15 Times Games Felt Like They Were Just Too Damn Long

Just when it feels like the end is near, there's still a long way to go.

Posted By | On 26th, Dec. 2019

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MIDDLE-EARTH: SHADOW OF WAR

2017’s Battlefront 2 was the catalyst of a major pushback from audiences against excessive microtransactions and loot boxes in games, which is just as well, because up until that point, the frequency with which we saw games making use of aggressive monetization was becoming alarming. Shadow of War was one of the most egregious examples, essentially forcing purchases on players to allow progress- and if you didn’t cough up the cash, boy were you in for a grind. It was this model that stretched the game’s length unnecessarily, and which also turned a potentially excellent game into one that could have been much better than it ultimately turned out to be.


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