Preview: Lord of the Rings Online: Shadows of Angmar
posted Thursday, March 8th, 2007 by Andy Gore
I recently tried an early beta version of what Turbine Inc. and Midway Games Inc. hope will be the next big thing in online role-playing games – Lord of the Rings Online: Shadows of Angmar. While this was a limited-access beta test meant to gauge server performance (the open beta test doesn’t start until the end of March), the platform was solid, the graphics were awesome and the overall gaming experience, while enjoyable, will be nothing new to the millions of players already addicted to Blizzard’s World of Warcraft.
World of Ringcraft?
What is it about the big sci-fi and fantasy franchises? It seems when it comes to games, they can never get a break. Take Star Trek. You’d think a game based on such rich and varied source material would be equally rich and original when translated to an interactive medium. Yet most licensed Trek games have been mediocre, and some just plain awful.
The same seems to hold true for Lord of the Rings. While the franchise has yet to suffer anything as embarrassing as Star Trek: Shattered Universe, it has been subjected to a lot of “me too” genre games with only a thin Tolkien coating. A couple of these have been nicely done – like the real-time strategy game, Battle for Middle Earth (I & II). Others, like the horrible Lord of the Rings Tactics for the PSP, were a tragic waste of binary code.
The good news about Lord of the Rings Online (LOTRO) is, even at beta stage, the game is stable and engaging. The graphics engine is particularly good, and the quests are plentiful and offer a lot of variety – from straight-up bounty hunts to quests that seem more akin to a home-economics final. LOTRO borrows heavily from other MMORPGs (Massively Multiplayer Online Role-Playing Games), like a chat panel taken straight from Guild Wars or an experience system very similar to World of Warcraft (WOW).
Unfortunately, at least for Lord of the Rings fans like me, LOTRO seems a little too much like WOW with hobbits. After playing for 20-plus hours, I have yet to experience anything in LOTRO that feels uniquely Tolkien to me. Instead of conveying the richness of the source material, LOTRO comes across as a generic fantasy RPG that just happens to take place in Middle Earth, like Dungeons & Dragons with a change of scenery.
Let me give you an example: One of the things I love about Tolkien’s world is magic is far less commonplace than it is in most fantasy fiction. When you do encounter magic in Middle Earth, it is dark, dangerous and arcane with practitioners that are menacing and mysterious. In LOTRO, “lore-masters,” sort of a Gandalf-in-training profession players can assume, are common as dirt, and the practice of magic has been turned into something akin to the law. All it takes is the utterance of the right words in a dead language to get results.
The “too-many-Gandalfs” problem is very reminiscent of a similar issue with LucasArts‘ Star Wars Galaxies. A couple months after that MMORPG was introduced, you couldn’t swing a dead Ewok in the game world without hitting a Jedi. Jedi are supposed to have been hunted to extinction, and it really puts a strain on your suspension of disbelief to run into one (or several) on every street corner.

Same thing is true of elves and dwarves. Both races had all but vanished in the books, but in LOTRO you had to be careful where you tread lest you step on one. If Turbine wanted to give players the feeling they were really adventuring in Middle Earth, it should have made wizards an elite class which only a very few players could achieve. Turbine should also have limited players to human and hobbit races and reserved elves and dwarves for NPCs only.
And before you all start posting comments about how the main draw for a player is the opportunity to play Gandalf, I get that. And if LOTRO was a solo RPG, I’d be all for it. But it’s a shared adventure, which means some sacrifices need to be made to maintain the consensual illusion that you really are in Middle Earth. Like all role-playing games, MMORPGs are, first and foremost, about telling a story. If you’re taken out of the story because you keep bumping into your 55 clones, how’s that good for anyone?
A Man About Bree
Let’s talk a little about the game experience itself. Again, I want to remind readers that this was a beta and an early one at that. The final version may vary from what I describe here.
When you first start up the game, you’ll be asked to select a region of Middle Earth (Brandywine, for example) for your character to play in. These are not literal start locations, but instead are servers that the character you create will be tied to. In the beta, at least, there is no way to move an active character from one server to another.
Next step is to draft your character’s background. LOTRO follows the typical MMORPG approach of having you select your race, and then based on that selection, a hometown, a profession, etc. You can also customize your character’s look to some extent – skin, hair and eye color, facial structure – although the game puts limits on those variables. I chose to be a Captain of Bree, and as a Breelander, I couldn’t have blue eyes. If I had chosen to hail from Rohan, however, blue eyes would have been the default.

Professions in LOTRO sound uniquely Tolkienesque, but it doesn’t take long to figure out the generic fantasy archetypes they map to: Captain = Fighter, Champion = Berserker, Burglar = Thief, and so forth. I was surprised that you couldn’t choose to be a ranger, especially since the game starts in the Northlands where rangers are not uncommon. This was, after all, where Strider first hooked up with Frodo and company. But perhaps that was a limitation of the beta.
One of the areas where LOTRO does excel is the writing. Not only do the game’s descriptions show a deep understanding of Middle Earth lore, the writing is clear, concise and very helpful. When selecting a name for my Breelander, for example, the character backgrounder included a description of naming conventions in Bree, which differ completely than if I had chosen to hail from Gondor.
Will Quest for Traits
Once I finished framing my character, I was transported to a small town in Breeland which was in a spot of trouble. It seemed the town was beset by all manner of ruffians, from roving wolves to a shadowy group of brigands who you learn, rather quickly, serve a shadowy master. (Any guess at who that might be? Uh-huh.)
One of the challenges in building an adventure game in a world where all the big stories are so well known is surprising the player. LOTRO tries to address this problem by keeping the stories small at first, and even the game’s Big Bad is the head Nazgul, also known as the Witch King of Angmar (thus the game’s title), one of Dark Lord Sauron’s most trusted servants. All we really know about the Witch King is that he isn’t eliminated until the Battle of Pelennor Fields at the end of Return of the King. (He who cannot be undone by the hand of man is destroyed by Lady Eowyn in that battle. Who says Tolkien didn’t have a sense of humor?) His campaign in the Northlands of Angmar is only hinted at in the books, where it’s suggested he labored long on behalf of his master. Again, considering how well known Middle Earth’s saga is, Angmar is as good a place as any to have events in the game unfold.
Another very smart move on the developer’s part is a rather lengthy tutorial mode. It took me a good 15 hours just to work my way through all the quests therein, but it’s a great introduction to the game’s core mechanics and the trait system, which lets you customize your character by learning specific skills in your chosen profession. This bit reminded me of the guild system in Guild Wars, although LOTRO doesn’t severely limit your player level the way that game does.

Of course, it’s not enough to want knowledge, your teacher expects to be paid for their time. Also, the selection of traits you can learn grows as you level up, so adventure you must if you want to get ahead in this Middle Earth.
Luckily, there are lots of side quests you can take on, even in the intro section, that can help buff up and fill out your character for the adventure ahead.
Middle Earth Unchained
And what an adventure it is – at least visually. We tested the beta on a fairly powerful system, a custom-built PC with AMD Athlon X2 4800+ CPU and dual NVIDIA GeForce SLI mode. The graphics were fairly astounding for an online game. Long gone are the blocky polygons of Everquest – the granddaddy of MMORPGs. The visuals were so refined they reminded me, more than anything else, of Bethesda Softworks‘ Oblivion, pretty much the gold standard for RPG graphics.
The vistas of Middle Earth were beautifully rendered and a real effort was made to capture the unique architecture described in the books, complete with a landscape scattered with ancient ruins, brooding forests and dismal dungeons. In one sequence in the intro, you must delve into some spider caves. And even though the graphics failed to invoke the choking claustrophobia of Shelob’s lair, it was nonetheless an eerie experience navigating those dark caverns. No doubt the game designers are holding back their nastiest (read: best) stuff for later in the game, but even the intro landscapes were very promising.

One Game to Rule Them All?
In the short time I had to test this early beta, there was much I only touched on, and more I could only glance from a distance. For example, I didn’t have much time to play around with LOTRO’s cooperative questing capability, a tent pole of MMORPGs. In LOTRO, these co-op quests are called Fellowships and consist of several gamers joining together to complete a shared goal.
One problem I immediately faced in a Fellowship was difficulty in reading the chat panel used to communicate with teammates. This is partly due to the small font size and partly because the panel itself is semi-transparent. Obviously this was meant to minimize how much the chat panel obscures the action. However, considering how critical the social aspect of online gaming is supposed to be, I hope Midway and Turbine give users the option to make the chat panel solid and the font larger. If getting the panel out of the way quickly is concern, a minimize button should do the job.
Another part of the game I didn’t have time to test is what looks to be an extensive crafting system. Like other MMORPGs, you can collect raw materials and then train in certain crafts (this is separate from your profession.) As your skills increase, you’ll be able to create an assortment of useful items, including weapons, armor, even food. In keeping with the spirit of the source material, the culinary arts seem to be a major component of the crafting system. When the open beta starts in a few weeks, I might just need to set up a hobbit burglar chief and see how far that gets me.

And, after much consideration, I will return. I’ve tried like the devil to avoid MMORPGs, only because they tend to become enormous, swirling black holes that suck away your time and money. But, the early beta was more than enough to hook me. I need to get back to Middle Earth, if for no other reason than to be a tourist in one of my favorite imaginary countries.
Midway/Turbine have not yet announced final pricing, but “Founders” can sign up before March 31 to get special pricing – either $9.99 a month or $199 for a lifetime memberships, which is fairly modest in the world of MMORPGs.













March 22nd, 2007 at 1:50 pm
I’m sorry, i’ve played the Beta of this game and if you dont like this game then you are NOT a Lord of the Rings fan…or maybe your just a fan of the movies?? This game is so deep its not funny….and whats with this “clone” crap you are talking about? Customization in this game is amazing…maybe not for the first bit of the game…but as you get deeper in the game, the customization is unreal. Dont place reviews on biased opinions. ( I didnt even finish reading the article because I realized the more I read it, the dumber I got).
March 22nd, 2007 at 2:11 pm
Hey there Chance. I’m sorry to hear my preview offended you, but I’d like to point out a couple of things before you completely cast it aside:
First, you haven’t heard my entire opinion unless you read to the end of the story. There are many things I really liked about the LOTRO sneak peek, and on the whole I liked the game very much.
Second, I understand you feel that customization is a key feature of the game and that the deeper you go, the more you can change. And had I had more time with the game, I might have seen that. But, that doesn’t exactly address what I did critique – things like how commonplace magic seems to be in the game (versus the books), or how generic the professions were. Or how common races like Elves and Dwarves are. None of this is consistent with the books.
Third, this is a preview, not a review, which is why there’s no score for the product. When LOTRO officially ships, I’ll update this article and address anything I might have misconstrued because it was a beta, and issue a final score.
And, finally, I’m not entirely sure how you can say I’m not a LOTR fan. I’d hazard a guess that I finished my tenth reading of the trilogy before you were born. I have the books in soft cover, hard cover, I have a first edition of the Silmarillion, and I have Ralph Bakshi’s LOTR on DVD, as well as boxed sets of Jackson’s magnum opus. That would be a very strange thing indeed for someone to do, if they weren’t a fan.
March 23rd, 2007 at 1:36 pm
I think you were a little harsh on what you said “seeing Gandalfs around every bend dampens the believability of the adventure.” I don’t think that many people would play the game if you could only be rangers and fighters that were either Humans or Hobbits. I know i sure wouldn’t. Ofcourse they have to make sacrifices to the story to make the game fun to play.
March 24th, 2007 at 8:41 am
I agree that some people (maybe even a lot) would be less inclined to play if they couldn’t be a magic user. I was just pointing out that this really does go against the spirit of the books, where magic is a arcane and rare thing. In fact, the way Tolkien writes it, it doesn’t even seem very much like magic in the “wizard points staff and a fireball appears” way. More like a mysterious force, almost religious in its nature.
BTW, I just forked over $48 my founders membership on Amazon (and it took a lot of poking around to find where they hid the founders authorization code on the site). So. yeah, clearly, I hated the game
March 24th, 2007 at 12:42 pm
I tried the “stress test”, too, and I agree — the game was kinda generic. But, it was still fun and the graphics rocked, so I’ll probably sign up.
April 6th, 2007 at 10:30 am
A couple things…
Lore-Masters don’t use magic. Their fireball is actually a molotov cocktail that they craft. They are more akin to scientists than actually being like Gandolf or Elrond. I guess they are like Gandolf in that they make fireworks, but unlike Gandolf they fight using the fireworks instead of using them to entertain Hobbits.
Another note, Captain is NOT a fighter. They are a support class that can fight. Similar to a Paladin in other games, but without the religious feel. Guardian is the tank class, which would equate to a fighter or warrior in other MMOs.
July 19th, 2007 at 7:00 pm
Very few games really get the Tolkien aspect of magic correct anyways — although Battle for middle earth was a lot closer to the mark. Gandalf as a wizard drew his power from the divine source of his nature — like sauron and any of the balrogs he was a maia (a kind of elemental power from the time before time second only to the valar) after all however reduced in his avatar form (and a fire maia at that). Most of the magic in the books was touched with strong overtones of natural elemental divinity. The powers levered by Morgoth and sauron and their ilk were also of that line — but corrupted, infernal.
Someone who is looking for a faithful representation of the world portrayed in the novels is simply not going to find it in this kind of a game from this kind of company because as others have noted, the general population would not then find the game to their expectations or taste. The almighty dollar rules it out.
July 19th, 2007 at 7:03 pm
There’s a lot of inconsistencies that seem to have trickled into the game from other avenues — the general differentiation between ‘goblins’ and ‘orcs’ (which in Tolkien’s world are supposed to be two words for the same race) is particularly non-Tolkien. This particular can be traced to previously popular engagements such as Dungeons and Dragons and anything influenced by that and other now ‘classic’ RPG systems.