Compara los precios de Middle-earth™: Shadow of Mordor™ en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Monolith Productions. Publicado por Warner Bros. Interactive Entertainment. Lanzado el 30/9/2014. Disponible en PC, Xbox. Puntuación Metacritic: 84/100.

The Nemesis System alone earns Shadow of Mordor a place in gaming history - a decade later, no one has legally copied it, and that scarcity makes this one worth your time.

I kept telling myself I'd do the main quest. Three hours later I was hunting a specific orc captain named Kuga the Beheader, who had killed me twice already, scarred and leveled up each time, and was now taunting me with personalized lines about my repeated failures. That single loop, arguably more than anything else in the game, is what Shadow of Mordor gets exactly right. At its structural core this is a third-person open-world action-adventure that borrows heavily and transparently from two sources. The combat is the rhythm-based attack-chain system from the Batman Arkham games: build a combo, counter incoming strikes, burn the chain on special moves, rinse and repeat. The traversal and map layout pull from Assassin's Creed, including Forge Towers as fast-travel unlocks, a wraith-vision mode for tagging targets, and open camps full of collectibles and side objectives. Neither system is reinvented. Both work cleanly. Playing as ranger Talion fused with the elven wraith Celebrimbor, you upgrade across two skill trees - ranger abilities and wraith powers - spending experience and Mirian currency to unlock things like aerial executions, extended slow-time, and longer warp distances. Your three weapons (sword, bow, dagger) each take runes earned from killing captains, and stacking good runes is the closest this game gets to a loot loop. The Nemesis System is the reason you are here and the reason critics gave it Game of the Year in 2014. Sauron's army runs on a procedurally generated hierarchy of Uruk captains and warchiefs. An orc that kills you gets promoted, gains new strengths, drops taunts referencing your last encounter, and potentially changes his name to mark the method of your death. You can interrogate lower grunts to learn a captain's specific weaknesses before you fight him. You can brand captains to bend them to your will, then use them to infiltrate warchief feasts or trigger betrayals from inside the hierarchy. Every session produces stories that are genuinely yours and no one else's - the kind of emergent moments players were posting about online for years. It is worth noting that Warner Bros. has patented the system, which is why nothing else has replicated it in the decade since. The honest weaknesses are real but survivable. The main story is thin - Talion and Celebrimbor's revenge arc gets the job done without landing many memorable beats, and the boss encounters are scripted in a way that undercuts the emergent chaos the Nemesis System builds everywhere else. On normal difficulty the game can feel forgiving to the point of being easy; the Nemesis System actually functions better when you die more often, so consider bumping the difficulty up. The open-world maps are competent but show their age, and the predominantly ruined, empty Mordor landscapes make the Assassin's Creed-style parkour feel underused compared to a denser environment. For strict Tolkien purists, some lore liberties will sting. For everyone else - action-adventure players who want a game that generates personal stories rather than scripted ones, Arkham fans who never got around to this, or anyone curious why the Nemesis System became a landmark mechanic - Shadow of Mordor holds up well enough to be worth picking up when it hits a low price. The campaign runs around 15 to 20 hours for a full clear, and the Nemesis sandbox will fill whatever extra time you give it. Alex, Scout Team

Middle-earth™: Shadow of Mordor™

Middle-earth™: Shadow of Mordor™

30 sept 2014Monolith ProductionsWarner Bros. Interactive Entertainment
GamerScout opina

The Nemesis System alone earns Shadow of Mordor a place in gaming history - a decade later, no one has legally copied it, and that scarcity makes this one worth your time.

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I kept telling myself I'd do the main quest. Three hours later I was hunting a specific orc captain named Kuga the Beheader, who had killed me twice already, scarred and leveled up each time, and was now taunting me with personalized lines about my repeated failures. That single loop, arguably more than anything else in the game, is what Shadow of Mordor gets exactly right. At its structural core this is a third-person open-world action-adventure that borrows heavily and transparently from two sources. The combat is the rhythm-based attack-chain system from the Batman Arkham games: build a combo, counter incoming strikes, burn the chain on special moves, rinse and repeat. The traversal and map layout pull from Assassin's Creed, including Forge Towers as fast-travel unlocks, a wraith-vision mode for tagging targets, and open camps full of collectibles and side objectives. Neither system is reinvented. Both work cleanly. Playing as ranger Talion fused with the elven wraith Celebrimbor, you upgrade across two skill trees - ranger abilities and wraith powers - spending experience and Mirian currency to unlock things like aerial executions, extended slow-time, and longer warp distances. Your three weapons (sword, bow, dagger) each take runes earned from killing captains, and stacking good runes is the closest this game gets to a loot loop. The Nemesis System is the reason you are here and the reason critics gave it Game of the Year in 2014. Sauron's army runs on a procedurally generated hierarchy of Uruk captains and warchiefs. An orc that kills you gets promoted, gains new strengths, drops taunts referencing your last encounter, and potentially changes his name to mark the method of your death. You can interrogate lower grunts to learn a captain's specific weaknesses before you fight him. You can brand captains to bend them to your will, then use them to infiltrate warchief feasts or trigger betrayals from inside the hierarchy. Every session produces stories that are genuinely yours and no one else's - the kind of emergent moments players were posting about online for years. It is worth noting that Warner Bros. has patented the system, which is why nothing else has replicated it in the decade since. The honest weaknesses are real but survivable. The main story is thin - Talion and Celebrimbor's revenge arc gets the job done without landing many memorable beats, and the boss encounters are scripted in a way that undercuts the emergent chaos the Nemesis System builds everywhere else. On normal difficulty the game can feel forgiving to the point of being easy; the Nemesis System actually functions better when you die more often, so consider bumping the difficulty up. The open-world maps are competent but show their age, and the predominantly ruined, empty Mordor landscapes make the Assassin's Creed-style parkour feel underused compared to a denser environment. For strict Tolkien purists, some lore liberties will sting. For everyone else - action-adventure players who want a game that generates personal stories rather than scripted ones, Arkham fans who never got around to this, or anyone curious why the Nemesis System became a landmark mechanic - Shadow of Mordor holds up well enough to be worth picking up when it hits a low price. The campaign runs around 15 to 20 hours for a full clear, and the Nemesis sandbox will fill whatever extra time you give it.

Alex
Alex · Scout Team

Catch-all

Etiquetas

singleplayerachievementscontroller-supportcloud-savessteamNemesis SystemOpen-World ActionEmergent GameplaySkill TreesStealth-OptionalOrc HierarchyWraith AbilitiesRune Crafting

Requisitos del sistema

Mínimos

Processor
Intel Core i5-750, 2.67 GHz | AMD Phenom II X4 965, 3.4 GHz
Memory
3 GB RAM
Graphics
NVIDIA GeForce GTX 460 | AMD Radeon HD 5850
DirectX
Version…

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Processor
Intel Core i7-3770, 3.4 GHz | AMD FX-8350, 4.0 GHz
Memory
8 GB RAM
Graphics
NVIDIA GeForce GTX 660 | AMD Radeon HD 7950
DirectX
Version 11
Network
Br…

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Reseñas y valoraciones

Metacritic
84
Steam
93%(95,763)

Información del juego

Desarrolladora
Monolith Productions
Distribuidora
Warner Bros. Interactive Entertainment
Fecha de lanzamiento
30 sept 2014

Modos de juego

singleplayer

Idiomas

Audio (6)
EnglishFrenchItalianGermanSpanish - SpainPortuguese - Brazil
Subtítulos (8)
EnglishFrenchItalianGermanSpanish - SpainPolish+2 más

Características

AchievementsController SupportCloud Saves

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¿En qué plataformas está disponible Middle-earth™: Shadow of Mordor™?

Middle-earth™: Shadow of Mordor™ está disponible en PC, Xbox.

¿Cuándo se lanzó Middle-earth™: Shadow of Mordor™?

Middle-earth™: Shadow of Mordor™ se lanzó el 30 de septiembre de 2014.

¿Quién desarrolló Middle-earth™: Shadow of Mordor™?

Middle-earth™: Shadow of Mordor™ fue desarrollado por Monolith Productions y publicado por Warner Bros. Interactive Entertainment.

¿Merece la pena comprar Middle-earth™: Shadow of Mordor™?

Middle-earth™: Shadow of Mordor™ tiene una puntuación Metacritic de 84/100. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.