Dish Honored 2: The Assiette of Shame

ahaha, secret knowledge.

That infuriated me when I played it and now I can rag them every day for it.

As you can guess, it was intended to be a story of corruption and the futility of noble ends through foul means, you know, the primary moral message of Tolkein, but the back half of the game’s story was chopped off too late to do anything but put a happy face on it.

They should’ve at least had an Empire Strikes Back ending (they’re conversant in Star Wars at least) but couldn’t finagle the tone without it feeling like a ‘to be continued’.

Of course even if they stuck the ending and themes the entire message of the piece through playing the thing is about how cool these powers are. It’s got Uncharted syndrome up to its neck but it’s more obvious because it plays at being classy.

If it were Warhammer Orcs, however… man, that’d just be fantastic. A mad necromancer trying to build his WAAAGH?

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I think that kind of thing is always interesting to talk about. Especially when the powers are so cool and conversant in authentic power fantasy. It’s like if Saints Row 4 had the persistent orc society idea.

if they just did this

I mean

a persistent orc society just slammed into saints row 4 would fit just fine

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i’m down to talk about it but i literally can’t think of anything interesting to say

So what is the core idea of shadows of mordor that isn’t just already-present in Crackdown? Like what does it do with its storytelling that isn’t literally just what crackdown did 7 years earlier?

In Crackdown when you kill a gang leader they’re just dead and that part of the city is just there without anyone to kill anymore. There’s no dynamic to it like in Mordor, there’s no attempting to take down a gang boss and failing and then when you respawn he’s more powerful and remembers you when you attempt him again the next time.

I more meant the nuance of ‘if you take down the recruiter gang leader all the other gangs on this island will have less members, if you take down the weapon dealer they won’t have rocket launchers anymore’

Which was the interesting dynamic to me.

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sorry only one interesting Mechanic per open word game that you must then repeat a million times

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I always say this but the best part of Morodoro is that right when the game starts to get stale, you start to unlock hilarious game breaking powers.
Instead of fighting him, I beat the first boss dude by using an execution move on him 20 times in a row. There was a mission in which you are supposed to stop orcs from crossing a bridge by shooting them from a mile away but I just teleported and hit them with my sword. It’s silly.

The actual best part is that you can play the game with a skin of boring fantasy lady instead of boring fantasy man and also I skipped literally every cutscene lol

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OK, I’m gonna see if I can tackle this one.

The orc bosses exist in an hierarchy. Each has a power level that represents their general strength. Each has strengths and weaknesses that correspond to your powers, as well as additional attributes. In order to learn their info, you have you obtain intel. One intel gets you info on one orc boss (the matrix has like, maybe 20-25 of them?). Killing a boss nets you a loot drop (runes that you can slot into your 3 weapons).

There are 6 superbosses at the top, called Warchiefs. Warchiefs are unique in that you can’t just find them on the map, you have to draw them out with a mission that exploits a particular mechanic (at random - like, kill 20 dudes in open combat, or stealth kill 6 high value targets, or whatever). They can also have bodyguards, other bosses that will join them when you draw them out. If you get the intel, you can isolate and pick off their bodyguards beforehand.

The orcs are jockeying for position among themselves. Over time, missions will spawn on the map relating to orc boss power struggles. Sometimes two bosses will fight each other straight up. Sometimes one is executing another. Sometimes one is throwing a party, or is on a hunt, or whatever. Successfully interrupt their event and they will lose power. Allow them to complete their event and they will gain power.

The fewer orc bosses there are to fill out the hierarchy, the fewer enemies you’ll find wandering around the map.

All of this links in with death. Unlike basically all other open world games, death has a consequence: while you are gone, orcs will promote to fill vacant positions in the hierarchy. All the static power struggle events that you left on the map will fire and succeed. A Warchief you were trying to isolate may re-recruit bodyguards that you culled. And so on.

Now, that mechanic links in with the leveling curve. Early on you are quite weak. You don’t have a lot of open combat tools and middling-sized groups of orcs can kill you if you’re not careful. Some higher-tier bosses will seem unkillable, because you don’t yet have access to enough tools to exploit their weaknesses.

About halfway through the game, just as you’re getting more proficient at killing, the game throws a whole new curveball at you: branding. This allows you put orcs under your thrall. You can use it on bosses and throw them back out into the wild. You can turn a Warchief’s bodyguard into a Manchurian Candidate, ready to flip and fight on your behalf when you engage. If you can brand a Warchief, you can actually call them out at will and use them repeatedly to suck out all the intel you want.

This all converges with some truly ridiculous endgame powers to make you an unstoppable murder god, which is a pretty exhilirating feeling after starting out relatively fragile. AND THEN, when killing basically anyone is easy, the game gives you a score attack arcade mode, which challenges you to kill bosses in the coolest and/or most efficient ways by exploiting your full suite of skills.

It’s kind of great.

Game looks like absolute dogshit though.

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crackdown is OK but mordor is honestly a lot better because the combat isn’t complete ass

crackdown had fun traversal and i enjoyed grabbing the collectables due to the verticality of the game. all of the actual fighting was torturous

actually idk. mordor is just so goddamn bland aesthetically that crackdown starts making a comeback

how was the combat torturous? It was just shoot-man and punch. It was markedly better than most open world gta-likes before or since (because it was comparable low emphasis)

it’s not enjoyable and there are several pace-destroying combat scenarios that force you to navigate its jank and imprecision. i haven’t played the game in 4 years, so i’d have to refresh. i honestly probably like crackdown as a game more than mordor, but god i hated any and all fighting in crackdown. shit was obnoxious. i wouldn’t call it markedly better than anything

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Well, artistically. It’s a looker on a technical level, especially on PC. It’s got hail!

fifth level was a lot of fun. this game actively shuns a lot of good game design – the spaces it puts you in are 100% conquerable Mario 64 style even if they do a decent job at suggesting more, the difficulty is fucked in that western toybox design save scumming kind of way and nearly has a matsuno-style inverse difficulty curve on top of that, and the story is basically just kill bill when it could’ve been a lot more up front about that. but it’s easily worth it if you liked the last one at all.

I’m on level six and have decided this game is really good and I like it a lot. There’s lots I want to say but I want to play it more first and collect my thoughts further before I start spitting out paragraphs. Suffice to say so far each new level has been (in some way or another) better or different or differently engaging than the one before it. I’m still having fun with level six but I’m already looking forward to the last few levels and then the replays (I bet you could speedrun this whole game in well under an hour if you were good enough).

So Arkane is at 2 for 2 so far with me, with this game and the one before it. Now I’m kind of looking forward to what they do with Prey. If it’s of the same caliber/type as the Dishonoreds then that’ll be pretty cool.

Also after testing it out a bit it seems kicking enemies is just something you do automatically at random while attacking and you have no control over it as there’s no dedicated kick button or anything. Sorry if I got anyone’s hopes up.

:curly:

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shrug rides a pile of orcs into battle