Compara los precios de Middle-earth™: Shadow of War™ en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Monolith Productions. Publicado por WB Games. Lanzado el 9/10/2017. Disponible en PC, Xbox. Géneros: Action, Adventure, RPG.

The Nemesis System is one of the best ideas in action-RPG history, and Shadow of War wraps it in 60-plus hours of orc-slaying, fortress-storming chaos that Tolkien fans and genre regulars will struggle to put down.

I've put well over 60 hours into Talion's second outing, and the thing that keeps pulling me back has nothing to do with the main story. It's Krug the Humiliator. He killed me twice during a siege, got promoted to Warchief, and then showed up to taunt me with specific voice lines about both of those deaths. That's the loop Shadow of War sells, and it delivers on it more consistently than almost anything else in the genre. At its mechanical core, this is Monolith's Batman-style free-flow combat extended into a much bigger playground. Counter prompts, executions, a stealth layer, parkour across Orc-choked battlements, and beast-riding that lets you drop onto enemy formations from the back of a caragor or a drake. The six-track skill tree is genuinely dense and slightly overwhelming early on - there is, infamously, a perk you have to unlock just to auto-collect loot without pressing a button. The combat itself holds up past hour 40, though; Orc captains each carry specific weaknesses and immunities, so fights rarely feel like pure button-mashing, even when you're deep into NG territory. The Nemesis System is the reason this game still gets talked about. Every Orc captain has procedurally generated traits, fears, relationships, and a memory of past encounters. The hierarchy runs from captains up through veteran captains, Warchiefs, and the Overlord who physically reshapes the fortress he controls - a Terror Tribe Overlord fills the place with spikes and torture racks, a Marauder Overlord goes full gaudy-gold. Fortress Sieges build all of that into large-scale set pieces where you select up to six Assault Leaders from your dominated army, each heading their own unit type, and the composition genuinely matters - leave siege weapons behind and the walls won't crack, leave archers out and your troops get picked off from the battlements. The chaos on-screen can tip into muddy targeting, especially mid-siege when multiple captains with conflicting immunity types are clustering the same capture point. It's the game's most persistent mechanical complaint, and it's valid. On the story side: Talion and Celebrimbor are serviceable leads, but the writing's real personality lives in the Orcs. The volume of recorded dialogue is enormous, and the emergent moments - a betrayal right before you breach the inner sanctum, a blood-brother leaping in to defend the captain you're trying to dominate - land harder than any scripted cutscene. The Shelob-as-human-woman interpretation will stress out lore purists, and the game never fully earns its liberties with Tolkien canon. Treat it as well-funded fan fiction set in a Middle-earth you recognize and it mostly works. The final act, the Shadow Wars defense phase, was grindy at launch and tied to a since-removed marketplace; post-patch it reads as the proper climax it was always meant to be. If you skipped Shadow of Mordor, you can follow this one without much trouble - the story recaps itself aggressively. If you want a narrative RPG where your choices carve out a genuinely personal villain who remembers your failures and grows stronger because of them, Shadow of War does that better than anything else currently on Steam. Just budget for the fact that the skill menu will humble you before the Orcs get the chance. Monika, Scout Team

Middle-earth™: Shadow of War™

Middle-earth™: Shadow of War™

9 oct 2017Monolith ProductionsWB Games
GamerScout opina

The Nemesis System is one of the best ideas in action-RPG history, and Shadow of War wraps it in 60-plus hours of orc-slaying, fortress-storming chaos that Tolkien fans and genre regulars will struggle to put down.

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7/10

Essential for action-RPG fans who want emergent storytelling - the Nemesis System alone justifies the playtime.

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Acerca de Middle-earth™: Shadow of War™

I've put well over 60 hours into Talion's second outing, and the thing that keeps pulling me back has nothing to do with the main story. It's Krug the Humiliator. He killed me twice during a siege, got promoted to Warchief, and then showed up to taunt me with specific voice lines about both of those deaths. That's the loop Shadow of War sells, and it delivers on it more consistently than almost anything else in the genre. At its mechanical core, this is Monolith's Batman-style free-flow combat extended into a much bigger playground. Counter prompts, executions, a stealth layer, parkour across Orc-choked battlements, and beast-riding that lets you drop onto enemy formations from the back of a caragor or a drake. The six-track skill tree is genuinely dense and slightly overwhelming early on - there is, infamously, a perk you have to unlock just to auto-collect loot without pressing a button. The combat itself holds up past hour 40, though; Orc captains each carry specific weaknesses and immunities, so fights rarely feel like pure button-mashing, even when you're deep into NG territory. The Nemesis System is the reason this game still gets talked about. Every Orc captain has procedurally generated traits, fears, relationships, and a memory of past encounters. The hierarchy runs from captains up through veteran captains, Warchiefs, and the Overlord who physically reshapes the fortress he controls - a Terror Tribe Overlord fills the place with spikes and torture racks, a Marauder Overlord goes full gaudy-gold. Fortress Sieges build all of that into large-scale set pieces where you select up to six Assault Leaders from your dominated army, each heading their own unit type, and the composition genuinely matters - leave siege weapons behind and the walls won't crack, leave archers out and your troops get picked off from the battlements. The chaos on-screen can tip into muddy targeting, especially mid-siege when multiple captains with conflicting immunity types are clustering the same capture point. It's the game's most persistent mechanical complaint, and it's valid. On the story side: Talion and Celebrimbor are serviceable leads, but the writing's real personality lives in the Orcs. The volume of recorded dialogue is enormous, and the emergent moments - a betrayal right before you breach the inner sanctum, a blood-brother leaping in to defend the captain you're trying to dominate - land harder than any scripted cutscene. The Shelob-as-human-woman interpretation will stress out lore purists, and the game never fully earns its liberties with Tolkien canon. Treat it as well-funded fan fiction set in a Middle-earth you recognize and it mostly works. The final act, the Shadow Wars defense phase, was grindy at launch and tied to a since-removed marketplace; post-patch it reads as the proper climax it was always meant to be. If you skipped Shadow of Mordor, you can follow this one without much trouble - the story recaps itself aggressively. If you want a narrative RPG where your choices carve out a genuinely personal villain who remembers your failures and grows stronger because of them, Shadow of War does that better than anything else currently on Steam. Just budget for the fact that the skill menu will humble you before the Orcs get the chance.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayerachievementscontroller-supportcloud-savessteamNemesis SystemOpen-World RPGArmy BuildingTolkienArkham-Style CombatFortress SiegeProcedural EnemiesSkill TreeNemesis DifficultyBeast RidingEmergent NarrativeDomination MechanicsProcedural Voice LinesOrc Army ManagementThird-Person Combat

Requisitos del sistema

Mínimos

Processor
AMD FX-4350, 4.2 GHz / Intel Core i5-2300, 2.80 GHz
Memory
6 GB RAM
Graphics
AMD HD 7870, 2 GB / NVIDIA…

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OS
Windows 10 Creators Update
Processor
AMD FX-8350, 4.0 GHz / Intel Core i7-3770, 3.4 GHz
Memory
12 GB RAM
Graphics
AMD RX 480, 4 GB or RX580, 4GB /…

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Reseñas y valoraciones

GamerScout
7/10
Steam
89%(114,983)

Información del juego

Desarrolladora
Monolith Productions
Distribuidora
WB Games
Fecha de lanzamiento
9 oct 2017
Clasificación por edad
PEGI 18

Modos de juego

singleplayer

Idiomas

Audio (7)
EnglishFrenchItalianGermanSpanish - SpainJapanese+1 más
Subtítulos (13)
EnglishFrenchItalianGermanSpanish - SpainJapanese+7 más

Características

AchievementsController SupportCloud Saves

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A 15 de agosto de 2026, la oferta más barata disponible de Middle-earth™: Shadow of War™ es €2.55 en Eneba, de entre 18 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

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El precio más bajo disponible que seguimos para Middle-earth™: Shadow of War™ es €2.55 en Eneba (15 de agosto de 2026). Comparamos 18 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

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

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

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

Middle-earth™: Shadow of War™ se lanzó el 9 de octubre de 2017.

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

Middle-earth™: Shadow of War™ fue desarrollado por Monolith Productions y publicado por WB Games.