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WB Shutting Down Monolith but Clinging to the Nemesis System Until 2036 Is Gatekeeping of the Highest Degree


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WB Shutting Down Monolith but Clinging to the Nemesis System Until 2036 Is Gatekeeping of the Highest Degree

Nothing says “we value innovation” quite like firing the innovators while locking their creations in a corporate vault. That’s exactly what Warner Bros has done by shuttering Monolith Productions while keeping their revolutionary Nemesis System trapped behind a patent until 2036.

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But here’s the real kicker—while WB is perfectly happy to throw 131 talented developers into the job market during an industry-wide contraction, they’re keeping a death grip on Monolith’s crown jewel. The revolutionary Nemesis System, arguably one of gaming’s most innovative mechanics of the last decade, will remain locked behind WB’s patent until 2036.

It’s the corporate equivalent of taking your ball and going home, except in this case, the “ball” is a groundbreaking game mechanic that could push the entire industry forward. And WB isn’t even playing with it—they’re just making sure nobody else can.

How WB is hoarding innovation while shuttering its creators

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The gaming community’s reaction to Monolith‘s closure has been swift and justifiably furious. After all, this is the studio that gave us one of the most dynamic and personalized enemy systems ever created, bundled with the masterpiece that is Middle-earth: Shadow of Mordor.

*Monolith makes the awesome Nemesis system for Shadow of Mordor, everyone loves it*

*WB patents it, making it pretty much impossible for other devs to use it*

*WB shuts down Monolith*

RIP the Nemesis system, I guess!

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— Cade Onder (@Cade_Onder)

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For those unfamiliar, the Nemesis System transformed random enemies into memorable villains with personalities, memories, and grudges. Kill an orc captain, and he might return with scars and a burning desire for revenge. Fail to finish the job, and he’d mock you for your weakness in your next encounter. It created organic, emergent storytelling that made every playthrough unique.

The system was so revolutionary that WB patented it in 2016 (granted in 2021), effectively preventing any other developer from creating similar mechanics. And what has the company done with this innovation since Shadow of War released in 2017? Absolutely nothing.

This has always been a BS patent worth challenging in court. Hopefully a dev will step up to the plate.

— SmoothToaster (@SmoothToaster)

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The

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itself won’t expire until August 2036—that’s another 11 years of WB sitting on a game-changing mechanic while refusing to use it. They could have implemented variations in their Batman games, Hogwarts Legacy, or countless other titles. Instead, they’ve kept it locked away like a dragon hoarding gold it has no use for.

What makes this particularly bitter is that WB’s gaming division is “substantially underperforming its potential,” according to CEO David Zaslav. Perhaps that “potential” might be easier to reach if they actually utilized their innovative technologies instead of mothballing them.

The legacy of Monolith extends far beyond Mordor

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While the Nemesis System is rightfully celebrated, Monolith’s contributions to gaming stretch much further. Long before orcs were remembering your failures in Mordor, the studio was pioneering horror and AI systems that changed gaming forever.

also RIP FEAR, one of the first horror games I remember playing. FEAR 2 absolutely haunted me at the ripe age of 8.

— Cade Onder (@Cade_Onder)

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F.E.A.R. revolutionized enemy AI in 2005, creating opponents that would coordinate, flank, and adapt to player behavior in ways that still impress today. 

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 pushed the boundaries of atmospheric horror. Even earlier titles like No One Lives Forever and 
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 showcased the studio’s knack for blending innovation with engaging gameplay.

The silver lining, if there is one, is that many of Monolith’s most talented developers saw the writing on the wall years ago. After WB canceled their original IP codenamed “Legacy” in 2021, much of the leadership team departed to form Cliffhanger Games with EA, where they’re now working on a single-player ****** Panther action-adventure game:

An all-new

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story begins here at Cliffhanger Games.

We’re a newly established

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studio developing an original, single-player ****** Panther action-adventure game exploring the world of Wakanda with
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.

Learn more:

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— Cliffhanger Games (@CliffhangerDevs)

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The Wonder Woman game that Monolith had been developing since 2021—which would have featured the Nemesis System—has been canceled alongside the studio closure. It’s just another casualty in WB’s disastrous gaming strategy that has already produced flops like Suicide Squad: Kill the Justice League and the failed MultiVersus experiment.

And for those who never experienced the Nemesis System firsthand, Shadow of Mordor and Shadow of War remain playable testaments to what gaming can be when innovation is prioritized over safe, formulaic design. They’re worth revisiting, if only to experience what other games could have built upon had WB not locked the system away.

What do you think about WB’s decision to hold onto the Nemesis System patent while shutting down its creators? Should game mechanics even be patentable? Share your thoughts in the comments below.




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#Shutting #Monolith #Clinging #Nemesis #System #Gatekeeping #Highest #Degree

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