The Lord of the Rings Online: Shadows of Angmar
Pure Shire.
If you cast your mind back to last April, you might remember something curious about the launch of Lord of the Rings Online: how smooth it was. There were very few bugs, despite the usual array of gameplay complaints, and a straight 9/10 score from our resident hardman Rob. No launch had been so professional in the MMO world since World of Warcraft's. And, unlike its near-contemporary Auto Assault, LOTRO is still going; in fact the number of people playing has been rapidly increasing. So what's changed since then, and why is it drawing new gamers in?
The main reason must be LOTRO's substantial free content updates, all of which continue the story. The way they're opening up the world as they do so, introducing new areas with every new chapter and working out the story through perfectly-scripted instances - after the astounding dungeons of Dungeons & Dragons Online, it has to be said that developers Turbine are the instance kings - means the story is, unlike WOW, LOTRO's biggest hook. For Tolkien fans, the fact that your story always runs parallel to that of the Fellowship is great anyway, as it expands the world you've already read so much about - and it's a lot more fun than reading the bleeding Children of Hurin and putting up with Tolkien and Tolkien Jr's mawkish imitation of the lingo of Norse epics.
Making the main town for each race the starting area means that as you go further into the game, you're further from home (more on this later), in increasingly high-level areas, and at a later point in the books' story. Though each race has different beginnings, they all dovetail together neatly into the main narrative, which itself cleverly supports the main storyline of the novels. Moreover, the best thing about the story is the instances.

A Balrog (but not THE Balrog) makes an appearance in the Nûrz Ghâshu raid.
The Epic Quest line is broken up into books, the key parts of which are instanced. The instances are all singularly well-written and in-line with the grim worldview of Tolkien lore; NPC heroes and damsels in distress don't always win or even survive, in fact they more often die or fall into corruption. Moreover, because the story instances are few and far between, there's always plenty of other players willing to help out with each one, handily as they normally require a full, well-balanced Fellowship (squad). A good Fellowship doing an Epic Quest instance, and using the conjunction system well, makes for great fun; it's a pity it's not the whole game.
It might be very familiar to EverQuest II players, but the conjunction system (otherwise known as Fellowship Manoeuvres) really brings the team combat to life. Only certain classes can trigger it in combat, but it's essential for efficient dungeon-running. Essentially, one player (normally a burglar) performs an action that gives everybody else the opportunity to join in. First, a big target board pops up for them that allows them to quickly switch targets; secondly, they have to choose from four coloured buttons (red is direct damage, yellow damage over time, green heals, yellow) that pop up on screen within six seconds. If a whole fellowship (that is, six players) joins in and provides a recognised series of colours, then something spectacular happens; a lazy fellowship hitting all reds will summon an Ent spirit to bury their enemy for massive direct damage, a clever fellowship can try YBRGYB for a conjunction called Dawn on the Deep and a whole host of combined effects. These skills are essential for taking down elite enemies and instance bosses and are plain spectacular to use.

A Hobbit Gordon Brown lookalike whips up similar apathy.
Older areas, like the badly-designed Angmar (which Turbine admitted was surprisingly full of pigs, and devoid of orcs), have been reworked. Indeed, there's so much new content in here you have to wonder what Turbine can add to the world with its first big expansion. Thankfully, it's already been announced as the Mines of Moria which, being really early in the books, shows up quite how far the tale still has to go - at this rate, the story should be finished by the end of 2010. What will happen when they finish? Well, if they buy the rights to the rest of Tolkien's work, there's literally thousands of years of flashbacks for the devs to visit, including the sunken land of Numenor, amongst other places. If they don't, they can always just add depth to the world they've already created.
At the time of writing, the Spring Festival has taken over The Shire. Like St Patrick's Day, it appears to be mainly about booze, with new quests including a pub crawl around the whole Shire and a drunken balancing-on-a-fence-when-seeing-treble minigame. The fact that this is limited just to the Hobbit areas makes it very likely we're going to see an Elven summer festival, a human harvest festival and a Dwarvish Samhain (there were summer and harvest festivals last year, but they were again hobbit-orientated, indicating an unhealthy obsession with the hairy-footed ones). Of course, the gimmicks don't stop there, as any player in the game can play a selection of instruments using the keyboard as, well, a keyboard. New instruments have been introduced since the game came out ("more cowbell" gives you a hint as to one of them), but most people haven't invested the time to learn to jam properly or have turned off player music, so this particular gimmick has fallen by the wayside.
Book 10 introduced two new types of transformation play - playing as a creature other than your main character - to the world. We'll get to Trolls vs Rangers in a minute, but both of these new modes exemplify one thing that LOTRO is really doing well - coming up with fun ideas and implementing them professionally. Almost from the start of the game you can access Critter Play, where you spend a limited period of time as a chicken in a separate chicken MMO... an irrelevant joke, but a sign that the Turbine team is still enjoying making the game. More importantly, as soon as you hit level 10 you get access to Monster Play, which supplies the player-versus-player element of the game. It's here that the Freeps (Free Peoples) fight the Creeps (y'know, cos they're creepy, kooky and awfully ooky).
Essentially, you're given six level-50 monsters, ranging from the weirdly creeping giant spiders spawned by Shelob (our favourite) to Warg Stalkers and three varieties of orc warrior (the new orc Defiler, a much-needed healing class for the monsters, will be in the next patch release). Play is straightforward combat, with a mass of monsters advancing into a mass of high-level Free Peoples (who were obviously absent when the game initially launched), the latter slaughtering the former without much fuss in normal circumstances. There isn't the tactical or strategic element of, say, Planetside or even Savage, and there certainly doesn't feel like there's much structure to the assaults. Indeed, the aim is ostensibly to capture citadels and camps scattered across the Ettenmoors by killing the Nemeses and Arch-Nemeses that control them, but with the lag problems we experienced it's hard to see opponents more than twenty yards away, so that's merely a noble ambition. For killing and capturing you're rewarded mostly with Destiny points that can either be used for permanently upgrading your monster or for buying temporary super-buffs in normal Hero play.

Soloing is plausible and fun - though like all Turbine's games, partying is better.
Or for buying playtime as a Troll or Ranger.
The option to play as either one of these juggernauts was introduced in Book 10, but has been disabled for a lot of the time since then because of exploits. And this matters, because it costs a lot to transform into one of these (5000 Destiny points) and you only get to play as them for an hour. The difference, however, is that you've suddenly become an elite boss that has the brains of a human; trolls have massive hit points (about 12 times that of a level 50 character) and can kill most Freeps in a few attacks, whereas rangers have the same abilities but they look like a normal human. Thankfully, each faction can have at most two of these monsters each and, though they make the battles more one-sided, they don't alter the disappointing chaos of Monster Play. Perhaps, as the war progresses, Turbine will allow Monster players to spill out from the Ettenmoors into the larger world, which would alter the focus of the battles and make the various contested areas more threatening and hence interesting to quest in.

Bats! Why did it have to be bats?
One more important thing to mention. LOTRO looks absolutely, astoundingly right. Characters look correct, the world is beautifully crafted and enemies match the best drawings that the Tolkien Legendarium has attracted in sixty years. The Shire looks as good as the movies, Bree (though bigger than we expected) is gloriously rickety, like an old medieval English town, and the build of the Elven and Dwarven towns nail ethereal and indomitable respectively. The player-owned houses, introduced in Book 11, also look damn fine, though they exist in a range of instanced villages located around each races starting areas. Sadly, as empty most of the time so, like player houses in most games since Habbo Hotel, they're a pretty useless and expensive adornment for high-level grinders or show-off Kinships only.

Why do female enemies always wear skintight clothing? This was written in the 1930s, for Tolk's sake!
After all the piles of praise we've heaped on it, why does LOTRO still not get the coveted 10/10? Blizzard even like the game so much, it seems to have named their art director after Samwise Gamgee - so why do we have qualms? Firstly, because, despite all its advances, despite the Deeds achievement system, and the believable world Turbine has crafted (where it's very careful to avoid Blizzard's occasional frame-breaking humour, so that you're encouraged to take the plot more seriously), this is still very similar to WOW and its predecessors. And, because of that, it shares the genre's flaws: there's still a lot of needless, tedious running about; the gaps between the excellent story quests stretch wide, no matter how good the scripting of the other quests is; and there are still irritating "kill a billion slugs" quests (some deeds literally ask you to perform an action 1000 times). Monster Play, though promising, isn't quite there, and many of the updates (e.g. faction reputations and collectible armour sets) make the game more like WOW, not less.
If you played LOTRO at launch and hated it, it's not changed sufficiently since then to justify you coming back. Otherwise, it's as polished and stable, and a better written and more believable world than the elephant in the corner. It doesn't have the same player-base as WOW and all your friends aren't playing it, but maybe if you move, they'll follow, and you could have fun together. You could be the ringleader.
9 / 10
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Comments (42) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Weird.
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But LotRO (now) is a really good MMORPG. It is as true to Tolkien as is possible, has ambience, a more organic look and feel than bloody WoW, and is actually quite funny with good writing now and then (start in the Shire for your first few levels if you want humor). Good crafting system, crafted items have real value and use. Not a half bad economy
Ok, there is a point you reach around level 15-20 in the Lone-Lands region, where you get sent off after your umpteenth boar snout, or boar belly or whatever, that you start getting that Boar'rd of the Rings feeling, but push on through that and it picks up, and at times, a lot.
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I think it was a fine game. I mean, I loved WoW, so it'd be hypocritical for me to say this one played poorly or something. I guess I just don't like Tolkien enough. That, and I enjoyed the more fanciful environments and enemies, rather than what I've always felt is a really drab, depressing universe (LotR).
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WoW heart my eyes during my 2X60+ stays there, and I was afraid the saccharine graphics would give me cavities.
But more power to you, no point playing something you don't enjoy.
I have personally had epiphanies during late night sessions in LotRO, running up The Hill in The Shire, watching the sun set beautifully there, all the while listening to some Caravan prog CD or other on my stereo and sipping green japanese sencha tea.
Ha ha. No, really.
For my mind forever voyaging it has at times managed to capture that beloved Tolkien feeling, not often, but at times.
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Personally its nice to log into LOTR and know I'm not going to encounter a teenage kid screaming noob or have an argument with some guild type over taking raiding seriously as was often the risk of WOW. But I guess we all have different needs from an mmo.
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That said, I had negative game-engine experiences with LotRO when I first started playing last year too - when it opened, and I left because of them.
They definitely seem to be gone now. I run the DX10 client with all bangs and whistles on at 1600X1200, 4XAA, you name it, and it still runs at 40-60 FPS on my rig. Now my rig is pretty high-end, but NOT bleeding edge.
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My only real problem with LOTR
In LOTR
In WoW, you have a number of very different classes that all allow you to play the game very differently and they all also have their own unique look and feel. While I understand Turbine have to stick closely to Middle Earth lore in order to not piss off the huge Tolkien fan base, I just think the classes available in the game, at this point in time anyway, are a little too limited.
But as always, that's only personal opinion.
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Just wait till you play Warhammer
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PVP is a zergfest, and consequently dull, raids are cool, but the whole level system is depressingly DAOC/WOW, and I'm a huge fan of the UO skill based progress.
If you're a hardcore mmo player you'll probably moan the instances aren't as numerous or as big, pvp not that great, identikit builds for classes at the endgame, with only subtle variations.
If you just like Tolkien's world, you'll find they've really given it some love, Weathertop looks spectacular, as does the shire, Elrond's house is gorgeous, angmar is bleached out with some great ambience and the quest dialogues do fit with the feel of this point in the third age, great synergy with the book as the reviewer points out.
I'm a hardcore tolkien geek, but I get this is a videogame, what they've matched to my expectation is great, it's a tremendous go at creating this world.
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Dildo Saggins FTW.
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I've started a WoW trial in search of the hype. Will see, but unless the PvP is good it's going to bore me too.
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If you are looking for a MMORPG then LOTRO is IMHO the best choice. WoW has incredible good moments but has incredible low moments as well when it feels like work. LOTRO avoids this a bit more and has a much better math engine RPG system behind it all (greater experience of Turbine IMHO). WoW is getting more mellow as well but Blizzard is stuck with a totally broken game engine that powers it all, hence the attempts to fix it by tweaking stuff all the time (yeah right Resilience!). As a game designer, math freak and WoW player I sometimes wanne go over to Blizzard and shoot someone
"I've started a WoW trial in search of the hype. Will see, but unless the PvP is good it's going to bore me too. "
PvP is WoW is total shit. It breaks the first rule of (European) games design. NEVER take control AWAY from the player!!!
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As well as Huntards and Burglars, Guardians can set off conjunctions with Turn the Tables iirc.
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The £7.72 (or £7.99 as it seems to be on the good old high street) version of LOTR
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I'm starting to think that rather than being paid for each article, you are in fact paid for the number of times that you link to that article.
Vrai au faux?
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Liked it for the free month on the PC though, but too many Fed-Ex quests and that %$"#ing labyrinth forest drove me away. Too "samey" as well, at least the early zones, perhaps better later on.
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After Beta and a further two trial attempts, to see what all the fuss was about, I decided it was needlessly instanced and bland to the point of no return.
The game just feels soulless, in terms of art direction and style. Seriously do not understand why its being praised as much as it is.
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Ultimately, if you're looking for a true rpg mmorpg with an amazingly supportive community and an astoundingly beautiful and immersive game world, you're doing yourself a disservice not at the least trying the free trial.
Of course, at 19.99US, why not support a talented developer and give it a go for a month? Trust me, the game has come a long way since launch.
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Not that I mind the 9, I just think I may have missed something concerning what I wrote above...
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Even so MMOs are all based off the orginal pen and paper D&D, so anyone expecting any RPG online or not to 'reinvent the wheel' you'll be looking at a totally different game to do that, you'll be looking at Second Life, people have commented on WAR, yes that will be like other MMORPGs, it wont be anythin completely different however the game does offer a lot of new twists in old ideas and improvments on past experiences, it's those differences in all MMOs we should be looking at, problem is we are looking at whats the same... If we continue to do that everything will look like the same game, which yet theres not been a 'complete clone' to date (besides the ones that just change the name and slap a p2p option to it)
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Monster play deserves more praise than given. Confusing? Chaotic? I can only assume the reviewer hasn't joined any monster play tribe (kins aka guilds for monster side) nor has really hooked up with a raid group during the battles. There's no NPCs to hold your hand or direct you during the free-for-all battles. It is players and players only who determine the direction of battle. On my server (Gilrain) there's some excellent monster players who are very capable of directing a raid group in offensive and defensive maneuvers. And they draw up various tricks, like fooling free peoples (normal players) into camping a token force at Gramsfoot while the REAL main group hits Tirith Rhaw at the far side of the map.
First and foremost, if you want to accomplish something in the massed battles, it is all about cooperation. You can go solo and tag along a raid group, but if you want to be on the ball and informed, you are in a team. Many quests in the PvP area can be completed solo though.
Going entirely unmentioned is the big change brought by Book 12 update. Now, besides taking fortifications just for the sake of holding them, the side with majority of forts under their control can access the Delving of Fror, the underground caverns. The reason for going there is to kill its mobs for various types of barter stones, which can be exchanged - depending if you're a freep or creep - to PvP equipment or new abilities. If balance of power shifts aboveground, players inside the Delving are not simply ejected but must be hunted down by the opposing side.
As for the lag and related problems at the Ettenmoors, did he play during a patch day? I'm a semi-regular monster player and can't really recall having had any game-breaking problems as described. Of course, you will experience some hitching when you first run into that massed raid group, since lots of textures are being loaded into memory. But it should be smooth sailing afterwards.
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What's the point of a persistent world if it never changes? What's the point of PvP if nothing's at stake?
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You didn't play LOTRO did you?
LOTRO does have a world that changes. Turbine was one of the first (and only actually) that had a changing world in Asheron's Call due to the world being streamed to the client (something the big MMOs do not do now... I wonder why?). They had citities being destroyed and rebuild and changed the landscape from time to time. In LOTRO they have done this as well on a more limited scale by having some parts of the story "instanced", sometimes triggering a change in the landscape after you have completed that part of the questline. IT works very well, but is not used often enough IMHO.
BTW what do you want at stake in PvP? You own life? Or do you want hardcore PvP like in AC where you can actually lose equipment? In that case I agree that all MMORPGs should have hardcore free-for-all PvP servers with equipment loss on death. Can you imagine how much this would upset the carebear WoW PvPers?
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The game just feels soulless, in terms of art direction and style. Seriously do not understand why its being praised as much as it is."
My thoughts exactly.
By now I tried to like LotRO for about 3 times (open beta and two 14 day trials) and each time the game just felt incredibly dull and bland. Also while the graphics are nice the animations are some of the worst I've ever seen.
One major point why the game just fails to grip me is the nearly complete lack of character customization. If I haven't missed something important the only way to disversify your character is by getting the "achievements" which mostly read "use skill X for 5000 times" or something along those lines. It's a total mystery to me why Turbine blatantly ripped of nearly everything other MMORPGs achieved earlier but didn't include any kind of talent system.
All in all LotRO imo is the definition of mediocrity in the MMORPG genre. The gameplay is solid, the quests are solid, classes are solid, graphics are solid but there is absolutely nothing which lets it stand out in the crowd. And as such a clear and definite 5/10 from me
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Balls.
LOTRO is an MMO for grown-ups, plain and simple.
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If you love the questing element of LOTRO and are a fan of solo play, you'll love WoW. However, I don't know if it's simply because it's more mainstream, if it's because there are more players or if it's because of the way WoW plays, but the community has a much larger percentage of OMG TEH GHEY ELF LULZ players in it.
Of course, there are some very good WoW players, just as there are some arsey LOTRO ones, but in my experience, WoW has a larger percentage of "12-year olds."
EDIT: One other point: with WoW being more established, I don't know how easy or hard it will be for a new player to find groups of his level. You can solo pretty effectively in WoW but if you're looking for the social aspect you may find it lacking at lower levels, simply as the other players may be of a higher level than you...
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Can't be a coincidence they're offering a free week at the same time can it...?