood hero, Tommy Wiseau.