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The recent history of Warner Bros. Games, which took a bleak turn today, can be told through the parallel history of a gaming idea called The Nemesis System.
It’s a brief history: a burst of greatness that, over time, seemed to be oddly squandered.
It’s 2014, and the esteemed studio Monolith Productions (No One Lives Forever, F.E.A.R.) has ben owned by Warner Bros. for a decade. Monolith releases Middle-Earth: Shadow of Mordor, a third-person action adventure that has a whiff of the then-hot Assassin’s Creed franchise. It also contains a brilliant idea that makes combat with even the lowliest orc the potential starting point of a game-long quest for vengeance. The “nemesis system” networks all of the game’s quirky and loathsome enemy orcs into a hierarchical web. When any of these fellows kill your character during the ordinary course of action-game melee combat, they become more powerful and move up the command chain. That orc becomes the player’s nemesis, a more significant foe for her to defeat once she respawns and continues her adventure. From this system emerges scores of unexpected in-game feuds, as players hunt down the enemies who most bedeviled them. It’s great. Monolith is celebrated.
It’s 2016, and WB is so proud and protective of the excellent the nemesis system that it applies to patent it.
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