Customer Reviews
Rogash hurt!
Since the conclusion of the
magnificant Lord of the rings film trilogy, those of us who are fans of
this fictional world have to turn to whatever sources we can to enjoy
it. Well, there's the books and movies of course, but we do crave other
things, such as high quality video games. EA, who has had a stellar
record with creating great video games based on this universe, now
brings us thier latest adventure, (takes deep breath) The lord of the
rings: The battle for middle earth II expansion pack: The rise of the
witch king (whew!).
Rather then replaying the classic adventure
from the books, EA takes us way back in time for this expansion back,
back to the time period just after Sauron was defeated by the last
alliance. His most trusted servant, the witch king, has managed to flee
destruction and now hides in the North of Middle earth, with only his
trusty horse (who is never given a name), his big sword, and his small,
three pronged scepter. Now dark lord-less, the Witch king does what any
most trusted servant of evil would do...build up his own kingdom! And
so, for the next 500 years (not really mentioned in game), everyone's
favorite nazgul will attempt to destroy the kingdom of Arnor in the
north and claim it for his own.
With the stage set, the game
begins. You control the Witch king, his various allies, and the new game
faction, Agmar. Your goal is to conquer the kingdom of Arnor by any
means necessary, including standing on graves, gathering crystals, and
destroying magical eleven trees, among other things. Oh yes, you'll be
doing a lot of fighting. Because TLOTRTBFME2EPTROTWK takes place
approximatly one thousand sixty years or so before Sauron began
rebuilding Barad-dur, the player gets a nice backstory on some of the
history of middle earth, including finding out what what the witch king
was doing before the events in the films, what happend in the collapse
of Arnor, and learn the backstory behind Glorfindel's famous line, "Do
not pursue him! He will not return to these lands. Far off yet is his
doom, and not by the hand of man will he fall." The new faction of Agmar
is introduced, which is a big mix of foot troops, mounted troops, and
the new class of sorcerers (but from my experience, they are pretty much
useless). In addition, we get to see some famous locations in thier
heyday, such as the Barrow downs (before they were corrupted and had
nasty wraith things), and we even get to see Aman-sul before it was
turned into rubble.
Furthermore, this expansion pack features a
respectable amount of new content. We have the new faction, Agmar, a new
campaign, a revised war of the ring mode, and an updated create a hero
mode.
But with all this new content...just exactly how fun is the
game?
While the previous two games in the battle for middle
earth franchise have been fun with a respectable level of challenge, the
new campaign in TLOTRTBFME2EPTROTWK is without a doubt, the hardest yet
in the series. The difficulty level here is high, so high that, with
the exception of the first and last missions, it's pretty much
gauranteed that you're going to have to re-try each mission at least
once. On some, five or six times. For me, this is the biggest flaw of
TLOTRTBFME2EPTROTWK. It's just way too hard. I played through the
campgain on easy difficulty, and on some of the later missions I was
having my rear end kicked and punched non-stop. Several times my teeth
were gritting and grinding against each other in frustration. And at one
mission (the second Barrow downs), at one point I was howling and
screaming like a banshee in sheer frustration and anger (on the fifth
retry no less). Why? Very commonnly, you're going up against very well
armed and armored troops during the missions. And not only are they
fully upgraded, they frequently outnumber you, sometimes coming out of
nowhere on the maps, overwhelming you and making you re-play the mission
all over again. Why did it take the witch king 500 years to conquer
Arnor? I think it was because he kept pressing the "Restart mission"
button over and over again. And keep in mind that I was playing the game
on easy. I triple dog dare anyone to play this game on hard difficulty.
If you manage to keep from smashing your moniter and taking a
sledgehammer to the CD, then you have the nerves of a god.
The
best way I can sum up my feelings about the new campaign is that it
feels more like a chore to play it, rather then an experience to be
enjoyed. Rather then looking forward to each new mission, I found myself
slightly dreading each one, only to find my fears confirmed as I was
faced with seemenly impossible mission objectives, overwhelming numbers
of vastly superior troops, or moments of "How the hell am I going to do
that?!" By the time the climactic siege of the campaign comes by (which
took me an hour and twenty two minutes to complete) , I was more burned
out then anything else, and simply wanted to get it over with so I could
see how the game ended. Rather then the exciting siege of Dol Guldor,
or the battle of the black gates from the previous two games, the end of
TLOTRTBFME2EPTROTWK is a slight burnout. The final mission, which I
won't reveal here, does bring back some of the simple enjoyment of the
previous two games, but overall, the new campaign is, for me, too hard,
too irritating and most of all, just not very fun. That's not to say
however, that it isn't all bad. The first Barrow Downs mission is an
absoloutly chaotic "King of the hill" mission that, while hard, is
exciting to watch as you desperatly try to keep control of a hill while
being assaulted again and again.
With the campaign out of the
way, what else does TLOTRTBFME2EPTROTWK offer? Skirmish and multiplayer
return, but since I cannot play online, I can only comment on skirmish.
For this mode we get several new maps, including ones that were
previously only avaliable on the collectors edition of the battle for
middle earth two, such as the argonath, amon sul, a perfectly balanced
snow map to see who truly is the better duelist, and even the paths of
the dead.
All the factions in the game, with the exception of
Agmar, get various tweaks and upgardes. Men for example, get rohan
spearmen and mounted knights. Elves get noldorin warriors (the elven
warriors seen at the last alliance), Dwarves get prince Bard of Dale as a
new hero, so on and so forth. New berserker units are introduced in
this expansion, who are basically very powerful units that can cause a
lot of destruction to anything or anyone they come across. In a nice
touch however, each faction can have only a few of these units on the
field at any given time to help balance things out, so that Isengard
can't overrun the field with an army of uruk-hai death bringers (who are
armed with gigantic swords). My favorite tweaking is with mordor (who
now gets Gothmag the orc as a hero), where instead of individual nazgul,
you now get to control eight of them as a single unit, meaning that
there are eight black horsies and thier riders galloping across the
field (but I do wonder why you recruit the fearsome nine from the seige
works? That doesn't make much sense). Tolkien fans will also appreciate
how one of the nine is now named as Khamûl.
War of the ring, a
risk/boardgame style strategy game, gets various tweaks and upgrades
too. more territories have been added, meaning that players can finally
cover all of middle earth for the first time (with the exception of the
mysterious, cloud covered lands to the very far north and east, of which
we know nothing). Buildings, units, and heroes no longer take a few
turns to complete, all being finished in one turn, which is a very nice
touch. In addition, units can move across two friendly territories in
one turn (which, according to the game, allows you to re-create
Theoden's frantic charge towards Minas Tirith!), but in a minor gripe,
create-a-hero's cannot move as normal hero units, which is odd
considering that they are, you know, supposed to be heroes. They have to
be attatched to other heroes in order to invade new territories, which
is a gripe, as I'd like to see my hero forging out on his own, rather
then tagging along with other heroes. As a final note, the AI has gotten
tweaked as well, meaning that they will retreat when they cannot win a
battle (which saves a LOT of time during turns), and you can, at last,
keep all the units trained during the battles, and they no longer vanish
when you return to the world map. Overall, War of the ring is now
definitly nicer with these upgrades.
So what about the final
feature, create a hero? Sadly, this is a bit of a dissapointment.
Players are supposed to be given even more freedom in creating thier
hereos then ever before, but that is only true to a very slight degree.
You still get the same default, non-changable voices as before, you
can't alter faces, and there is only one real new category (a new type
of troll), but because I don't care for trolls, that does not affect me.
You do get a few new items and pieces of clothing, but it's usually
only two things per category. For example, the man of the west gets two
new helmets, two new shoulder pads, a new outfit (chain-mail), and a few
arm and leg pads, but that's it. No new swords, no new shields. Wizards
get two new staffs (Gandalf the white and Saruman's), a face with a
very long beard, and that's pretty much it. This pattern is repeated for
all the other hero categories. You get one or two new additions in some
of the apperance categories, but that's it. While I do appreciate the
ability to create a digital version of myself, the possibilities here
just seem, in concept, limitless. Why not add capes? Capes make people
look even more bad-a**. Why not add outfits from the common soliders
from each faction? Why not add spears? I know that a lot of people would
love the ability to modify and tweak body height, weight, and most of
all, faces. Seeing your actual face on a create a hero would be
absoloutly fantastic. In terms of modifications to hero options and
apperances, TLOTRTBFME2EPTROTWK is a sad dissapointment.
However,
there is one nifty feature that is nice. The powers system in create a
hero has been adjusted so that the cost of your hero in skirmish and war
of the ring is relevant to the hero's powers and abilities. Previously,
every hero, no matter how powerful or weak they were, cost only 2000
resources. Here, the cost of your hero depends on the skills he (or she,
or it) posesses. For example, you can create a man of the west hero who
can ride a horse and has a leadership ability, but nothing else. With
those two skills, he costs only about 800 resources, meaning that you
can bring him into play very early. If you make him very heavily armored
and powerful (in terms of stats), this can very very useful. You could
also create a very powerful wizard armed with sonic blast, fireball,
lighting, teleportation, and the awe-inspiring word of power shockwave,
but doing so will make him cost a whopping 5000 resources. I like this
idea, as it makes you seriously think about how your hero is powered.
Will you create a early game hero, or one who comes into play late to
wipe the enemy out? Overall, this is an upgrade that gets a solid thumbs
up from me.
So, in the end, we come to the big question. Should
you buy this game? I think it really depends on if you're a lord of the
rings fan, and if you don't mind spending a good amount of money (I
payed thirty dollars) for a good amount of new features. Overall for me,
the new campgain is a hard dissapointment (I have no plans to ever play
it again), the skirmish mode is as fun as ever, War of the ring has
been nicely upgraded, and there is a clever price system for create a
hero, but with dissapointingly few updates to apperance options. If
you're a die hard lord of the rings fan as I am, then you can probably
overlook the flaws and have a good time. But if you're only a casual fan
who does not have the patientce to slug through a very hard campaign
(well, very hard in my opinion) with the same, modified game as before,
you're probably better off not buying this.
In conclusion, if
you're a big fan of this literary saga and of this game franchise in
general, and you have a high tolerance level for frustation, I would say
you'd probably enjoy this. It's still fun to wreak havoc in skirmish,
watch the new, three story tall wolf (avaliable only to Agmar) dash
across the battlefield, and generally have fun with the mythology of
this fictional world. Oh yeah, and controlling Sauron himself NEVER gets
old. EA has created another very pretty (the graphics are GORGEOUS),
very good sounding, somewhat frustrating game that, despite it's major
flaw of difficulty, still has great fun buried beneath it.
Good expansion for a classic game
This is an expansion pack
that does what all expansions should do: it improves upon the original
game and adds new content. While RotWK does not revolutionize the basic
gameplay of BFME2, it is a worthwhile addition.
Gameplay: The
expansion simply adds more to the intense, visually stunning RTS that is
BFME2. The single-player campaign introduces the story of the
Witch-king's rise to power and allows you to play the bad guys, which is
fun in this instance. There are 8 mission, plus an epilogue that allows
you to play the kingdom of Arnor (a carbon copy of Men of the West).
The campaign, at least on normal difficulty, can be quite hard in
places, and you might be surprised to find yourself repeating a few of
the missions. Overall, it is an adequate diversion, which will take
about 5-6 hours to complete.
The create-a-hero system is much
improved. Now, you can create your own in-game avatar using a
power-purchasing system that makes sense and will allow for some
diversity in the game. You can make a "cheap" hero, who can be afforded
during the early game, or make an expensive one that will almost rival
Sauron. A few new powers have been added, along with a troll class and
some more clothing/armor options. Truthfully, the new power-purchasing
system should have been added with a patch, so that people with the
original game could receive this fix. In any event, the new system here
is much welcomed and makes player-made heroes more balanced and
interesting.
The best improvement of the original gameplay comes
with the changes to the War of the Ring (WotR) mode. Now, the armies
that you create in the RTS skirmishes carry over to the strategic map
and can be moved around with your 4 heroes. There is an upkeep cost that
keeps this army persistence feature from getting out of hand. Also, you
can build more things from the strategic map, such as siege maps and
unit upgrades. Finally, the AI plays a bit smarter. For example, it will
retreat when it is losing a fight. Also, AI opponents put up a better
fight than before and will build walls occasionally. The WotR mode also
has about 10 new territories added to it.
The major addition to
the game is the new Angmar faction, led by the Witch-king. It is a
mixture of fallen men, trolls, and sorcerers. It's distinctive enough to
be truly considered a separate race. The most fun unit is the
thrallmaster, who can summon a squad of units on the fly to fit most any
situation. The sorcerers are interesting too, but fragile and require
some close micromanagement. Angmar's heroes are decent, with the
Witch-king and Rogash (a powerful troll) being the best ones. Each of
the existing races get a couple new units, including an elite
"mini-hero" horde, which is not always worth the high cost (compared to
just recruiting a new hero from the fortress).
Graphics:
Basically the same as BFME2, which is to say that they are quite good.
On a good computer, you'll be able to enjoy some beautiful textures,
convincing unit animations, weather effects, and other nice graphics.
Sound:
The music is based on the movie soundtrack, which is great. Voice
acting is pretty decent. As with BFME2, the ambient sounds, unit
acknowledgements, and combat audio are well done.
Stability/technical
issues: The game has been quite stable on my machine. I used to get a
crash or two on the WotR strategic map, but no more. The manual does a
decent job explaining the new faction and improvements to gameplay.
Replayability/Value:
With the improved create-a-hero system, more persistent armies in the
War of the Ring Mode, new units for existing races, and the new Angmar
faction, this expansion gives the original game even more longevity. The
single-player campaign, though a challenge, is largely forgettable.
However, it's the skirmishes and the WotR strategic game (finally
fixed!) that will keep you coming back to this great game.
Astonishing level of detail given to terrain, story
line, and characters makes this game a winner
The level of detail that went
into the planning of this game is extraordinary.
I haven't
played the War of the Ring, so can't comment on that. Frankly, for *me*,
it's too massive and time consuming, and I just don't have the
requisite time/energy/desire to take it on. But anyone can see from the
reviews posted here that it's a remarkable feature of the game. (Which
just makes the game seem that much more incredible to me.)
What I
can comment on is the Campaign, and the Skirmishes, and how true to
Tolkien's Middle-earth the game is.
The Campaign is that of the
Witch-King's successful attempt to destroy the realm of Andor, a
northern kingdom in Middle-earth. One of the lead reviews posted here
mentioned that even on the "easy" setting, the Campaign was extremely
difficult. I'd have to agree with that. I slowly made it through on the
easy setting, and I won't be going back for more. It was interesting,
but not quite interesting enough to do what I would think of as
torture--try and try again to beat a game that will always beat me.
The
Campaign is interesting in that it presents a new faction: Angmar, and
the Witch-King is a major character in many of the tasks that comprise
the Campaign, although he seems to be (in the Campaign and the
Skirmishes) a bit on the weak side. More so as a hero in Mordor, where
he rides the winged beast (he has the option of dismounting), than in
Angmar, where he sits a horse. All of the new additions are carefully
thought out, and while they all don't follow the canon of LOTR, the
direction of the Witch-King's assault on the kingdom of Andor does, and
that in itself is impressive. In the Angmar faction, the "heroes" are
not canon, with the Witch-king's notable exception. The others have
clever backgrounds, that do reflect canon, but they're
fictional-fictional creations.
One, Morgomir, is said to be one
of The Nine (he's not), and when using him as a hero, he is, at times,
much more effective than the Witch-king himself, with "powers" that have
a more direct impact on the game. That's mostly true if you're playing
against the computer, but if you're playing against another person, who
would ostensibly know how better to deploy heroes (i.e., send them out
with troops, have them fight alongside troops, and try to stay alive to
level up and reap the benefits of higher-level powers, as opposed to
acting like kamikazes), then the Witch-king's major power, a resetting
of all heroes special powers to "used", is actually a major power.
Along
with Angmar come new troops: Thrall Masters, Black Numenoreans, Dark
Rangers (who fire bolts of ice, rather than silverthorn or fire), Dire
Wolves, Snow Trolls, Hill Trolls, Seige Engine, and, the newest
introduction to the entire BME universe, Sorcerers who, if used
correctly, can be devastating.
Also, the walls that Angmar builds
are strong. They can be upgraded with "ice", and once done are very
difficult to knock down.
All of the other factions received
upgrades/changes; most importantly, they each received elite infantry
units, with limits to the number you can have on the field. For the
Elves, there are Noldor Warriors. You can have three units on the field
at a time. They come fully upgraded with banners (though one isn't
visible), silverthorn arrows, and armor. They can also switch to fight
with swords at close range. Used correctly, and leveled up, they are a
mighty force.
The Men of the West get Knights of Dol Amroth. Only
three units can be on the field at a time, and if you pair them with
other units on horseback, and, say, Eomer as a hero, once the knights
level up appropriately, they lend extra experience to surrounding troops
and can make for daunting cavalry.
Dwarves get Zealots. I
haven't played the Dwarves, so can't comment on them.
Isengard
gets Uruk Deathbringers. Played correctly, they are fearsome.
Mordor
gets The Black Riders. Only one Black Rider at a time may be in play.
In reality, it's six horsed men in black--the Nazgul--and again, they
become more and more terrible as they level up.
Goblins get Fire
Drake Brood. Only two may be on a field at a time, which amounts to 6
individual fire drakes. Like others, they are more effective as they
level up, but are too easily dispatched. Best to pair them with a
summoned Fire Drake from the Goblin fortress.
There are other
additions and changes to units and buildings, but that's a long enough
list.
In the first Battle for Middle Earth, the Campaign was much
more exciting, as it followed the story of The Lord of the Rings
reasonably well--it certainly followed the movie. The skirmishes were
less exciting, as the terrain didn't change much from one place to
another, with minor exceptions, and that's where BME2 and BME2RWK really
shine.
Just as in writing, it's all in the details.
When
you skirmish in Lorien, the colors of the forest are gorgeous and
alluring, as in the Shire and Rivendell. The maps, and the lands
portrayed within the maps, are much so more detailed than those in BME1,
and your ability to customize the terrain to your liking (choosing
where to build structures, how many you want to build) is greatly
improved.
Good is represented by Dwarves, Elves, and Men. All
have their good and bad points. With the elves, you can upgrade to
"silverthorn" arrows, and once you have an armored group of archers with
silverthorn arrows, the game turns in your favor pretty quickly. Elves
are the premier archers of the game. They have three different types.
Lorien archers, Mirkwood archers, and Noldor warriors. The more elite
the archer unit, the further back the archers need to be to hit their
targets. (Compare this with goblin archers who seem to need to run up to
the enemy and French kiss them before firing.) With elves, if you
develop your archers quickly, get them the silverthorn upgrade as soon
as possible, and purchase Haldir as a hero, pretty soon you'll be ruling
the battlefield. The drawback to the elves is that it's difficult to
raise resources. Other factions have ways to generate extra resources.
Mordor and Isengard have lumber mills in addition to their main resource
generator, and Isengard has a power that, when selected, allows you to
raise the output of a slaughterhouse by 300% for the duration of the
game. Add that to the lumber mills, and you're raising money quickly.
But
the bad guys need the extra resources, because they can't heal. Their
bannered units don't replenish as quickly as the good guy's bannered
units do, and there's nowhere for them to go (no Mirror of Galadriel, or
Well of Healing) to quicken their healing. If you're playing the evil
side, and find yourself run over by a bunch of horsed lancers, your
forces take a serious hit. The harder the game selection, the more
forces will be thrown at you, so you don't have idle time to wait for
your troops to heal. You need to create new troops, purchase new
banners, armor, arrows or weapons, etc.
Evil is represented by
Isengard, Goblins, Mordor, and Angmar. If you play the Goblins, watch
when you build a tunnel--you'll see two goblins kind of playing catch,
although they're supposed to be working. One is throwing rocks out from
inside the tunnel, the one on the outside is catching them. When the
goblin on the outside loses track of what he's doing, the one from the
inside comes up, smacks him on the head, and they resume their tasks of
throwing and catching rocks. Like I said--details.
If you capture
the ring, you get to call out Sauron himself. He's pricey--10,000--but
has an insane amount of health, 15,000, and must be wearing armor that's
stronger than mithril. He's nearly impossible to hurt if he's being
utilized correctly, and if you're playing an evil group and get the
ring, make sure you bring Sauron out. He is the one character in the
game--the only one--who can change the tide of a battle. I was playing
level 1 Goblins against level 4 elves, and while not being soundly
trounced, I was definitely losing. That is, until I captured the ring.
As soon as Sauron came out, the tide shifted, and I won. He's not
terribly quick on his feet, or speedy with his mace, but once that mace
connects to anything, watch out. He can cause whole battalions to become
airborne.
Compare that to calling out Galadriel, who is the hero
that the forces of good can call upon when they've captured the ring.
Her health is 5,000. You can custom-make heroes that have more health
than Galadriel. She's not a game changer. She has some cool
powers--fear, and a wicked tornado that picks up virtually everything,
and that, when positioned over an enemy's fortress can cause severe
damage--but the way they've drawn her character she looks more like
Stevie Nicks throwing karate kicks than the Queen of the Elves.
My
only real beef with this game is that patches to the original version
weakened some heroes. Gandalf, for instance, wouldn't stand much of a
chance against the Black Riders of Mordor, and we know from the books
that he's more than a challenge for any of them. He also can't stand up
to the Witch-king, which is absurd. (If all you know is the movie, what
happens between Gandalf and the Witch-king in Gondor in the Extended
Version of ROTK could not possibly have happened.) Gandalf is better
matched against the Balrog that the evil forces can call upon, but even
the Balrog is weaker than it should be. Remember: Gandalf, the Balrog,
Saruman, and Sauron all share a similar origin. They are all Maia,
essentially angels (or fallen angels). No man should be able to
withstand Gandalf's wrath, especially when he returns as Gandalf the
White. Yet many can.
Still, that's not much of a beef.
When
playing equal sides, level 1 Goblins against level 1 elves, it's
usually a cake walk for the goblins, with me playing the goblins and the
computer playing the elves, for example. It's not quite so easy playing
it the other way, playing the good guys. But that's fine--that's canon.
Evil was stronger than good, and the "forces of good" really had to dig
down deep to pull out a victory.
All in all, a terrific game.
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