The Lord of the Rings, The Battle for Middle-earth II
Review by KJX
"Yes, it's better... MUCH better... yet if only..."
In 2004, The Lord of the Rings: The Battle for Middle Earth caused a large increase of appeal in fantasy Real-Time Strategies- or at least, an increase in appeal into TLOTR franchise through New Line Cinema. Backed with good graphics, interesting gameplay and voice talents from the movie, it was given solid reviews from many gaming magazines.
So given that BFME2 is a sequel, you would expect that a large number of things have stayed the same, while a few things have been expanded upon, and some things are almost entirely new. It is very safe the say that if you paid $50 bucks for this game, you will not be disappointed. Not much, anyways.
Graphics: (10/10) The graphics from this game are pretty much the same as they were in the previous game- however, this can only be a good thing, as the graphics were approved by many. Of course, as a sequel, there are a few new effects for attacks, powers and so forth. As the game utilizes several new factions, designs for their buildings and unit types had to be innovative, and I'm happy to say that their improvisations are top-notch and passable. As far as the terrain, rather than just grasslands and savannah, a whole score of new terrain is available and looks gorgeous, especially when coupled with the lighting and shading effects upon buildings and units AND terrain. And finally, one thing mentioned on the DVD (only available to those purchasing the Collector's Edition), you know the graphics are awesome when you go nuts over the look of the water- why there is much of it shall be explained next in...
Gameplay: (9/10) The gameplay does not disappoint. There are new units and factions, of course. The armies of Rohan and Gondor merge into the Men of the West, which is primarily Gondorian with Rohirrim calvary as an impressively versatile unit. Elves now have their own faction as long range defenders and stealth units, whom also do well in close combat, and have Ents as Artillery units. Dwarves make their first appearance as an army, allied with the Men of Dale, and put their axes into the fray with high endurance, powerful siege weapons, and resource gathering mines that can transport them from one mine to another under their control. Goblins shift from a computer-controlled hazard in the game to a fully fledge army, using sheer numbers to overwhelm, large monsters to lay waste to buildings, and the infantry's ability to scale over walls. Isengard and Mordor also reappear in the game, with Mordor having access to the Corsairs of Umbar and more variety in their Rhun warriors and Haradrim, and Isengard still has its impressive array of siege weapons and powerful warriors, which now include the Wild Men of Dunland.
New naval units are now added into the game, although these units will see little time overall. They make a worthy addition on maps that are waterlogged, and add slight depth in strategy by making transportation options over sea available, but overall, they are just a few new units, really nothing more- although the artillery ships have an impressive range.
Balance wise, this game is very well done, and the newer features, such as shifting positions from attack to defense, to being able to have your forces get into formation, are implemented perfectly into the game. The resource change, which converted from having set points to build buildings, have now been replaced with placing those buildings at points a distance from each other to achieve maximum gathering. While this may be disappointing to some, it should be noted that doing this is not as difficult as it seems, and more often than not, you will find yourself building resource buildings more to expand you reinforcement count rather than your resources. It also adds a new element in strategy by forcing you to consider where your buildings should be. Added in also are defensive buildings such as archery towers which can now be used to garrison troops within to increase firepower, balancing out the resource change.
There are a few qualms, though. Walls can now be built, allowing one to construct archer towers upon them as well as catapults, and most fortresses also have upgrades which increase the wall's defense. The problem lies in the overall stability in those walls. I noticed more than a few times that the walls seemed rather easy to destroy- a couple of pokes from a Mumakil doesn't seem to be realistic and even infantry units can demolish walls with relative ease.
The Hero units that were added increase the depth even more, as now they are not free to build- they now take up space in the army. Their abilities more than make up for this, of course, and a few new abilities from those new units allow the game to stand up to it's glory as a good sequel.
And of course, I cannot forget the Create-A-Hero mode. There are incredibly bad things about this mode, one of the primary reasons I gave the game a 9 rather than a 10, and incredibly good things about the mode, the reason it didn't go lower than 9. The create-a-hero mode was quoted to allow you to create a hero "from scratch". Unfortunately, the depth of the mode only extends to changing your colors and armor and your powers- you cannot change your hero's hairstyle or hair color, face, or height, making that aspect of the mode seem more than a little disappointing. It is in the powers you choose for that character that adds more interest, as there is a wide variety for each race and subclass. This is one of the saving graces- the other lies in that the hero's statistics are recorded each time you use them, and awards are granted when you complete certain requirements, like killing 1,000 of a type of unit- like killing 1,000 goblins will earn you the Goblinslayer title, or completing a War of the Ring campaign will net you the Legend of Middle Earth title.
Speaking of which, War of the Ring is also a new addition to the game, as pseudo-board game in which you control 3 armies which allow you to capture territories, while maintaining the territories under your control with defensive armies. This isn't without a few of its flaws, of course- leaving a territory undefended and having an enemy move into that space results in the enemy taking control of it without a struggle, and only territories with defensive armies, attacking armies or Fortresses are able to have the chance to defend their territory. But once it is gotten into, it becomes more interesting as you gain the hang of it- and your created Hero can also participate.
The Single-Player campaign, when compared to the first BFME, is very short- however, it does shed some light on the little-known War in the North, which is only hinted at by Legolas in the extended edition of The Return of the King. In addition, Hugo Weaving (the actor behind Elrond, better known as Agent Smith) does the narration, and the cut scenes are done very well- it is also sports very original artwork.
And finally, it would not be BFME, or even Lord of the Rings, if the One Ring were not involved. In Skirmishes or Multiplayer with the One Ring option selected, Gollum will traverse the map, switching on and off from being stealth and so forth, until someone slays him and takes the ring- at this point, the player can summon the Dark Lord Sauron, or Galadriel, powerful units that can swing the tide in the Ringbearer's favor.
Sound/Music: (9/10) The music behind the game includes familiar pieces by Howard Shore, as well as new pieces made specifically for the game, most of which are riveting, and which change with the mood. For example, upon attacking a fortress or base structures with a good chance of success, heroic music will begin to play, most of which can raise your adrenaline if you're a fan of Howard Shore's music. The sound is also done incredibly well, and options for high-quality sound are available- the ambience of the environment is done well, and the sounds of clashing metal and whistling arrows add into the game, increasing its appeal and excitement.
Control: (10/10) The game is fairly easy to get into, even if you haven't played before. The game includes a basic and advanced tutorial to aid new players. Hotkeys are also available to those who enjoy using them, and like most RTS's, they sport creatable hotkeys using ctrl +(number). The camera options are easy to use and manipulate.
Overall: (9/10) This game was reaching for a lot of places, and it is to be commended for doing as much as it did. It keeps the spirit of the previous game while adding in a number of new elements, and while not all of them are done right, or seem incomplete, one could say that the game needs only a little polish to be complete. All the same, it is a very good game from the moment you begin to play it- from the stunning introduction sequence, to the menu, to the actual gameplay, the only thing one might desire more is the One Ring itself.
Reviewer's Score: 9/10, Originally Posted: 03/10/06
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