From this article[1] it seems that nearly every game ever used something similar that has any procedural leveling at all.
> How the system operates is a bit complex. The game provides a variety of enemy tribes, and each tribe has a leader. Each of these bosses possess a unique name, visual design and personality. You will be hard-pressed to find a repeat tribe leader throughout the course of Shadow of War. The variety of Nemesis found throughout the course of the game are all unique and visually differing from their contemporaries. This is meant to establish an individual identity to separate each boss from one another. Making Shadow of War's rogue gallery a unique and player-specific experience rather than a series of cardboard cutouts meant to be chopped down.
Nearly every game in existence has some level of this with tuning the game to the users XP level or skills as well as randomization or ranges of these properties.
> How the system operates is a bit complex. The game provides a variety of enemy tribes, and each tribe has a leader. Each of these bosses possess a unique name, visual design and personality. You will be hard-pressed to find a repeat tribe leader throughout the course of Shadow of War. The variety of Nemesis found throughout the course of the game are all unique and visually differing from their contemporaries. This is meant to establish an individual identity to separate each boss from one another. Making Shadow of War's rogue gallery a unique and player-specific experience rather than a series of cardboard cutouts meant to be chopped down.
Nearly every game in existence has some level of this with tuning the game to the users XP level or skills as well as randomization or ranges of these properties.
[1] https://screenrant.com/middle-earth-shadow-of-war-nemesis-sy...