We often hear the phrase, "a living and breathing world" describing open-world games, and yet very few actually feel that way. NPCs look vacant, enemies follow easy-to-predict patterns, and events rarely happen as organically as they should. I've been playing Middle-earth: Shadow of Mordor, and it's impressive how authentic the chaotic landscape feels and meshes with the narrative. To be honest, the world is this game's shining star and a testament to how well the parts work together.

From the way the main character delivers bloody executions to watching cutscenes where people's throats are rent asunder, Mordor is dark and unapologetically violent. The world perpetuates this tenfold; even when you're just strolling along, you could see a caragor viciously rip through orcs' flesh, or worse - attack the innocent slaves. I'm constantly on edge because despite my growing power, I still don't have much control over this world. Every time I come across a group of slaves, I free them, hoping to give them a better life. Unfortunately, nothing guarantees that I will, especially since I'm unleashing them into this brutal landscape. In fact, on a few occasions as I freed them from the terror of the orcs, caragors attacked them, killing them instantly. It sends the message hard and fast: There is no safe haven.

Orcs also band together, something evident as soon as I took my first steps into Mordor. As you try to navigate, they're aware of your presence and alerting them doesn't take much, forcing me to run like hell to every mission. Throw in the fact that they're quick to call in reinforcements, and you have a lot to stress over. This adds a great deal of tension. Usually when I'm in a game world, I just attack everything in sight. Mordor punishes you for doing that. You can't just expect to attack an army without them calling in backup, or at least having other members near the battle lend a hand when they see you attacking their comrades.

That's just it - the dangers lurk everywhere. Inciting a fight can lead to an encounter with one or more captains of Sauron's army. The nemesis system makes these confrontations even more memorable, as these captains often call you out for running or injuring them in the past. I love how I feel like what I'm doing in this world is actually reflected in such a unique way and it make sense - you never forget your enemies. I'll admit, the system does have some flaws; sometimes I wish there was a limit on how many enemies could interrupt my fight, because it does get a little ridiculous and overwhelming at times. When it's only one or two coming in to change the course of a fight, though, it feels fitting.

The constant unpredictability is what keeps me on edge and makes the world matter to me. So many times we walk through worlds easily sidestepping dangerous situations on the way to the real goal. Or worse, it constantly returns to a default state no matter what you accomplish. In Mordor, chaotic situations are constantly changing its state - even the weather and time of day shifts - making you think about your next move. Around the corner could be a deadly graug, some caragors, or a band of orcs that could impede your progress.

What's even more authentic is that these vicious foes aren't just placed there to stand around waiting for an encounter. Whether you get involved or not, they have their own actions and objectives. You'll often just see orcs moving slaves about or the orcs and caragors fighting against each other. In fact, what's refreshing is being able to use these two groups against each other to get around the world. Yes, caragors will attack you, but they'll also target orcs if you lead them their way. This is actually how I took down some of the largest armies I encountered; caragors quickly became a tool just as much as they were a nuisance when I was their only target in sight.

A good game world doesn't function as merely a backdrop; it elevates the experience, making itself integral to it. I can't imagine Mordor being the same game without this persistent, dangerous world. Chaos surrounds me at every turn, and that's exactly how this murderous land should feel.