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There's a
postmortem on Gamasutra where design director Michael de Plater looks back
at Monolith's development of Middle-earth: Shadow of Mordor, their
Tolkien-inspired action game. He discusses what went right, such as the Nemesis
System, core gameplay and controls, and usability, as well as what went wrong,
including the process of combining a couple of smaller development teams into a
larger one, though this turns out well, as he says: "We didn’t just make a game,
we also made a great team."
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