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There I stand, sword in hand, covered in the blood of all those
who have opposed me, marching forward under the ever darkening shadow
of the Isengard tower. Advancing alongside my allies, I have one
simple goal to accomplish: to defeat Saruman and put a swift end
to his Orc army building facilities. One final push should be all
that we need to bring this battle to a close when abruptly it happens
- I get a brand new objective to take control of an Ent. There should
be no way that this could be a letdown but if you'd seen what I'd
had to endure to get here - if you knew just how bumblingly-inept
The Lord of the Rings: Conquest was - you'd perhaps appreciate why
even the prospect of playing as a giant, orc-killing tree just doesn't
generate the excitement it should.
The
potential was all here; take a popular movie trilogy and use its
source material to chart some of its biggest battles through a fifteen-level
story campaign that gives you full control of a number of the Lord
of the Rings' more exotic creatures, then tie the whole thing off
with a multiplayer mode that uses the same template as the Battlefield
games. This should have been simple, particularly for Pandemic,
who have done this exact kind of thing twice now with Star
Wars: Battlefront and Battlefront
II; they have the necessary experience, which begs the question
as to why nothing about this game, from its concept to its execution,
quite falls into place.
There
are hints at the great action that game Conquest could have
been throughout the single player mode, beginning with the War of
the Ring campaign that sees you fighting on the side of good. You're
taken through eight levels of familiar battle scenes from the movies,
starting with Helm's Deep and moving on through to Minas Tirith
and eventually the Black Gate. While it gets the look and feel of
the settings right, the meagre attempts at scale mean that the battles
never come close to matching the epic scale of the big screen. If
you've ever had the chance to play the console hack 'n' slash epic
Dynasty Warriors
then you're already familiar with the style of game that Conquest
tries to create, but it's obvious from the outset that troop numbers
and even the map sizes just aren't as large as they should be. It's
all rather linear too; using the multiplayer game modes as inspiration,
much of the objectives you are given tend to revolve around capturing
flag positions, with some occasional, lightly varied objectives
requiring you to kill a specific enemy or capture a special item.
Exploration is an afterthought; you simply follow the path laid
out ahead of you and concentrate on the important business of killing
things.
Once
a flag position does fall under your control, it then, as it does
in the multiplayer modes, acts as both a spawn point for you when
you die and the character selection screen where you can choose
from the four roles available - the Warrior, Archer, Mage and Scout.
These are as predictable as their names suggest; the Warrior is
the main melee class, able to soak up more damage than his counterparts
while relying on a varied mixture of powerful combo attacks to slash
his way through groups of enemies - once his power gauge is filled
from the incessant killing of those who stand against him, he can
unleash special magical sword attacks that can flatten even larger
groups of enemies with ease. The Archer on the other hand possesses
neither the strength to sustain damage from those who venture too
close or the capabilities to fight them off when they do, but can
use his keen eye to pulverise enemies from a distance, while his
own special attacks can also slow down or engulf enemies in flames
long before they can reach him. The Mage takes on the responsibilities
of the healer and can protect his allies under the safety blanket
of a protective shield that prevents archers' arrows from hitting
those within, but he also has offensive spells and is capable of
charging up powerful lightning attacks that can jump between several
enemies and kill them in one fell swoop. The Scout on the other
hand is all about subterfuge; the second melee class who sacrifices
strength and sheer brute force for speed and manoeuvrability, his
real claim to fame is his ability to cloak and sneak up behind enemies,
claiming one hit kills if he successfully manages to assassinate
them. There are occasions when the game asks you to take control
of a hero character - such as Aragorn or Gandalf - and despite having
much more health and more powerful attacks, their style of play
always fits into one of the four roles already available.
The
class archetypes remain the same for both Good and Evil and do tend
to be balanced for the most part, but there are problems. The archer
for instance seems slightly overpowered, with headshots resulting
in instant kills, while the poor old warrior needs to slash away
at his opposition before they fall, and although the scout may have
one of the more unique abilities in the game, he also has to endure
an erratic onscreen prompt that tells him exactly when he can strike
a target - but it's difficult to get the timing just right, meaning
that there many occasions when whilst trying to assassinate someone
you might accidentally reveal your position before getting the kill
and find yourself surrounded. This is particularly annoying in the
multiplayer games.
Most
of the problems at this point in the game are very nearly - and
I hasten to emphasise the word nearly - forgivable when the
Rise of Sauron campaign is unlocked upon completion of War of the
Ring. This seven level campaign is a 'what if' story that attempts
to chart out what might have happened if Frodo had failed in his
task of destroying the One Ring. Playing the part of the bad guys,
you find yourself returning to many of the levels of the previous
campaign with the sole purpose of crushing those you once valiantly
fought alongside. This all culminates in the Razing of the Shire,
playing Sauron himself as you slaughter hundreds of Hobbits and
burn the Shire to the ground. Everything about this campaign is
a vast improvement over what comes before and some of the level
design even manages to impress in its scale and diversity, but it's
just at that point when you are about to start having fun - when
you very nearly start to forgive the game for some of its earlier
mistakes - that one of the other critical flaws rears its unwanted
head and slaps you across the face, reminding you of just how poor
the quality of the whole experience is.
One
of the crucial problems with the game is also its most important
of features - the combat - and it just never feels right, thanks
to a combination of poor, glitch-riddled animations and the fact
that most weapons feel unusually weightless, making the whole business
of killing unsatisfactory. You swing your sword and some orcs clumsily
fall over, repeating the whole thing like it's a chore. Even when
you finally gain control of one the game's huge beasts, such as
a troll or Balrog, the whole thing manages to be a complete letdown,
due primarily to their enormous scale. They just move too damn slowly
and with the camera panning to awkward positions to try and show
the whole battlefield, it can be equally difficult to navigate the
terrain as it is to identify what you're attacking.
The
list of flaws certainly don't end there, either. The AI frequently
manages to frustrate and annoy; no matter how many of your allies
are onscreen, it's always you who becomes the centre of attention
to the hordes of enemies, which seem unnaturally attracted to you.
This wouldn't be as much of a problem if it wasn't for the fact
that your teammates are so blitheringly stupid that if they aren't
throwing themselves into bottomless pits, they're frequently fighting
enemies in areas that you cleared five minutes ago. There are also
some bizarre design decisions that might see you able to withstand
huge drops without taking any damage, yet so much as dip a toe in
a waist-high stream of water and it's instant death. The whole game
just feels broken and unfinished.
Where
Pandemic get some things right are with the audio; roping in the
voice talents of Hugo Weaving to narrate his character's role of
Elrond during the cut scenes certainly adds some gravitas to the
proceedings and the use of the movie's soundtrack is also a nice
touch that aptly fits with the rest of the game. But Pandemic squander
this effort with the rest of the voice cast, who speak their lines
in some of the most dull tones ever and seem to feel the need to
repeat themselves every five seconds. It's difficult to get through
an entire level without the urge to throw your speakers out of the
window. As for the presentation, I think I'd be fair in saying that
this is a very pretty looking PlayStation 2 game, because it certainly
doesn't seem to be making any use of your PC's hardware; at the
very least it looks adequate and some effects very nearly manage
to look impressive, but for the most part it's a myriad of technical
glitches, poor character animation and dreadful lighting effects.
There
was at least some sliver of hope with the multiplayer portion, where
some of the game's problems might have been forgivable and where
you would hope that any enjoyment you could get from the game would
be found from playing against other people online. Sadly, the multiplayer
just ends up being as inept as the campaign experience; you get
four game modes to play - Capture the Ring (i.e. flag), Deathmatch,
Team Deathmatch and Conquest, a territorial game mode requiring
the capture of certain control points in the map. Basically we've
been given the bare minimum of modes that are riddled with exactly
the same technical flaws and glitches of the rest of the game, but
with the added intrusion of connection issues and server disconnects,
it actually manages to feel worse. Even if you do manage to get
into a game, you'll find that both player limits (up to sixteen
players) and populations are just too low. Some of the maps can
feel near deserted, even when servers are at capacity, which makes
the use of Trolls or Ents and such feel pointless, as there just
aren't enough people playing to unleash them upon. This is a real
shame, as the multiplayer mode certainly had the most potential,
but in the end, as with the rest of the game, it's just another
big letdown.
There's
some limited fun to be had with The Lord of the Rings: Conquest,
and there are even times when the great game it could have been
almost shine through, but plagued with such gaping flaws and wasted
potential, the small amount of enjoyment that you might be able
to gain never seems to justify the time you spend trying to discover
it.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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