The game is good. So here's a little bit of lowdown on what it is.
First, the gameplay. It uses the Game of Thrones RPG battlesystem, but it's much improved. I really hated the combat in GoT:RPG, for the record. In Of Orcs and Men, or OOM I guess, the combat isn't cringeworthy because the game really offers a huge dichotomy between characters. The orcs in the game are huge. They tower over everything and are walking war machines, more or less. The orc's combat capabilities are basically offense/defense, with passive bonuses applied when fighting in one or the other. You can assume what kind of abilities are in each; offense has huge attacks, defense is more about huddling up punching people in the face/taunting/stunning. One big attribute of the orc is his rage-meter. His rage meter builds as he is attacked. The orc being enraged is good and bad. Pissed off, you lose complete control over the character. I mean
complete control. If your goblin is nearby you will want to move him away or else he might get smashed in the frenzy of a bloodthirsty beast. So you lose control and the orc goes totally apeshit. Huge damage boost, swinging away and crushing everything. This can be a good thing if you're combating a few remaining enemies as the orc quickly pulverizes his prey. It's a bad thing if you're surrounded, as the orc manically attacks everything in sight, spreading his offense too thin and getting himself killed. So as an orc you have to: know when to go on the offense, when to play defense, and when to control your rage. It's a dynamic, constantly changing combat system. And it all moves very quick, the system ridding itself of the slow-as-molasses combat that was in GoT:RPG.
The goblin is the opposite of the orc. He can't smash up whole groups, but that doesn't mean he's useless. His combat is swings back and forth between close-combat with daggers and ranged with... thrown daggers. Anyway, the goblin is more or less a rogue. His primary ability is to sneak around assassinating soldiers to weaken the enemy ranks, picking up any items you see pre-fight, or just scouting and seeing what is coming up. This might sound lame, but as the game progresses you realize the value in selectively assassinating people either in a certain order, or by how big of a threat they will be in the coming fight. For example, you can get away with assassinating two ordinary soldiers before people will catch you; or you can assassinate a ranking officer and get caught immediately. Up to you. In fights, the goblin debuffs enemies. He can destabilize them, basically lowering their "stability" and opening them up to short-stunlocking, make them bleed, poison them, wreck their armor, etc. He's basically the high-precision tool you use to pick through enemy weaknesses, prying them open like clam shells so the orc can feast. There is something else the goblin can do, a sort of "combo" ability he uses with the orc: the goblin can be thrown by his muscled compatriot. This gets the goblin onto higher ground, picking off pesky archers, or you can use it as a can opener for fights, as it is a high-damage move.
I. AM. SUPERMAN...
Combat is fairly intense. The one thing I've noticed about Cyanide's two similar RPGs (GoT, OOM) is that they are quite challenging. Fights can quickly turn into clusterfucks and you have to just learn how to manage them efficiently. It carries the basic mechanics/modifiers you'd expect. Spearmen play the part of rodeo clowns, prodding the orc away and keeping him off balance (the aforementioned "stability" is very important here). Sword'n'board troopers block light attacks no problem. And certain enemies require layered tactics, like having the goblin keep more agile attackers off their feet or splintering the armor of heavy foot soldiers. I am playing the game on normal because I've found Cyanide's RPGs never seem properly balanced on the harder difficulties; normal is hard enough, while everything above it is just blistering frustration. (This is opposite to, say, Dragon Age, where anything below the hardest difficulty is far too easy. I think designing difficulties in RPGs is probably one of the more challenging tasks when it comes to game design.)
Both characters level up and the system is more or less the same as it was on GoT: RPG, but better refined. I do like the rather simple trade-system -- the economy is tight, with items being bought or upgraded for costs as low as "two," for example. It works fairly well, with "money" provided through items, of which you can decide to keep around or sell. My only complaint is that upgrades cannot be seen before hand -- which is pretty bad -- and some items give attribute boosts, but you can't measure exactly what they do in terms of hard numbers. Learning the system itself makes this null, but it does seem to be a basic feature left out.
The game is quite linear. You have side-quests galore, but each one is more or less a straight shot with a few divergent paths here and there. Honestly, this doesn't bother me, but I'll get to why in a second.
Aesthetically, the game looks great. It's strange, watching it in motion, because a lot was done with obviously few resources and you begin to wonder what kind of amazing spectacles could have been had were Cyanide a "top tier" developer/publisher. Art direction is of very high quality. This game is technically worse off than Dragon Age, but it looks better already and it will age just fine. It's crazy what a game can do if you invest resources into the art itself (Half-Life 2 and Shadow of the Colossus are my favorite examples). The music is fantastic and, no doubt, stands as one of the game's best facets. Everything about the game's appearance just feels great. I am one to not really give a shit about high-end 3D graphics, though, so take that into account.
The story is quite interesting so far and is also the reason I do not care about the linearity. I will admit right here that I much prefer "journey" type stories than the open ended ones most games have. I don't care if a game is blatantly mediocre or even bad, if it has that "hero's journey" element I'm all in (Castlevania: Lord of Shadows, Risen, for examples; I love both those games even if they are flawed). The plot centers around you and a few other orcs who are the remaining soldiers of a highly destructive fighting force, the Blackjaws. Most of the orc tribes have already been defeated, murdered or enslaved. In a last ditch effort the Blackjaws are going to penetrate the giant walls of the human empire and assassinate the emperor. Pretty awesome. I don't want to get much further into it, but the story is pretty enjoyable. It has its pretty grim moments and it flirts with Heart of Darkness-esque material on occasion. The characters progress the plot well enough, too. And here's something important about them: they are fully realized. They rarely step out of the bounds of their established norms. The orc is a big angry oaf; the goblin a quick-witted rogue. When the protagonists meet some hangups in their quest it just feels realistic, like it was an error brought out from their inherent character flaws. The voice acting is pretty solid on the goblin/orc, and totally hit or miss on just about everyone else.
Dr. Orc, PhD in killing and a self-taught chiropractor.
I can recommend the game if you love the lore behind orcs, or just want to play a game that spins the tropes about. That's easy enough. Also if you're one of those folks who liked the GoT:RPG combat for whatever reason, then it is better and more realized in OOM. If you're not one of those folks, well then just wait, I suppose, and don't get it at all if you hate that system altogether or if you prefer open-world RPGs.
Final score:
Better than DE:HR, L.A. Noire, and Alan Wake combined/10