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This is a difficult one. Just how do you break into a genre that
is currently led by one unstoppable game whose popularity seems
to know no bounds, while simultaneously bringing to life the singular
fantasy world that is guaranteed to be known and loved by millions
of people worldwide? Well you don't - not without making a certain
few sacrifices, which is why there's plenty in The Lord of the Rings
Online: Shadows of Angmar for dedicated fan boys to complain about
in their Internet blogs, as they chain turbines to their ankles
and drag them through the streets so their companions can throw
turnips at them. Needless to say, liberties have been taken, but
the spirit of J.R.R. Tolkien's works lives on.
Depending
on your love for either the Lord of the Rings books or the Peter
Jackson movies, you'll likely approach LOTR Online with a degree
of pessimism - there's a lot that developers Turbine could have
got wrong. However, the simple fact is that they got a considerable
amount of the game right and they've made great use of the rich
source material.
Yes,
changes have been made - you'll see Hobbits wandering around the
place out of the confines of the safety of the Shire, stabbing Orcs
in their shins, and you might also be disappointed that you won't
be joining the Fellowship on their journey to save Middle-Earth
from the ever-looming threat of Sauron. But that goes without saying
- it was never going to be possible for the game to allow thousands
of people to participate in the main crux of the LOTR story; it'd
also have made for a rather limited game. So, the biggest grievance
the fans of Tolkien's epic are going to have is with the inclusion
of an entirely new story, written especially for this game.
It's
a story that toys with the idea that as Frodo and his Hobbit companions
get underway from the Shire on the first leg of their journey, Sauron
sends the leader of the Ring Wraiths, the Witch-King, to his former
Kingdom of Angmar, with the intention of causing all sorts of havoc
for the Kingdom of Men by sending his forces to the south, while
Sauron sends his armies to the north, thus trapping and defeating
the only real threat to the Dark Lord. Caught in the middle are
the lands of Eriador, where the entirety of this game takes place.
It's not 100% Tolkien, but most importantly it's doesn't feel tacked
on either. This is a story that works well as something you can
believe could have happened within Tolkien's epic and incredibly
well-realised world of Middle-Earth.
It's
not as though Turbine have been callous with these changes either,
as most of Tolkien's world has been recreated in loving detail,
reproduced with a quality that only obsessive fans could achieve.
The game takes its influences directly from the books rather than
the movies, so Turbine have had a fair bit of work cut out in recreating
every location and all of its inhabitants from scratch - and it's
a credit to them that they've done such a remarkable job. Middle-Earth
has been beautifully reproduced; the graphics powering the game
render the world in quite amazing detail, yet the game doesn't demand
a huge, system-hungry PC for it to run at an acceptable frame rate.
Fogging is practically non-existent; viewing distances can stretch
for miles, showing every tree, building and rock between you and
the horizon - and as far as I could tell there were very little
graphical glitches to worry about, and certainly none that stuck
out as being significant. The animations do need work though, as
they do tend to look very stiff.
Visual
qualities aside, it's the use of the source material that's more
important than how it's been represented, so it's a good thing that
this is the area that Turbine seem to have the most fun with. Although
you will only get the chance to explore Eriador - as at this moment
in time the rest of Middle-Earth remains inaccessible - it's a land
full of familiar locations to visit, with the likes of the Shire,
Bree and Rivendell created in all their glory. Anyone with even
a passing knowledge of the books or the movies will find plenty
of recognisable places to see on their journey. As to how the source
material alters the gameplay, well, this is a game that does try
- and largely succeeds - to fit within the lore of the books, so
while there are many things that will be instantly familiar to anyone
who's played an MMO game before, there are some slight and noticeable
differences.
Central
to one of these is just how story-driven the game is. It's something
of a drastic change to the core of what MMO games do, where simply
dumping you into a huge, open-ended world that you can explore as
you wish has always been a genre hallmark. With The Lord of the
Rings Online there's a genuine attempt to draw you into the game-world
through special story-led quests, and get a taster of these when
you first start out with your character. Rather than immediately
throwing you into Middle-Earth to find your own way, each of the
four races (Men, Elves, Dwarves and Hobbits) all have their own
quests that you must complete alone. These differ for each race;
one race's see you attempting to find shelter in the Shire as you
try and avoid the unwanted attention of a Ring Wraith, while another's
finds you helping a Ranger rescue a couple of Hobbits from a group
of bandits.
These
types of quests are far more story-led than many of the others you'll
come to experience throughout the rest of the game, as they contain
interactions between the non-playable characters, who exchange dialogue
with you and each another - there are even scripted sequences that
play out like cut scenes, fleshing out the story that lead you to
the quest. You'll find more of these quests as you venture outward;
there are many instanced zones in which you or a group can partake
in some story that unfolds before you. The result from all this
interaction is a greater sense of importance to your presence in
the game; you aren't just someone standing on the sidelines killing
giant spiders for the sole purpose of collecting loot - there's
a sense of feeling part of something far greater.
Turbine
have also changed the templates to familiar playable classes to
create their own not entirely unique but certainly different classes,
in order to fit in with the LOTR universe. So, the Burglar takes
on the same job as the rogue, the sneaky backstabbing type who cloaks
as he attacks but can use his debuffing abilities against enemy
NPCs to aid his Fellowship (which is what this game calls groups).
Meanwhile, the Captain takes on the role as the all rounder, the
guy who can be as effective at dishing out damage alone as he can
in a Fellowship - he also gets a pet flag-carrying soldier to help
him out, who grants special bonuses to other players' abilities.
There's the ranged expert, the Hunter, while the Guardian becomes
the damage dealer, the Lore-Master is the spell caster who also
has his own pets, while the Champion takes over the role of paladin.
Finally, the Minstrel - the healer - can just as easily defeat opponents
through the power of song as he can keep his allies alive. These
aren't great departures from the norm, but even with the experience
that playing other MMOs may have granted, you won't instinctively
master these classes simply because they feel faintly familiar.
The job of levelling up your class does remain the same though,
with a level-based system taking you all the way up to level 50
- actually grinding your way through the ranks is surprisingly quite
easy.
While
LOTR Online does tend to borrow more than its fair share of ideas
from World
of Warcraft, there is a reason for it, and one that goes beyond
simply picking the best bits from the current number one game in
the hope of the same success. All the elements that are similar
to WoW are in there to make the experience of LOTR Online as enjoyable
and satisfying as possible, all having a purpose rather than just
reusing ideas for the sake of it. In fact, it really would be disingenuous
of anyone to claim that Turbine have blatantly copied their closest
rival, because they've made a real effort to improve on the ideas
that WoW pioneered. There are number of things that many who've
played WoW will be familiar with though, be it the way the interface
is presented or the accumulation of rested experience points that
allow double the experience and charge up after you log out.
Most
of the actions you can take in the game are uncannily similar to
those you'll have used in WoW, while even the quest and character
screens look and work in much the same way as they do in Blizzard's
epic; but there are noticeable differences too. Most are slight,
but are a definite improvement. Take abilities as an example; as
you might expect, you buy these from class trainers, you purchase
whichever spells you have yet to learn and return once you've levelled
up some more and can buy the next lot. The difference here is that
aside from those abilities you are yet to buy, all of your spells
level up with you, so you won't find yourself constantly backtracking
to the nearest town every time you level up to buy the next set.
It also means you can easily save up enough money to buy more important
items for your character. This is a subtle difference, but having
spent an inordinate amount of gold coin in WoW on my own characters,
I can tell you now that it's a very welcome one.
Another
nice change to the formula comes with the way in which the game
handles the 'grind'. Quests can be the largely unspectacular 'kill
this, collect that' variety that you've partaken in many times before,
and there is an awful lot of wandering about between quest givers,
who tend to send you all over the place. However, where LOTR Online
gets one over on WoW is with the inclusion of 'Deeds'. These are
a means of awarding you for certain actions you perform throughout
the game, be it the slaying of numerous creatures, the discovery
of landmarks or the completion of a certain number of quests. As
you unlock them, you gain Titles that you can present after your
name to proclaim your achievements - so if you defeat thirty spiders
you can become 'Spider-Foe', or kill thirty bandits and you gain
'Watcher of the Roads' and so forth. There are literally dozens
of these titles to unlock, although many of these will remain unknown
until they're earned.
While
titles may not be enough for some players to excuse the constant
grinding, deeds also unlock Traits, abilities that can buff your
stats, or on some occasions give you brand new skills. As with titles,
traits can vary depending on the type of deed you have achieved,
but most if not all prove useful in some shape or form. You can
have fifteen of these traits activated at any one time, meaning
that there's some degree of personal character customisation available
to you. With such added incentive in place, there's a real draw
to unlocking these deeds and reaping from their rewards - grinding
still exists, but at least here it doesn't feel quite as pointless
as it does in so many other MMO games.
The
art of crafting also comes into play, as you'd expect, with a number
of different professions for you to choose from - yet another feature
that'll be familiar to any WoW player. You get a profession, gather
the resources from resource nodes that appear randomly around the
world, put all the ingredients together and make a nice shiny new
item. It's unremarkable in its infancy, with simplistic recipes
to learn, but it does get more complicated as your skills improve,
with more elaborate items to be built as you gradually climb the
skills ladder. As you increase in rank, you unlock more potent recipes
while also being able to add special items into ingredients to heighten
the stats of the items you craft. This is the area you'll make the
most money out of, with player-to-player trading forming a large
part of the economy of the game.
For
all the ideas it borrows from its rivals, LOTR Online does a bit
of a u-turn when it comes to Player versus Player combat; friendly
duelling is about as close to real PvP as you'll get in the initial
stages of the game. The dark forces of Sauron do appear and they
are playable, but not in the same way as the other four races; while
games like World of Warcraft give you the choice to play as one
of two warring sides, a similar option is not available to you in
LOTR Online until later on, when you can opt to participate in a
special side game called Monster Play. Through scrying pools found
in most major towns and settlements, you get the choice to join
Sauron's forces as one of a number of different beasties - anything
from Orcs to giant spiders. These pre-made level 50 characters play
in the same way as your main characters, only the focus with Monster
Play is put entirely upon combat, with special raids against castles
and other targets being the order of the day. As you complete quests
you gain special points that can then be cashed in to buy new abilities,
change your appearance or just used on other temporary abilities
for your main character once you exit Monster Play.
This
works well enough as an alternative to forced PvP and there's scope
for some huge battles, with the promise of fully-fledged PvP combat
with the other races once people start hitting the high levels.
It won't quite be to everyone's liking though, as it's missing that
random PvP nature that made the cross faction fights in WoW so appealing.
It's also somewhat sparse at the moment, with only a few players
actually dipping in to have a go, which is something of a problem,
given how the quests require full raid groups to be in any way effective.
Time will tell whether or not it's a feature that'll live up to
its potential or sink without a trace due to lack of interest. The
same is true for the rest of the game; it's difficult to predict
whether or not LOTR Online will have the long term appeal to keep
people playing long after they hit level 50 - this has always been
something of a problem for MMO games, preventing interest from waning
after the user base has done everything they can with the game.
It's
not as though Turbine are oblivious to the possible problems caused
by the end game content though; they've built this game for the
long haul, with mention being made of the inclusion of other regions
of Middle-Earth through expansions, with Gondor, Rohan and Mordor
all hinted at being included at some point down the road. There
will also be smaller additions made at no extra cost, introducing
new dungeons, creatures and quests throughout the game's lifespan,
so those that do stick with it will have plenty to do.
For
a game that could have been a disastrous use of one of the greatest
fantasy worlds ever written, it's nice to see how much of a triumph
The Lord of the Rings Online: Shadows of Angmar actually is. Its
ideas may be borrowed, but they've been vastly improved upon, showing
just how adept Turbine are at understanding what it was that made
World of Warcraft the success it has become, while also improving
on some of the gameplay that even WoW has yet to tackle. It's a
game that lovingly recreates its source material with a passion
than fans of Tolkien's works will be very pleased with, but most
importantly it's a game that's easily accessible and fun to play,
which was always the one thing that made WoW triumph over all those
that had come before it. The dedicated World of Warcraft masses
may find it difficult to abandon their chosen game for something
new, but those escaping its clutches to find a new place to call
home, or anyone simply seeking to explore the genre, will easily
find LOTR Online a more than worthy successor, a game that is perhaps
the closest rival Blizzard has had for the past three years.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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