Lonely planet: the solitude of open-world games when the story is over
Despite a wealth of randomised missions, side-quests and collection tasks, sandbox environments can feel weird when the authors withdraw
"This is the way the world ends
This is the way the world ends
This is the way the world ends
Not with a bang but a whimper."
TS Eliot, The Hollow Men
From this craggy ledge above the Harad Basin, I can see for miles across the rugged countryside. I see Uruk guards menacing human slaves while others gather in small groups, bitching about their captains; I see caragors stalking through the wavering grasses. This is Middle Earth: Shadow of Mordor and I have completed 98% of the game. The story is over, I won't see the scarred wraith of Celebrimbor again, I won't have to face Sauron's murderous henchman, Black Hand, or his talons. Now it is just me against an infinite army of regenerating grunts and the last few hunting quests. I can slaughter foot-soldiers or I can chase bats around the dank cavern systems. All the game has left is endless skirmishes and to do lists.
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