The Lord of the Rings Online: Shadows of Angmar

Turbine's vision of Middle-Earth.

Since its release on 24th April, Lord of the Rings Online has enjoyed number one spots in both the North American and European charts, suggesting that a fantasy MMORPG can not only survive in World of Warcraft's shadow, but flourish.

No doubt a large part of its initial success had to do with its being the official home of Middle-Earth. One licence to rule them all, you might say. But it also enjoyed a bug-free and polished launch, earning wide critical acclaim and a hearty pat on the back from yours truly. However, its work has only just begun, and a glance across the horizon shows that few MMOs, if any, resemble what they launched as all those years ago.

Developer Turbine has just revealed that the first of many content updates for Lord of the Rings Online will be Book 9: Evendim. It will give you a new area to explore, more quests to embark on, fancy armour sets to collect, and a big raid encounter for players over 30 to participate in. It also gave us a chance to talk to Turbine's executive producer Jeffrey Steefel about the game, how the launch went, and where he sees it going in the future.

Eurogamer: Well done on Lord of the Rings Online reaching the top spot in both the European and American charts. How important has having a strong brand been towards achieving that?

Jeffrey Steefel: Well, obviously really important. We felt that if you were going to go out into the fantasy online market space then this was really the only game to do it with. It's great for getting people's interest to expand the audience, and I think we're already seeing that it's reaching people outside the traditional MMO audience. And that's great; it's definitely what we wanted.

'The Lord of the Rings Online: Shadows of Angmar' Screenshot 1

Eurogamer: Is it more important for you to keep the Tolkien fans happy, or to please gamers?

Jeffrey Steefel: Well, at the end of the day it's a game first; that's the way we always approached it. It has to be a great game or nothing else matters. We also worked painstakingly with Tolkien Enterprises to make sure they understood it was a game, and so we could draw the line properly.

But the real answer to your question is both, and in fact they're related to each other. Part of the reason the game works so well is because of the content, as Tolkien gave us a world that has so much depth, and the way it's drawn is so real that it allowed us to create a context for a fantasy MMO I don't think you could create from scratch even if you tried. Tolkien fans thought they really were in Middle-Earth; it really was the place that they had come to expect - to some extent. All of us read the books and had different images in our head.

Eurogamer: How many subscribers does Lord of the Rings have now? Do you feel as though you're over your initial teething period; that you can now focus on keeping players instead of attracting them?

Jeffrey Steefel: I can't tell you the exact figures, but it's on or above our expectations. So far so great.

In terms of acquiring players: we're not done yet. So I think the answer is both - we don't have the luxury. The answer to everything is both! [laughs]

We've been working on what comes next since well before launch, so the update that's probably coming in June is already deep into testing, is already built, and it's huge. And that shows this isn't just a game that we shipped and put on the shelf; it's a world that's going to keep on growing constantly, which is something Turbine's been doing for a long time.

'The Lord of the Rings Online: Shadows of Angmar' Screenshot 2

Eurogamer: The update you mentioned is Book 9: Evendim. Will this be the start of a familiar formula for Turbine; a fresh area to explore and new quests every couple of months? Or do you have bigger plans, such as paid-for expansion packs and larger changes to implement?

Jeffrey Steefel: Yes, yes, and yes.

You can expect to see the frequency and depth of the updates follow on from Evendim. But it probably won't be new regions every single update. And that follows our initial approach to the game, which is depth and width and breadth - instead of just lots and lots of content.

You're going to be doing lots of cool things in Evendim, and more of it will be opened further down the line. But it's about the story and what important parts need to happen next, rather than just region, region, region. And that's always going to be part of our updates.

We also look at functionality and what sort of things our players want to do. Music's a big thing at the moment and everybody's been having a great time with it, so we might extend that to make more of it.

Eurogamer: One of the most eye-catching new features in Evendim is the addition of the first real raid for players over level 30. How is raiding going to fit into Lord of The Rings Online, will it complement it or define it?

Jeffrey Steefel: Oh, I think complement.

The wonderful and challenging thing about this licence is that we have different audiences in our game already. We've got people that are very, very hardcore and are going to get to the "elder-game" very, very quickly. And for those people we know there has to be new challenges, as they've acquired a lot of skills and expertise with their groups. But on the other hand we've got people who are just exploring Middle-Earth, and we've got to provide for them. So, I'd say raiding is definitely a part of the game.

Most of our high-level instances are raids in one form or another anyway, it's really just a matter of how large they are. We have those that are really quite complex; six people, or 10, or 12. It's really just the first time we've given players the full-on raid mechanic: in terms of giving you tools in the user interface to actually manage multiple Fellowships of up-to 24 people.

Eurogamer: What about raiding as a mechanic? Do you think it's inevitable these days for an MMO to include it as a way of prolonging its player versus environment content? Is it the only way to keep people playing?

Jeffrey Steefel: I think there's lots of ways. You always have to have challenges, and we talk about the concept of "elder-game" all the time in the MMO business, and what it's going to be. All it means is that I really want to keep having fun. Whatever level I'm at and no matter how much stuff I've acquired, I want to go in and I want to have fun. So our focus is on making sure we're thinking about every person in the game and giving them cool stuff to do, and raids are always going to be a part of that.

But we're also evolving our monster-play areas over time, so that people will have more challenging things to do with the skills they've acquired. And while there will be more raids going forward in the not too distant future, Evendim has a number of high-level instances that are actually quite complex and could be called raids in their own right - but they can be accomplished with less than 24 people.

Eurogamer: You mentioned your monster-play feature there, which is the player versus player part of Lord of The Rings Online. This lets you create a monster once your main character progresses past level 10. You can then use your monster to fight other players in designated areas. Why did you decide to make the monsters automatically at the level limit, which is 50?

Jeffrey Steefel: It is a little confusing, and it helps to throw out the concept of levels when you're in the monster-play area. The monster is at level 50, but that just means there's a relative balance between them and the player characters in the end wars - so that you're not going to have a bunch of newbies with no powers going in like lambs to the slaughter. And it also gives new players the opportunity to participate in PvP, which is kind of unusual.

On the other side, when you reach level 40, you can bring any of your mains into that same [monster-play] area and be the opposing side.

'The Lord of the Rings Online: Shadows of Angmar' Screenshot 3

Eurogamer: Can you grow and customise your monster like your main character? How will this work if you're already at level 50?

Jeffrey Steefel: When you create your monster you select which one you want to be from several, and you can grow it over time using a special advancement path.

That's what I mean when I say it's easier to forget about experience level. You're starting at a base level that puts you on par with players that are going to be coming in there, but the advancement is really in ranks. At launch there's 15 ranks that a monster can advance through, and you come in as rank one.

As you progress and accomplish things in the monster-play area you acquire Destiny Points, which are kind of like experience points. So, as you collect more your ranking will go up. But that's from all kind of things, like questing and killing. Destiny Points are also currency. You can buy skills with them, you can by traits with them, you can even buy equipment if you're the right kind of monster: there's not much for spiders, I'm afraid [laughs]. You can also buy things like war paint, or eventually actually upgrade to a cooler version of your monster.

At the same time you accrue Infamy for killing other players. It's like your rating, in a similar way to chess; the more people you kill, the higher your rating goes up. We use Infamy for our leaderboards.

But it's also a relevant rating. It determines how much I would receive if I killed you, for instance. If you were a very highly rated player and I wasn't, but I killed you, then I would get lots and lots of Infamy. On the other hand, if I whack someone that's rated way below me, then I'm not going to get much for it.

Eurogamer: If you use your main character for player versus player combat once they get over level 40, will they also go up in ranks?

'The Lord of the Rings Online: Shadows of Angmar' Screenshot 4

Jeffrey Steefel: Yes. There's a tab from from your in-game menu labelled "The War" that tracks a bunch of statistics like your player versus player rank, Infamy rating, how many Destiny Points you have, that sort of thing.

Destiny Points are also cool because I can spend them on my main character, so I can grind out a whole load of them in monster-play to use on perks and buffs.

Eurogamer: How do you see the monster-play system developing? Do you plan to let people take permanent control of their monsters somewhere down the line and open the good versus bad battle up in other areas?

Jeffrey Steefel: The Ettenmoors is a complete region and everything in it is player versus player orientated. We've already got some castles that you can siege and take control of, as well as some resources like a lumber yard and a mine. You take control of a castle by killing the commander. So you have to go in and fight through all the player-characters as well as the non-player characters in there. If you're able to kill the commander the whole keep slips. The appearance changes, banners change, and all the guards change to your side.

What's interesting is you never know who's going to own these keeps, and players have already come up with names for both sides. They decided to call the good guys "The Freeps" - the free people - and the monsters "The Creeps". So we have shouts of: "The Creeps hold the castle!"

In a way you do already have permanent control of your monster character, but I think it's unlikely we'd integrate them into the rest of the world as we don't want people player-killed in The Shire, for instance, it just doesn't fit.

But we do want a lot more of these monster-play areas so that it feels more like certain parts of the world are more dangerous than others. The Misty Mountains and Helm's Deep might be wonderful areas for it.

We also have the Kinship ideas we're working on. When these actually happen they'll take the shape of very large campaigns where lots of you will take on a mob of monsters and get significant rewards.

Eurogamer: Another interesting area of the game is Fellowships and the Conjunction System. This gives a group of players a chance of setting off combinations when fighting enemies. These can then be chained together to produce special attacks. However, there's criticism at the moment that the most powerful bonuses are restricted to a certain type of group make-up, normally one with a healer and a tank (a fighter with high armour who can soak up lots of damage). Will this change in the future? Will groups with a less cookie-cutter set up be able to make the most of the system?

Jeffrey Steefel: It's designed so everybody can have fun and get a benefit from doing it. So it doesn't matter who's in the party, as long as you all press the buttons at the right time you'll get something cool. But if you start figuring out how to work with people and understand the order to do things, then that's the biggest benefit. There's a pretty good set of combinations for most groups of classes, although there's some exceptions.

The Burglar's really the only one who can set off Conjunctions at will - or Fellowship Manoeuvres as we're now calling them. Everyone else has a chance of setting them off at different times depending on state, as we wanted to have some group roles that were defined. That said, we can always add new traits to augment a particular classes capabilities. In the future, for example, you can imagine being able to set off Fellowship Manoeuvres even though you're not a Burglar because you have a certain trait. There's a lot of flexibility there.

For now we're letting it play for a while to see how it goes, but we have the ability there. And for me, personally, that's one of the best things about the trait system. We created the classes to be what they are, but they're not locked in stone.

Eurogamer: You obviously have enormous growing space for the Fellowship Manoeuvre system. How do you see it fitting in with raiding, will we be able to trigger combinations across groups?

'The Lord of the Rings Online: Shadows of Angmar' Screenshot 5

Jeffrey Steefel: There's a lot of places we can go with it, I think, but we want to watch it and see where the strengths and weaknesses are. We spent a lot of time over the development period playing around with different sized groups and levels of Fellowship Manoeuvre complexity. We eventually settled on what we have now because it was the maximum amount that was fun to manage. When you start trying to do these coordinated attacks across 20 or 30 people it becomes impossible to manage.

But we'll see what players do. If they start going into raids and self-coordinate Fellowship Manoeuvres across four groups at the same time, which theoretically you could do, then you could easily see us putting some energy into enabling people to communicate with each other in that area.

Everything we've got in the game right now is a start. After four-and-a-half years of development it's day one [laughs].

Eurogamer: Lots of other MMOs that have been around for a few years barely resemble what they launched as. How will Lord of the Rings Online evolve: do you think the players will dictate the changes, or will you simply add new content for people to play?

Jeffrey Steefel: I think it's both. We spent a lot of time in alpha getting ready to listen to player's suggestions in beta. Listen means a lot of things, like looking at the data and watching people behave then comparing that to what they say. This game is for the people playing it, and we need to know what's going to make them most likely to stay in the world. We're absolutely interested in what the players want to do.

We want it to progress, but we don't want to make it a totally different game. I think in the past we've seen the perils of both. In the olden days you launched a game and kept adding stuff to it, and that worked. Now it needs to grow, evolve, and change - but retain its identity. You need to strike a balance.

Eurogamer: It's interesting that you mentioned the difference in approach between those older games and ones that are around now. Do you feel as though you're making new progress in the genre, are you pushing it into a new phase?

Jeffrey Steefel: Oh absolutely, I think the industry in general has been. We've now permanently moved away from the concept that learning how to play is the gameplay itself. As a player you want to be challenged, but on a level that makes sense to you and feels fun. The whole point of Fellowship Manouevres, Traits, Monster Play, the way we handle advancement - and all that stuff is to say: where is the genre going? What are the things that can be more fun, can be better, and can support the kind of behaviour we're seeing?

Three, four, or five years ago, we would have said the larger the raid the better, period. There's certainly debate about this, but what we've learned says this isn't true, as you can only manage so many people. So it's responding to what we've learned, and the great thing about this business is that you've got a live focus-group there all the time.

'The Lord of the Rings Online: Shadows of Angmar' Screenshot 6

Eurogamer: Other games have run into problems from the "secondary market", where real money changes hands for in-game currency, items, and even characters. Is that something you're worried about in Lord of the Rings Online? And will it be something you'll stamp down hard on as soon as it appears, or will you attempt to control it by integrating it into the game?

Jeffrey Steefel: The "secondary market" is a huge topic of conversation across the industry, and we're watching it really closely. Our position is pretty straightforward right now. Our responsibility is to the subscribers of the game, to deliver to them the experience they expect. So we certainly do not support people farming or taking advantage of the system in that way. It's against our Terms of Service and we do try and enforce that.

But, we all know that something will happen in the next two to five years to business models in general, so we're paying attention to what's going on; watching what's going on with Sony Station whose servers support and manage this.

Eurogamer: Do you think there's value in allowing some people to take short-cuts if they perhaps haven't got the time to pour into the game, but do have the money?

Jeffrey Steefel: That's the endless philosophical discussion. If I can find a way for every type of person in my game to play the way they want to without adversely affecting anyone else, then that's win, win, win. And that's what we'll try to figure out.

Eurogamer: What was the one thing that got left on the cutting-room floor that you would have liked to seen included in the game?

Jeffrey Steefel: Now you're trying to get me in trouble! [laughs]

There's always things, and we have a long list of them that we're excited about doing. But we really did launch the game with what we felt really needed to be in it, what we were excited about. There were things that we would have loved to put in, but I'd like to have those to add over time: there's only so many new things you can learn all at once, right?

But it's never enough for us. I never feel like we launched everything we wanted to launch. It's never good enough. [laughs]

Eurogamer: How many sales do you feel you'll need to pass before you reach your potential?

Jeffrey Steefel: Oh, that's hard to answer, because we don't really know what our potential is. Blizzard demonstrated this is a much bigger market than anybody ever thought it was, and we basically want to cement that, to show it's absolutely true. We want to show there are multiple products that can service a broader market, and that it wasn't just a strange accident that happened. And we're on the path to doing that.

Comments (25) Latest comment 5 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Darren #1 5 years ago

    I bought LOTRO after EG's review but despite it being a solid MMORPG, there seems to be something missing from it that makes it inferior to World of Warcraft, which I've since rebought along with the Burning Crusade expansion and started playing again. I can't quite put my finger on what it is but it doesn't help that I have constant hitching on my system and that the game has loads of hideous popup which kind of prevents you from being immersed completely in the game world. WoW doesn't look as pretty but it has a slicker, more solid engine. Otherwise, LOTRO looks good and the quests are interesting but for some reason it is just not gripping me like I expected to. Instead I've found myself sucked in to WoW all over again; end result is that I've cancelled my LOTRO sub in favour of WoW. Hmmm...

    Anyone else feel like I do about LOTRO?
  • Adelpha #2 5 years ago

    Exactly the same for me Darren. I gave up WoW and joined Lotro, and was really impressed by it. The graphics are fantastic and the quests are well thought out. As you say its a solid MMO, but i never had the urge to always want to log on to it, like i had when i was playing wow. It lacked that certain something that keeps you gripped and makes you want to log on.

    I guess what lotro did for me was make me want to resubscribe to wow. So here i am back in Azeroth with a new found enjoyment for the game, taking it slow with my druid rather than rushing to 70 like i did with my rogue.

    I do hope lotro is a sucess though, sadly it just wasn't for me.
  • Katsumoto #3 5 years ago

    I'm similar, though rather than going back to WoW I've just abandoned MMOs altogether. I thought that when I was getting bored with LOTRO it must have been the "WoW" factor I was missing, but then I went back and played WoW and got bored within 20 minutes.

    Then I bought a 360 instead! Then it broke within a week! That's a different story however.
  • rudedudejude #4 5 years ago

    Wow one month subscription to be bored withing 20 minutes?

    I'd like to pick up my 46 in WoW again but am worried that that'll happen to me too, and am too tight to risk it!
  • Katsumoto #5 5 years ago

    lol yeah it wasn't the best 8.99 I ever spent. Oh well!
  • Wendelius #6 5 years ago

    My experience is different from the initial posters. After playing most commercial MMO's coming out for the past 8 years, LOTRO is one of the few that has really captivated me.

    I play most every nights, often duo'ing with my wife or on exciting and story driven fellowship quests with our Kinship and there is always something fun to do and a new sight to see. We just can't get enough of it.

    It's polished, there is lots of contents, lots of lore, lots of fun details.

    I also love the fact that Turbine is going back to its AC ways as far as expanding the world is concerned. It's all good. :)

    Wendelius
  • MJ #7 5 years ago

    I must say I am quite interested in trying this; however, I don't get much game play time on my PC (~ 5-10 hours a month).

    I think it would be great if games like these also had a 'pay as you play' scheme as well as a monthly subscription.

    There must be loads of people who feel the same way?
  • Wendelius #8 5 years ago

    Bear with me, Xiphos. It's Monday and I'm still week-end addled. But what on earth are you trying to convey in your comment? :)
  • vane101 #9 5 years ago

    Yes I'm too struggling with LOTRO. I bought the 6 months membership but rarely log on. Just doesn't grip me. Still have a live sub with WoW but resting on that too. Back on Football Manager - strangely!
  • newt #10 5 years ago

    Games and MMORPGs are for a distinct group of people who have no responsibilities to worry about.

    Since when? It's only about managing your spare time. Playing a MMO doesn't always mean you have to log ten hours a day while your house is on fire.
  • skuzzbag #11 5 years ago

    I bought Dungeon Siege II for bloody cheap and I'm actually having more fun with that. I began by enjoying LOTRO and then on Friday night (after 3 weeksd) I logged on and just felt meh about the whole thing.

    I realised that as a mainly solo player it was going to be another bloody hard slog like WoW was (played for 9 months) and then I'd still not be happy with this and that. Besides which the choppyness of the engine when accessing the drive was terrible on my machine - at least WoW managed not to do this.

    Xiphos
    My wife doesn't join me in the general rejoicing of all things gaming if that makes you feel better. Oh apart from Katamari Damacy and ICO.
  • Mo0k #12 5 years ago

    I think it helps if you're a Tolkein fan to really appreciate the environment. I for one am not a massive fan, though I did enjoy the books and films. I think, like SWG, most of LOTRO's interest stems from the original material; being able to go, "Wow, I'm actually in the Prancing Pony" would be the same feeling I got when I first played a game like Medal of Honour, feeling as if I was straight out of Saving Private Ryan.
  • otto #13 5 years ago

    "Tolkien fans thought they really were in Middle-Earth; it really was the place that they had come to expect - to some extent. All of us read the books and had different images in our head."

    Pffft. This Tolkien fan gave up in disgust after a few hours' play.

    edit - Mo0k, yes, that would work IF you were in the Prancing Pony. Any old dev can cobble together a 3D space with a few textures and a generic cod-celtic soundtrack and say "hey look it's the Prancing Pony" - that doesn't do it for me. I was all ready to be won over by this game, I've been following its development ever since it was first announced years ago. As I say, it left me stone cold. It might work as a generic MMORPG but it doesn't work as a recreation of Middle Earth. I've come to the conclusion that it's utterly futile trying to recreate a subjective experience, especially when its so well-loved by so many people around the world. The films failed, and the game fails. Why even bother? The books stand on their own. Create your own world and stop trying to make money off the back of other people's cherished reading experiences.
    Edited by 1 at 04/06/07 @ 22:28
  • Wendelius #14 5 years ago

    I disagree Otto. I am level 25 now. I have started ranging around and there are many places in Middle Earth (Great Barrows, Old Forest, Meluinen, Fornost (Deadman's Dike), Buckland, Weathertop) which I have seen and loved. I find those highly atmospheric and reminiscent of Middle Earth. Bree is not the be all end all of Middle Earth.

    Also, the quests are continuing storylines which help flesh and bring the world to life.

    Add to that effects like the Dread which match the feelings described by Tolkien when really bad creatures are encountered.

    I find that Turbine really put some effort into this. sure it's a game first and it's not meant to be a still picture that gives a static and perfect image of Middle Earth. But as a game in ME, I find it works very nicely.

    Just my opinion...
  • The_Rat #15 5 years ago

    "But it also enjoyed a bug-free and polished launch, earning wide critical acclaim and a hearty pat on the back from yours truly."

    Lmao, obviously not running vista then, go on the support forums and read the horror stories of people having BSOD's, lockups, blank screens, monitors switching off .. etc.....

    theyve been advising people to turn down their graphics settings and in some cases to turn off sound in an attempt to alleviate the problems.....

  • Darren #16 5 years ago

    I see that several other people have mentioned the hitching or framerate drops that LOTRO has when loading new areas, usually you see trees and buildings suddenly pop into view as well. This hitching is what is spoiling the game for me not to mention the jarring pop up... WoW runs silky smooth at 60 fps on my setup, scenery in the distant is shown as a silohette with detail that fades in slowly as you approach with only the odd bit of noticeable popup and there are no hitches whatsoever. Surely WoW is an older, less demanding game but even so LOTRO isn't exactly a resource hog nor does it look that amazing so why does the engine judder on my PC even if I set everything to low or high? If the developers fix this irritating issue then I'll go back and give the game another try...
  • Jigglybean #17 5 years ago

    I found the whole experience totally boring. Linear quests, poor loot, lots of quest bugs (mostly location points). LoTRo is just another grind fest to reach lvl 50. Theres also no sense of community, despite being in a guild/kinship.

    Really its about time developers moved away from thousands of crappy quests and actually created engaging content. Star Wars Galaxies was far from perfect at launch but the whole skill tree idea it had (no levelling) was alot better giving users the chance to be unique.

    Overall, LoTRo is a very limited experience
  • FunkyRenegade #18 5 years ago

    I played it in Beta, I was totally put off buying the final game by it, the animations were terrible, granted the environments were pretty, but some of the models weren't scaled properly, it just seemed like a total hash job to me.
    I went straight back to World of Warcraft like it seems many others did.
  • ZuluHero #19 5 years ago

    a lot of us wow players stayed too ;)
  • dudefella #20 5 years ago

    I got into LotRO a few days ago and so far, have not really been taken in by it yet. It seems like WoW without much of the charm. The beginning was pretty decent but then I got my hobbit to the Shire, and 90% of the quests there are 'run to X to talk to Y' followed by 'Y wants you to talk to Z halfway across the map'. Really poor quests so far. I'm going to stick with it because I bought the limited edition and a 60 day timecard and that's a lot of money to just throw away. However I've really only had 2 long sessions yet so it could improve. But mainly this is just tiding me over until Tabula Rasa!
  • Wendelius #21 5 years ago

    Don't judge the quests based only on the early ones which are there to get you to know the area.

    Once you start the epic quests and other story quests, you will find a lot to enjoy.

    Wendelius
  • ZuluHero #22 5 years ago

    I’ve found Bree and the Lonelands to be very well written and engaging! Some of the quests in Straddle particularly are very charming and funny :)

    Even so, there always seems to be a looming element of dread in the background that isn't always obvious... WoW's quests seem very dull in comparrison.
  • Mo0k #23 5 years ago

    Otto:

    I think the main reason for fans being disappointed by both the film and game was the fact that LOTR came from a book, ergo, people had in their own minds what particular characters and places would look like. I know I for one was shocked to see how the movie represented trolls - I didn't have them pictured like that at all.

    In the end, I believe it's the individual's willingness to put their own ideologies about the original canon on hold in order to taste what someone else, in this case Codemasters, saw the world as. Yes, it was highly influemced by the movie, but I think as soon as you put a book so well-loved into any visual format, people will complain.

    For me, the game wasn't good enough, but I did like the setting, even though I'm not a huge LOTR fan.

    [edited for typos]
    Edited by 1 at 05/06/07 @ 15:47
  • otto #24 5 years ago

    Wendelius, I do confess that I am very interested in seeing what they've done with other locations in the world - not quite interested enough to keep playing (I had a few issues with the gameplay early on too) but interested enough to want to see it! :) Does anyone have any links to some in-game footage of the Old Forest, Bombadil, etc? :)
  • Wendelius #25 5 years ago

    "...the Old Forest, Bombadil, etc? "

    Tom Bombadil is a jolly fellow or a flirt. He kept dancingand sauntering in little circles around my wife's hunter all the time we spent in his house.

    The Old Forest I've only been to twice and I'm not keen to repeat the experience with my other chars. Not because it's a bad zone but it's a creepy and sometimes scary one. It's full of mean old elite trees who will try to squash you if they get the chance and roots who won't let you pass. Old Man Willow is in there too. :)

    Unfortunately, I can't point you at game footage as I haven't seen any yet.

    Wendelius