Those who were into the movies
could end up disappointed however.
It’s been a fair number of years since
the films were raking in the cash at the
cinemas and it seems that the many
games that have been launched since
then – including the first in this series,
of course – have milked the stories and
battle contained within the films dry, to
the point where they appear withered
and drained, in fact. Fortunately, as
most of us know, there was an awful lot
more to Middle-Earth than was actually
revealed in the trilogy, and a plethora
of other books have been waiting to be
exploited once the collection of the ‘easy
money’ had come to an end, and this is
where this second instalment is taking its
plot from. Basically, you may not know
what’s going on as well as you thought
and therefore a read of the instruction
booklet – or a couple of books - may
well be in order. Everyone hates it, but
it’s just necessary sometimes...
We are now in the north of Middle-
Earth. Frodo and the other halflings are
all messing about smoking, drinking and
dancing in a ridiculous manner, utterly
unaware that they are soon to embark
on the lengthiest journey ever watched.
Everyone else though, totally at war.
Which is good for an RTS game. No war
= rubbish RTS game. Classic Pythagoras.
Everyone is involved this time though, so
the armies you get to choose from are
as varied as you would hope. There were
only four available armies in the first
title, if our memories serve us correctly,
and although it was a fine game, we
remember feeling a little let down by the
lack of options in this area. To find that
this has been addressed for the sequel
was a good first sign. Alongside the
humans, Riders Of Rohan-types, forces
of Mordor, and Isangard, you now have
the choice of elves, dwarves and goblins.
Although, ultimately, these armies fall
into one of the two different campaigns
– good or evil – the mix of attributes is
welcome. The goblin army relies upon its
fast creature creation and large numbers
to overwhelm opponents, the elves are
superb ranged attackers and the dwarves
specialise in heavy machinery. It’s just
nice to have the choice really.
When it comes to gameplay, balance is
absolutely superb – a good sign for the
multiplayer skirmishes that are soon to be
taking Live by storm – and a finer RTS is
not to be found. Visually and audibly the
title delivers, but there are a few minor
flaws that really shouldn’t be here.
The first title introduced us to a new
way of building. Rather than a slapdash
‘build whatever you want wherever
you want within reason’ approach à la
Command And Conquer, set spaces were
available to be built upon and further
building opportunities would have to
be hunted down and claimed. It was
an ingenious way of keeping gameplay
interesting and ensuring players had to
spread their forces and engage in tactical
battles rather than indulging in the
cheapness that many titles in the genre
allow. For some reason, this feature has
disappeared and we have been forced
to revert to the old ways of constructing.
It’s now possible to design your base as
you like, which while it gives you more
opportunity to customise, allows you to
simply ‘turtle’ until you have sufficient
upgrades and forces and then send
out a mammoth force to smash your
opponent. Although this won’t work
against human players, the AI the game
has been blessed with hasn’t figured
it out yet, and so the single-player
experience seems a little shallow. Sure,
most RTS games have had the same
fault, but they had found a way around
it, so why go back?