The AI for detecting the player isn’t very sensitive. It turns out Uruks have very poor peripheral vision. You can get away with a LOT without them noticing you, and it’s easy to escape and hide again. It’s better than overly sensitive mind reader AI, but it does feel like a bit of a doss.
I don’t know much about game design, but it feels like they cut corners on the design time by making the systems looser. If it isn’t tightened up, fewer things can go wrong. Prime example is the AC-like climbing. They get around the fine tuning of designing interesting climbing-scapes by letting you climb over every surface. Buildings, tents, cliff faces, brick walls. There’s no surface without auto-generated climb points. You can pretty much run in a straight line and climb up and over everything with hardly any deviation - much less than even AC where you sometimes have to hunt out climb points.
The combat is fun though, a more arcadey Arkham style. They forecast counters VERY heavily (triangle appearing on screen a good 2-3 seconds before the attack), but it’s fun in a loose goosy way.
The strength in the game is definitely in the Uruk Captain system and combat, it really does give it a LotR feel that’s much more than a plastered theme. Interested to play the second one to see what changes, but I’d like to finish the first one first. Generally not a fan of playing earlier games after the sequels - the jankiness feels less forgivable then and I usually just give up on it.