11 Ways Monolith Should Have Made Shadow Of War
7. And Should Be A Natural Part Of The World
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.