That may seem like a daunting task, but if you know the performance and visual impact of each individual option, you’ll be quick to find the right balance between smooth FPS and good graphics. It is better to manually go through each and every setting. The game also has a benchmark to adjust your graphic settings, but it may adjust the visuals in a way to not suit your needs. It is thus advised to solely restrict yourself to the game settings for graphic and performance improvements. There are three files in the form of settings.cfg, render.cfg, and Game.ini that could’ve acted as potential system files with ample choices, but all the tweaks that can be made in those files are the same as the options provided in the in-game settings.
SHADOW OF MORDOR MOD FULL
Shadow of Mordor doesn’t completely give you full control of advanced options through configurations like many dedicated PC games. This guide will help you tweak your game’s performance and graphics to attain a balance between good fps and appealing eye-candy Middle-earth: Shadow of Mordor Tweaks While SoM features decent visuals and up to date use of rendering technology, it does demand a rig that is untrue to the standard of graphics it has to offer.įor this reason, many users may run into performance issues and desire for better visuals. "If we had come out and stumbled on our first go, we'd never be getting a second one, basically."įor more on Shadow of Mordor, which won GameSpot's overall 2014 Game of the Year, check out our review and full video interview with de Plater above.Middle Earth: Shadow of Mordor has hit the PC, and it’s one of those surprise action-RPGs that develops an instant fan-base because of exceeding expectations. "So it just really was a big goal of ours it was a priority to do that because you don't get two chances," he added. Having our own engine, and our tech team and having those guys on site was hugely integral to it." "I think partly it was the fact that it was our first go at this type of game, so we were so incredibly paranoid and so fearful that we did close things down early, our production was really diligent about closing things down.
"It's sort of a cliche, but making games is hard, obviously," he said. After all, technical struggles have been something of a common occurrence this year with other-big name games, including Driveclub, Assassin's Creed Unity, and Halo: The Master Chief Collection. "Actually, a hard mode is probably what we needed even more in some ways than an easy mode," he said.Īlso in our interview, we asked de Plater how Monolith was able to ship Shadow of Mordor with no major technical hiccups. As such, Shadow of Mordor doesn't need an easy mode, but maybe an even tougher difficulty option, de Plater said. "Actually, a hard mode is probably what we needed even more in some ways than an easy mode" - Michael de Platerĭe Plater went on to say that Monolith's aim for Shadow of Mordor was to create enemies and scenarios that appeared challenging, but at the same time were easy to take down if you took the right approach and discovered your foe's weaknesses. "The people who were the very end of the bell curve in terms of their coordination and skill-the people who found the game most easy, were also the ones who also found the Nemesis System least engaging." "To be brutally honest, we saw that ," he said. Because if you could just hack and slash your way through the game without having to stop and think, without getting killed, without seeing these guys level up, without the world evolving, people wouldn't have got to experience the Nemesis System." "And if we did, the game would have fundamentally been broken. "We could have had an Easy Mode," de Plater told us. Speaking with GameSpot, de Plater said it was always important to Monolith that players feel a certain level of challenge so they could understand the depths of the game's ambitious Nemesis System. Middle-earth: Shadow of Mordor developer Monolith Productions could have created an "Easy Mode" for the critically adored Lord of the Rings game, but this would have "fundamentally broken" the overall experience, according to design director Michael de Plater.