Your other option for traversing many parts of the Middle-earth world is stealth, something pushed very early on by the game. These stealth sections have you sneaking around a surprisingly large amount of Uruk and doing your absolute best to avoid ending up in their line of sight. The stealth mechanics themselves are not very impressive and, at times, much more frustrating than they are rewarding. Ultimately, the controls feel much more suited to hand-to-hand combat and not so much in favor of gracefully navigating the surrounding environment.
If you haven't heard, Middle-earth: Shadow of Mordor is a thoroughly excellent game. By combining the best mechanics of Assassin's Creed and Batman: Arkham with the rich fantasy of The Lord of the Rings, Talion's quest for revenge is sure to delight gamers of all sorts (provided they can stomach profuse amounts of Uruk bloodshed). And while the Nemesis system randomly generates a theoretically infinite number of personal stories, it's not the only way to make your own fun in Mordor.
Will Tales of Middle-earth draft capture the feeling of heroic missions and desperate military clashes at the end of an era? What signature mechanics will define the hobbits or lingering elven hosts? Is it OK if you play the servants of both Mordor and Rohan in the same deck?
Looking at all the cards from the set together in concert really drives home how great the art direction and presentation of Tales of Middle-earth is. Standing in the shadow of not only Tolkien himself, but the widely-beloved Peter Jackson movies, Wizards has boldly laid out a new and vibrant imagining of the mythos, with some awesome designs to highlight the many proud armies and factions clashing during the final Wars of the Ring.
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