First I have to say the theme was totally wrong for the game play. You play as a Lord of the Rings ranger. But the game mechanics all play like Assasians Creed. It was very off putting.
That said the nemesis system was pretty good. Here is my take on it.
How it worked
The goal of the game was to kill the big bad guy who had cursed you to never die. This was a bad thing because all of your family were just murdered, and you wanted to be reunited with them. Sounds straight forward, right?
Problem is, the bad guy never comes out of his well fortified den. And no human or Elf could get near him.
The solution is simple. If you cause enough chaos in his armies, he will have to come sort it out. And when he does, you can kill him.
In order to bring out the big villain, you have to kill all four of his warcheifs. Which sounds straight forward, except his warcheifs are also protected by a similar system, so you have to draw them out by killing their captains.
There are about four levels of this in the nemesis system.
The whole system is further complicated by starting off completely obscured. The player has no idea which orcs are aligned to which warcheifs.
Every time the player dies the nemesis system progresses a ‘turn’. Turns run as follows:
- The orc that killed you gets promoted to captain if it’s a generic orc, or up a level if it’s already a captain.
- The captains resolve missions, some will die, some will gain levels or be promoted.
- Any orcs who gained levels get new abilities.
How if effects gameplay
The player is given free reign to navigate the nemesis system however they like. There are a few early game missions, that basically function as tutorials to teach the system. There are side missions as players gain new abilities. But the core of the mission system is player directed via the nemesis system.
Player goals could include
- Kill a particular warcheif
- Interrogate a captain to gain knowledge of a warcheif
- Kill a captain who is a body guard of a warcheif
- Interogate an orc to gain knowledge of a captain
- Disrupt a particular captains mission
- Aid a particular captain in their mission
- Kill a captain
And that’s just the high level goals. Low level goals might include triggering an alarm at one camp to draw orcs away from another. Or to draw captains to a location where you can spy on them. And so on.
Captain mechanics
In the context it’s worth talking about how the captains worked. Captains had levels and gained experience each time the nemesis system took a turn. As they gained levels they gained abilities. And these weren’t little abilities, it was things like “Immune to stealth attacks”, “Unblockable” and so on. Try also gained weaknesses, like “Vulnerable to arrows”, “Afraid of wargs”, and so on.
This had several effects. First up it placed a penalty on death, death meant the captains could all get stronger and get new abilities.
Secondly it meant reconnaissance was really important. Knowing the strentghs and weaknesses of your opponent was the difference between an easy fight and being pounded into the ground. A large part of the game was iterogating orcs to find out details about the captains.
Thirdly it gave players an incentive to game the system. Getting a Captian with easy abilities promoted to bodyguard status meant an easier fight later.
Finally it gave the enemies a lot of personality. Some Captians were impossible to beat with in the early game. So when you saw them coming you would run or hide. You got to know a lot of them by their name, as well as their individual models and tactics. And eventually beating one of these difficult enemies was a huge rush.
Anyway that’s enough rambling for now. Let me know if you want more details.