Middle-earth: Shadow of War - The Desolation of Mordor Story Expansion
A desert-set story expansion for Shadow of War that sends you east into Lithlad with new human mercenaries, were-wyrms, and a side campaign starring Torvin the dwarf hunter.
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About Middle-earth: Shadow of War - The Desolation of Mordor Story Expansion
The Desolation of Mordor is the second story expansion for Middle-earth: Shadow of War, and it takes the Nemesis-powered open-world formula somewhere genuinely different: away from the green-and-black volcanic hellscape you spent the main game in, and out into the Desert of Lithlad, a bleached, dune-swept corner of Mordor that at least looks fresh. If you burned through the base game and still wanted more orc-brand political drama with a side of monster-slaying, this is structurally built for you. The starring addition is Baranor, one of Shadow of War's human supporting cast, operating entirely without wraith powers. That means no Domination, no mid-air ghost acrobatics, and no Nemesis-flavored mind control. What you get instead is gadget-based combat: grappling hook traversal, a glider, deployable shield tech, and a set of human mercenaries you hire and deploy rather than mentally enslave. It is a deliberately grounded companion to the power fantasy of the main game. Whether that feels like a meaningful design pivot or a budget concession depends heavily on how much you liked Shadow of War's wraith mechanics in the first place. If those were the reason you played, Baranor will feel stripped down. If you always thought Domination was overpowered, this might actually be more fun. Torvin the dwarf gets his own side mission thread, which is probably the expansion's most charming content. He is a monster hunter in the Witcher-adjacent sense: field-craft, creature lore, tracking behavior. The were-wyrms introduced here are visually impressive, massive burrowing things that erupt out of desert sand, and fighting them has genuine spectacle even if the actual encounter loop is not especially complex. The side missions around Torvin have more personality than most of the base game's filler quests, and that matters when you are asking someone to spend additional hours in a world they have already seen a lot of. The human mercenary system is the expansion's structural backbone, and it lands somewhere between interesting and underdeveloped. You recruit, level, and deploy human soldiers rather than orcs, but the system lacks the emergent storytelling that makes the Nemesis engine compelling. A human captain dying and coming back with a grudge hits differently than Prak the Undying showing up for the fourth time with a new scar. The mercenaries feel more like a XCOM-lite squad roster than anything that generates memorable moments. Functional, occasionally tactically interesting, but missing the chaos that makes Shadow of War's best emergent content stick in your memory. Steam review data is not available for this expansion, and Metacritic has not rated it, so the only honest framing here is: this is content for people who already know they want more Shadow of War. If the base game's loop wore thin by act three, nothing in Lithlad will rehabilitate it. If you still liked the world and wanted a reason to return, the new region, the monster hunts, and the Baranor gadget kit give you a few solid evenings of content without demanding the same time investment as a full sequel. Monika, Scout Team
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Game Info
- Developer
- Monolith Productions
- Publisher
- Warner Bros. Games
- Release Date
- Oct 9, 2017

