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#nazgül
krincleart · 1 year
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[ The Witch-king of Angmar ] Acrylic on mdf_dimension: Inc.11,8x15,7
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avalonunezgisi · 2 years
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nazgül hanım benden bahsediyor
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dungeonbf · 3 months
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my s/i is sooo këkht aräkh nazgül medieval swordsman coded with pagan characteristics. does this make sense
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ekitapstore · 2 years
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J.R.R.Tolkien – Yüzüklerin Efendisi
J.R.R.Tolkien Yüzüklerin Efendisi (Tek Cilt) Orta Dünya’da toplam on dokuz yüzük vardır bunlar; Üç Yüzük göğün altında yaşayan Elf Kralları’na, Yedi Yüzük Cüce Hükümdarlar’a, Dokuz Yüzük Ölümlü İnsanlar’a, Ne yazık ki bir yüzük gölgeler içindeki Mordor Diyarı’nda kara tahtında oturan Karanlıklar Efendisi ‘ne hepsini hükmedecek bir Yüzük, Karanlıkta birbirine bağlayacak gölgeler içindeki Mordor Diyarı’nda
Kitap Güç Yüzüklerinin yapımıyla başlıyor. Güç Yüzükleri elfler tarafından dövüldü. Efler Orta Dünya da demircilik yeteneği ile ünlüdür. İkinci çağın 1200 yılında, kendisine “Annatar” diye tanıtan bir adamdan elfler hediyeler almaya başladı. Sonra elfler Annatar ile 300 yıl boyunca kaldılar. Annatar onlara büyülü yüzük yapmayı öğretti. 1500 yılında ilk güç yüzüğü yapıldı ve bunu takip eden yıllarda 16 tane güç yüzüğü dövüldü. Elfler kendileri için 3 tane güç yüzüğü dövdü.
Eregion elflerinin bilmeği bir şey vardı, o da aslında Annatar sandıkları adamın gerçekte Karanlıklar Efendisi Sauron olduğuydu. Mordor’un Hüküm Dağında diğer yüzükleri kendine bağlayabilecek tek yüzüğü dövdü. Yüzük bittiğinde elfler Sauron’nun farkına vardılar ve yüzükleri çıkarttılar. Sauron öfkelendi ve Eregionlara saldırdı. Lakin üç güç yüzüğünü elfler saklamıştı, yedi yüzük cücelere verildi fakat cüceler verildi fakat güç yüzükleri onları etkilemedi. Sauron yüzükleri cücelerden geri aldı. İnsanlara verdiği dokuz yüzük amacına ulaştı ve kullanıcıları Sauron’nun hizmetine sundu bu dokuz köleye Yüzük Tayfaları veya Nazgül denildi.
Gollum’ un kuzeni Deagol balık tutarken tek yüzüğü buldu. Gollum kuzenini boğarak yüzüğü elle geçirdi. Yüzük Gollum’un yaşam süresini onu tanınmaz bir hale getirdi. Işıktan korkan bir yaratık haline geldi ve yalnızca derin mağaralarda huzur buldu. Neredeyse 500 yıl boyunca Gollum dumanlı dağlarda kaldı.
Gollumun mağarasını ziyaret eden Bilbo Baggins tek yüzüğü ele geçirdi. Bilbo Baggins Shire deki çıkın çıkmazı da zengin bir yaşam sürmeye devam etti. Tabi yüzüğün hasretine dayanamayan Gollum ışığa rağmen mağarayı terk etti ve yüzüğün peşine düştü. Bilbo Baggins 111.yaş gününde Yüzüğü evlatlığı olan Frodo Baggins ‘e bıraktı. Sauron’ un gözü her yerde yüzüğü arıyordu yüzükte gerçek sahibinin özlemini çekiyordu. Gandalf yüzüğün hikayesini Frodo ‘ya anlattı ve yüzüğün emaneti için onu görevlendirdi.
Hikayede adı geçen bazı yaratıklar Orklar , balroglar , shelob, Uruk hai , Ugluk , Grishnakh , iyi mi kötü mü olduğu belli olmayan , yüzük taşıyıcısı Frodo’ yu bir parmağından eden Gollum , ölü insanlar , kartallar v.s
Bazı kitaplar vardır, sana yeni bir dünya yaratır, öyle bir dünyadır ki bu içinde dostluk, nefret, güç savaşı, ihtiras, saf iyilik, aşk vardır ve bu kitap, hayal dünyasına açılan bir kapıdır.
Dünya ikiye bölünmüştür, denir Tolkien‘ın yapıtı söz konusu olduğunda: Yüzüklerin Efendisi‘ni okumuş olanlar ve okuyacak olanlar. 1997 ile birlikte, çok sayıda Türk okur da “okumuş olanlar” safına geçme fırsatı buldu.
Tolkien, Yüzüklerin Efendisi serisini üniversite eğitim gördüğü senelerde yazar. Fakat bu seriden önce kendi çocukları için yazdığı “Hobbit” kitabı vardır. Bu kitap tam olarak Yüzüklerin Efendisi serisinin zemini niteliği taşır. Yüzüğün ortaya çıkışı bu kitapta anlatılır. Hobbit’in devam niteliğinde olan “Yüzüklerin Efendisi” serisi hikâyeyi çok başka bir boyuta ulaştırır ve hâlâ bugün bizleri kendine hayran bırakır.
“Havanın gitgide ısınıp etrafın daha neşeli olacağını ve sonunda kışın ebediyen geride kalacağını zannederdim hep.”
”Kitabım için güzel bir son hazırladım: ve ömrünün sonuna kadar mutluluk içinde yaşadı.”
”Benim için geçmiş, gelecekten daha az karanlık ve benim sorumluluğum altında olan da gelecektir.”
Kaynak: https://www.e-kitapstore.com/j-r-r-tolkien-yuzuklerin-efendisi-tek-cilt-ozel-basim
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leam1983 · 2 years
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On Magical Realism
You do what I do for long enough, and you sort of feel tempted to dress it up in more interesting terms, to imagine that there's something more to it all than helping struggling dealerships meet regional quotas.
Today, half of my brain was convinced that the Sales Director for a remote little dealership near New Brunswick's border with Quebec was actually one of the Nazgül. Just replace the wheezing calls of "Shire" and "Baggins" with "2009 Mini Countryman" and "1K$ Minimum Value on All Vehicles!" and you'll get the sense of how the local dealerships are reacting to the massive crunch in purchasing power and availability. If we get a list that's even vaguely promising, then it's my bosses who go all Ringwraith and who screech in fel, sepulchral tones that we "need to clinch this for the season's stat block"...
As to who's Gollum in this story, it would probably be the middle managers at Mini's Quebec headquarters, that just so happen to be stuck between a rock and a hard place. Their Precious is their minimum ROI per vehicle, and the rest of us are just sitting there, trying to get them to understand that there's no freaking demand whatsoever.
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netbilge · 2 years
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Nazgül Kenjetay kimdir? Nazgul Kenzhetay kimdir, kaç yaşında, nereli? instagram
Nazgül Kenjetay kimdir? Nazgul Kenzhetay kimdir, kaç yaşında, nereli? instagram
Nazgül Kenjetay kimdir? Nazgul Kenzhetay kimdir, kaç yaşında, nereli? Nazgul Kenzhetay (Kiril alfabesiyle: Назгуль Кенжетай), aktif olarak Türkiye’de faaliyet gösteren Kazak gazeteci, editör ve Kazakistan’ın ilk savaş muhabiri. Şu anda Türkiye menşeli haber yayın kuruluşu GZT’de editörlük yapmaktadır. @nazgulkenzhetay kullanıcı adı ile instagramda bulunmaktadır. Nazgul KenzhetayDijital İçerik…
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artondoom · 3 years
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Felix Treadwell
Nazgül, 2021, Acrylic on canvas, 180 x 140 cm
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yantekerlek · 2 years
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nazgül hanım ile emin bey serbestlermiş. ne güzel ne güzel.
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The person: i don't believe that you're creepy, u exagerate, me when I see some scary, odd, creepy as fuck motherfucker or fictional character
Is suddenly very hot in here 🥴🥵
Bitch i simp over nazgül and sauron the Fack? 😏
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casperkvi · 4 years
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Op nummer 2 staan ‘The Lord of the Rings’ geschreven door J.R.R Tolkien. 
Het boek gaat over Frodo Baggins, die van zijn nonkel een mysterieuse ring krijgt. Frodo weet niets over deze ring totals Gandalf (een tovenaar) aan hem uitlegd dat de ring duizende jaren geleden was gemaakt door Sauron, een duistere necromancer.  
Frodo wilt de ring niet meenemen, maar met aanmoedeging van Gandalf doet hij het toch. Frodo en 3 andere hobbits vluchten hun dorp uit en gaan het bos in. Niet lang na hun vertrek worden ze bijna gedood door de Nazgül, volgers van Sauron en ridders die nog levend, nog dood zijn. Frodo en zijn vrienden ontsnappen en gaan naar het dichtsbijzijnde dorp, waar ze Strider ontmoeten. 
Strider gaat akkoord om Frodo te helpen en brengt Frodo naar het elvenrijk waar ze voorlopig veilig zijn.
Titel: The Lord of the Rings - Boek 1
Auteur: J.R.R Tolkien
Uitgeverij: Allen & Unwin
Jaartal: 1937 t.e.m 1949
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krincleart · 1 year
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[ Sauron ] Graphite+Acrilc on mdf_dimension: In.15,7x11,8
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wyldtrees · 6 years
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Nazgül Slowly getting there #wyldtrees #clintongbowers #illustration #illustrator #penandink #pen #ink #drawing #freelanceillustrator #freelance #staedtler #technicalpens #etsy #etsyshop #etsyseller #artistoninstagram #jrrtolkien #nazgul #lordoftherings #hobbit #wingwraith #ring #frodo #fanart
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adestroy · 7 years
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OK so I was watching the LOTR trilogy with my friend?? And in the scene where the Nazgül gets killed? It crumples and makes a hissing noise and ALL I COULD THINK OF WAS YOUR COMIC WHERE BONES IS DEFLATING THANK YOU
hahaha I’ll take that as a compliment 
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tbwanabz · 5 years
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Nazgül Hoca https://ift.tt/2Qn8aEY
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leam1983 · 6 years
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Middle-Earth: Shadow of War Review
Note as of June 1st, 2020 - This review predates Monolith’s removal of the game’s microtransactions and the restructuring of the Endgame content. Enemy level scaling has been marginally affected, but not enough to affect this review.
Back in 2014, I wrote of Middle-Earth : Shadow of Mordor that it perpetuates and perpetrates acts of loving perversion, that it twists Tolkien’s lore around its little finger for the sake of shoring up its tale of revenge. I didn’t exactly put that off as being bad or somehow reprehensible, and even actively enjoyed it. Notes have been left by Tolkien himself, in which he more than clearly stipulates that he’s fine with others traveling along Middle-Earth’s side-paths in his stead, but that a certain consistency must be maintained. His main cast has very specific roles and shares specific relationships – they enter and leave the scene in a specific order that must be maintained. Mordor had us traipse around with Gollum and Lady Marwen for a spell, and attached one of the Silmarilion’s key characters to our protagonist. Talion was our Discount Aragorn of the day, and he had the esteemed honor – or misfortune – of being paired with the wraith of Celebrimbor, the former Lord of Eregion and the doomed craftsman behind the Nine Rings.
Purists howled, gamers cheered. Udün and Nürn were on the smallish side, if open-world sandboxes are concerned, and largely contained the usual open-world trappings, such as towers to climb and various knickknacks to collect. At the end of the day, however, what allowed the game to please so many had to be its Nemesis System, a clever piece of tech that tracks players and generates bespoke Uruk-Hai; vat-born palookas that breathe, drink and sweat sheer violence and hatred and that incidentally come with a surprisingly developed palette of personalities. Whichever greenskin killed you the most became your Nemesis, a mixture of coding and player behavior resulting in violent, if intimate relationships between yourself and an ascended Peter Jackson extra packing disparate armor pads and a smattering of scars.
Shadow of War, for better or worse, is exactly the same – if better in every way. Loving perversion returns, exemplified here by one of Ungoliant’s daughters looking particularly… un-spider-like, and by the ways in which Celebrimbor and Talion’s conjoined tales now both stretch one another, grow thin around the edges, and finally break away, to clear the path for the Fellowship we’re all familiar with. A few places are referred to here that shouldn’t have existed so early in Sauron’s rebirth, but unless you’re the type who launches into angry screeds whenever someone expresses their ignorance of who Morgoth is, you’re likely to be able to forgive much of it. As with Shadow of Mordor, Shadow of War exists as a modern, gritty and unapologetic side-tale in Middle-Earth’s history books, the kind of project you’re almost surprised to see Middle-Earth Entreprises cautioning – but still one that treads its little corner of the lore confidently.
As before, it’s essentially AAA fanfiction. Excellently-written fanfiction, of course, with a star-studded cast and unlikely friends and allies; but still a piece of fiction that purists can afford to safely ignore. That is, if they’re part of the Fun Police – as Shadow of War remains entertaining throughout its thirty-hour run. This is largely thanks to its cast of procedurally-generated Orcs, who all somehow manage to remain memorable. The pendulum swings wildly between sympathy, disgust and raucous amusement – even if they all remain fittingly murderous – which takes the legendarium’s treatment of Melkor, Morgoth and Sauron’s respective lackeys and tears it apart. If you’re a little like me, you’ll finish your run through Talion’s story thinking that with enough pipeweed and Lembas bread, you might be able to pluck a little Orcling out of the breeding pits and turn it into an overgrown Hobbit with a serious dental problem.
Of course, I’ll also briefly touch on the one and single Orc in the entire game you’ll desperately want to kill, but can’t. That would be the cash shop’s vendor, with his pre-release visage packing unfortunate cultural and stereotypical connotations. Good on Monolith for fixing that in time; I doubt many of us were interested in funnelling micropayments towards the kind of face 4Chan’s trolls bracket in three pairs of parentheses. The pre-release stream’s showcase definitely did pack a few related Oy vey moments…
So. Spoilers abound beyond this point. Abandon all hope and whatnot, alright? Cool.
We ended Shadow of Mordor with Talion and Celebrimbor, from here on referred to as Brim for the sake of ruffling that undead sourpuss’ Elven hair, taking to Mount Doom to forge a new Ring of Power. Being distinct from those offered to Middle-Earth’s rulers and of a different provenance than the One Ring, it was designed by Celebrimbor in order to allow him to wrest control of Mordor’s Uruk forces away from Sauron. Unforeseen events unfold which separate Talion from Brim, which sets the pace for the game’s tutorial and its first act. We’re exposed to the same Assassin’s Arkham Creed-esque mechanics the first one presented, with a few small aesthetic and functional improvements. Desperation then forces the reunited duo to follow Shelob’s advice and take to Minas Ithil, a scant few days before its fall at the hands of the Nazgül – and its rebirth as Minas Morghul.
It’s there that War blatantly references its elders in the genre, as Ithil is one of the few fully-realized settlements you’ll find in Mordor. It’s obviously packed and serves as the smaller of the game’s five regions, while still adequately evocating the scale of its more familiar brethren, such as the Gondorian city of Minas Tirith. You reach it just as it’s pushing through the Orcs’ first open siege in months, the stately beauty of its colonnades looking adequately pitted with age and duress. Ithil, after all, remains a city of Mordor and not Gondor, and as such looks to have thrived in an atmosphere of near-constant tension. You just so happen to reach it as the proverbial levee breaks, which conveniently provides you with both a familiar set of rooftops to serve as a series of transitional environments for anyone coming in from Assassin’s Creed titles or the Arkham games and more general stuff to do. Pick some basic Ubisoft open-world mechanics and you’ll find something similar here.
The same can be said of the combat mechanics, while it’d be more fair of War to say it’s cribbing from his bigger brother than from what other studios have put together. Talion is a bit sprier than before, Brim is a lot more agile once a few story-focused unlocks kick in, and most of Mordor’s mid-to-late-tier upgrades here serve as entry-level abilities. Unlike the first game, you don’t spend the first hour or so getting your ass handed to you by Püshkrimp the Armchair Philosopher – you’re potent from the word go. The same can be said of your enemies, as most Captains are now sufficiently detailed so as to consistently pose some challenge. Doormats with a title are less common, and so are unbreakable towers lording over you from a dozen or so levels. Hence the use of the word some, as you’re never in a position of overpowering strength, either from your point of view or the enemy’s. That’s a good thing, as the Nemesis system is a lot more detailed and records several additional variables. Cut an arm off of a persistent Captain, and he might come back with a new title, one or two extra levels – and a gnarly-looking DIY-plus-Black Speech prosthetic limb. Particularly eloquent types can be relegated to the rank of drooling wretches if Brim Shames them to the point where they Break. The use of capitals here is intentional, as the game clearly differentiates between Dominating an Orc and Breaking it. Dominated Orcs join your ranks, while Broken Orcs take a massive dip in levels and power. You’ll sometimes encounter Captains that stand several levels above Talion, too high for them to be recruited. Shaming them puts them within your reach, provided you find them again.
That said, as the Nemesis system characterizes everything about the Uruk-Hai, you might start out with a sympathetic and rambunctious sort who treats your repeated clashes like joyful reunions – even while he’s trying to skewer you. Break him, and chances are he’ll be reduced to monosyllabics. He’ll still be potent enough to serve as a Captain by the game’s standards, but he’ll be pretty much due for the paddywagon… The main campaign includes one fairly striking example of the scripted Breaking of a former follower – and is where the sandbox’s goofy greenskins tend to step aside for the franchise’s gritty wartime themes to reassert themselves. This is perhaps one of the few thematic issues with the title, as while Troy Baker and Alastair Duncan are both as gravelly-faced and somber as Gandalf and Elrond at the worst of times, levity rests almost entirely on the shoulders of the procedurally-generated Orcs. Mordor looks verdant at times, chilly at others – but it is most assuredly a grim and dire place to be, unless you’re above seven feet tall and happen to be one of the Dark Lord’s vat-born servants. Then, judging by those green palookas I’ve run into, you’re in for copious amounts of wanton violence, thousands of variants on head trauma and dismemberment, and lots and lots of grog. That seems to be the Orcish concept of fun, at least… That can make for jarring tonal shifts in the same scene, but at least it occurs more consistently than the first game’s half-hearted inclusion of Ratbag the Coward.
So the core mechanics are the same, but what’s changed? The premise having moved to a war in need of orchestration, your Dominating Orcs isn’t just a means of affording yourself some handy meat shields anymore. The betrayals and covert operations you staged across war camps now cover entire regions, the core Nemesis operations allowing for the development of a strong covert force as well as of a direct assault battalion. You’ll need it, as War now packs one fort for each of its five regions, from Nürnen’s verdant coastlines to Gorgoroth’s perpetual lava floes. That’s five sets of regional Captains to either slice and dice apart, Dominate, replace, or appoint to favorable positions. The cash shop includes Training Orders, which enable you to relocate Captains from one region to another – or from your Barracks to the open world. As you could expect, sworn fealty isn’t a guarantee of unwavering service. Orcs with a particularly strong will are likely to turn coat at inopportune moments. This seems like a harmless mechanic, until you consider that the hotshot Uruk War Boss you paid five bucks for could very well leave your service.
Each fort packs three capture points you’ll more or less take à la Overwatch, by piling your followers into the indicated circles. Each point can serve as the theatre for several high-level bouts, as this is obviously where the enemy sends its best attackers. It’s largely where you can expect last-minute saves from your Dominated retinue, and where the oft-mentioned battlefield relationships can develop. It’s all very Platonic, of course, but an Orc you’ve appointed and who takes well to his post might very well decide to take out the guy who’s about to choke the life out of you with a well-placed crossbow bolt. A few canned animations sell that basic sense of respect, Talion waving his thanks to his savior of the moment before going back to carving his way to the Warlord’s chambers.
 Of course, War does pack its Ratbag analog, the star of 2017’s E3 presentation. Brüz the Chopper serves as an amusing bundle of Australian lingo wrapped in an eternal optimist’s attitude – right up until he doesn’t. The game tries to dovetail its way to the point where Brüz leaves the luxury of scripted scenes and rejoins the rest of the Nemesis Captains, giving him an appropriate sendoff that many might not appreciate as being in keeping with the series’ themes. Of course, if you’d rather keep the Chopper in his Chatty Cathy phase, you can always take to Online Vendettas in Nürnen and snatch someone else’s Brüz for your own use. In theory, you could repopulate your army with the same plot-mandated Uruk in a dozen copies if you compulsively play Online Vendettas. They’re also the only way to earn Loot Boxes beyond paying for them with the in-game currency, Mirian, or ponying up hard cash for Gold, the premium currency.
So let’s say you’ve staffed your front lines, you’ve got men poised to backstab Osgiliath’s Overlord at your command and you’ve upgraded your support positions with Sauron’s elite – which you’ve unceremoniously stolen from him. What now? You can travel to another region to carry out the same process, you can put your staff through the meat grinder of Nemesis Missions or Fight Pit events to have them gain power levels, or you can wait for one of the unaffiliated Captains to find you, or for one of your own to turn coat. Outside of story missions and collectibles, your conquered regions are more or less likely to sit nice and pretty until you reach the final chapter of the game – and its most controversial one – Shadow Wars.
See, the game rather ingloriously ends with your being forced to bide time for Middle-Earth, between the events of Two Towers and Return of the King. The same point-based mechanics play out in reverse, expecting you to work from the stronghold and outwards – but not after having seriously committed to a long grind. Sauron’s efforts to reclaim your territories are going to be two or three times stronger than yours at the onset, so you’re expected to buff up your forces before triggering each attack. At this point, you can either pay up for a quick-and-dirty boost, or work your way up a rather steep slope. All of it for what, exactly?
Well – let’s just say Shadow Wars isn’t integral to the story in any shape or form. All it does is pad out the game’s length and transition the story from its shocker of a “proper” ending to one that neatly resolves all remaining conflicts in a nice bit of CGI. As with the previous game, all of the events that unfolded are shown as having had no real impact on the official lore and timeline. It more or less left me smirking and shaking my head, wondering why I even bothered with all of this if, as before, Talion’s contribution to the core events end up being conveniently scrubbed aside.
Thanks, Gamer-Person, you really did us a solid, right there! See, Frodo and Sam had a lot of cramps along the road and spent way too much time in that Bombadil fellow’s forest, so you stalled Sauron’s boys for a couple weeks! Cheers, off to the Halls of Mandos with you; we’ll mail you a cast photo of the Fellowship as thanks! No, Gandalf doesn’t take phone calls, so KTHNKXBAI!
Said story doesn’t exactly reinvent the wheel, but it does flesh out both Talion and Brim a fair bit more. You bearing witness to Minas Ithil’s destruction scatters a few Gondorians of note across Mordor, and you’re made to assist them while simultaneously working with another newcomer to the lore; Eltariel, the Blade of Galadriel. In another canon-shattering move, she packs the Light of Eärendil in weaponized form. Talion consistently attempts to wrest the events back to the ensured survival of the exiled Gondorians, only for Brim and Eltariel to constantly hammer in the need to stop Sauron. It’s there that a rather Nietzschean observation concerning Celebrimbor rears its head, as our Brim doesn’t quite pack the objectivity and self-restraint of his Silmarilion counterpart. If anything, compassionate politics seems to be Talion’s consistently-ignored proposition, while Brim steadily makes his moniker of Bright Lord look like a bad joke.
Brüz has the right of it, honestly, as per his comment in the E3 gameplay snippet. “Bright Lord, Dark Lord?” he rhetorically asks, a snarky smirk on his massive face, “Same thing, really.” Talion doesn’t miss a beat for most of the game, which makes your bipartite entity come across as something close to a squabbling couple with different viewpoints. Then, and if only to motivate another loving skewer of the legendarium and the transition to Shadow Wars proper, he skips on the last gigantic red flag pointing to his ethereal friend’s seriously problematic approach to justice. It undermines what is meant to be some sort of massive twist – and potentially a setup for any potentially Eltariel-themed DLC to follow – and makes it come across as more of an inevitability. Safe to say, Monolith would have to bend over backwards in order to produce a third game in the same continuity, based on the position in which they’ve left things.
Not that the story isn’t fun as it’s presented, though. It’s a bit rote and it does leave me feeling as though Talion was shortchanged in a fairly ridiculous way: I do have the nagging idea that Monolith figured they’d just finish checking off boxes from their Big List of LOTR Figures to Introduce, and that they plugged in Gollum as a sort of admission of the character’s position as a series staple. It feels as though some exec somewhere said “It’s a LOTR game, right? Plug Gollum in there even if it’s not entirely conducive to the plot, or else!”
If the previous game struck me as being a fairly Postmodern approach to Tolkien’s source material, this one is also starkly progressive, in contrast. The proper lore does include its fair share of femmes de tête such as Eöwyn, but it always did treat them as outsiders to the norm; it serving as a sort of reflection of Tolkien’s own musty sensibilities. I’ve even heard some armchair scholars refer to the man as a Luddite, which isn’t too surprising.
Still, Shadow of War is entirely a creature born of the same climate that allowed for the Peter Jackson films, the creation of Middle-Earth Entreprises and the adaptation rights to the LOTR name being sold off to Amazon Video. It stems from the same zeitgeist as Christopher Tolkien’s stepping-down from ME’s ruling council and the general sense that the publishing of Beren and Luthien marks the end of an era. In a sense, it’s from the same spirit that’s now seeing the production of Game of Thrones spin-offs. Insofar, the new climate we’ve only just entered is one in which celebrated Fantasy universes are ripe for the picking, setting the stage for something we might one day come to call the LOTR Expanded Universe.
If you’re a purist, as before, you’ll probably quiver in your boots at the thought of humanized and fleshed-out Easterlings and Haradrim (yeah, about that one, dear White Eurocentrist Tolkien Fans…) or, Eru forbid it, even more nuanced portrayals of Middle-Earth’s canonically “dark” races and species! If you’re the type to cling to the books the way Star Trek diehards cling to their Klingon dictionaries, fly! Fly, you fools!
Honestly, I think that’s a good thing.
Yes. Yes, dear purists, I’ve said it. I’ve said the thing that motivates no end of detailed screeds on YouTube and across literary circles. You’re probably frothing at the mouth, right now, waiting to tell me that Orcs are vat-born, that the Haradrim and Easterlings all serve Sauron, that Middle-Earth is a land of refreshing absolutes where Good is saccharine and Evil eats babies for lunch – but even the source material packs a few Uruk who resort to mercy as a tactically-sound approach of dealing with captured Hobbits, or greenskins who don’t object to talking in their master’s back at the favor of being eavesdropped on by Sam Gamgee. These same Orcs reminisce on the good old days that didn’t involve their being on the warpath, suggesting that they actually do have some concept of peacetime!
Be the Fun Police if you have to – I’ll be over there cackling madly at the sight of sappy fanfics involving Azog and an unusually determined Numenorean maiden. If Shadow of War is what happens when game devs don’t just stick to established tenets but are allowed to run with a franchise’s overall vibes, I could take dozens more titles like this. The only real problems the game rises are thematic or character-based, the rest is as fluid and visceral as its predecessor.
That said, I do wish Püshkrimp the Armchair Philosopher were a Nemesis variant. You’d walk into the gutted and torn remains of an old Elven fortress in Seregost, sword drawn and muscles taut, only to be met with a cozy fire, a profusion of bear pelts, Gondorian mead and a comfy chair – and a seersucker-clad Uruk with elbow pads and pince-nez glasses, wanting to challenge your ability to address the Nature versus Nurture question, as presented by his own people... Fail to follow the right dialog options, and he would put you down to a sliver of health by the sheer sting of his contemptuous rebuttal. Manage to beat him, and the game would strip him of his title, rebranding him as Püshkrimp the Sophist…
Or – ooh! The Obsessed types from the first game could actually trigger a mini-dating sim, in which a seven feet-tall humanoid with olive-green skin and scruffy facial hair tries his hardest to initiate a consensual gay relationship between himself and an undead Ranger of Gondor!
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akrepsozluk · 6 years
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Fakir kocaya gidecek akrep kızların isimleri;
nurçıban, şemsiye, abşar, acunbike, akmer, alangoya, balca, balın, begim, bike, büte, çeman, dürre, düriye, faiza, gabra, gözen, ıtır, jengar, kaytus, leyal, nüvid, öge, özil, periru, rastbin, sarra, tözem, uğan, ziba, zümra, oha, yeter, nurtop, gülçimen, halife, üzüm, rahime
suzidil, halife, aytop, ilhan, yosma, sadem, dürdane, dilfigar, almila, katre, benam,
nazgül, perizat, hanım, fikret, suat, arbise, samuray, biriçim, bahtışen, altıngül, ziba, büklüm, sumruay, ilayna, ilayza, bülbül, körpenaz, şehriye, veriye, okşan, parla, şahende, piyale, ayhanım, zemzem, jengar, pembe, fümet, linet, pürçek, püren, taze, teren, badem, balam,
ayşecan, mervecan, ezgican, devam edecek.
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