The Lord of the Rings: The Battle for Middle Earth II

The Lord of the Rings: The Battle for Middle Earth was very well received by series fans and real-time strategy gamers and is arguably the best RTS representation of the Lord of the Rings trilogy yet produced.  When Electronic Arts announced the upcoming release of The Lord of the Rings: The Battle for Middle Earth II fans were energized not so much with the prospect of new campaign content by with a newer and more expanded chance to enjoy the Lord of the Rings mythology.  Its release in 2006 garnered a great deal of praise and sold very well but its failure to continue the Battle for Middle Earth series hints at some unfortunate shortcomings in the design.
Battle for Middle Earth II changed a great deal of the gameplay mechanics that its predecessor introduced.  Bases are no longer static locations but are now made up of individual buildings constructed by workers.  Base size was also indeterminate as resource buildings need a certain amount of free space around them to generate resources efficiently.  A central fortress building constructs workers, trains heroes, and functions as a command center for the player.
Unit production and composition also received an overhaul.  Buildings still need to reach higher levels to produce more advanced units but instead of leveling as units are produced the player must purchase building tier upgrades.  The units themselves increase in squad size with most units now holding ten units and some evil faction squads holding twenty.
There are six factions in BFME II but only two from the first title make an unaltered appearance.  The forces of Good have been merged into the Men of the West, essentially the Gondor faction with Rohan cavalry.  Elves and Dwarves round out the forces of good and are ranged against Isengard, Mordor, and the new Goblin faction.  Each faction features its own unit and building roster and many of the heroes from the previous game have been divided up among their respective races; new heroes were also introduced to round out the new factions.
The single player elements include good and evil campaigns, a War of the Ring mode, and of course skirmish mode.  The campaigns focus on each side’s perspective of the War in the North, a parallel conflict to the battles in the south during the War of the Ring that were mentioned but not covered in J.R.R. Tolkien’s books.  Some battles like Mordor’s attack on Dale and Erebor come from the original work while other missions like the goblin attack on the Grey Havens were developed specifically for the game.
The War of the Ring mode is perhaps BFME II’s most intriguing feature.  The entirety of Middle Earth is divided into a regional world map similar to the mission map from the first game.  Players take on the role of one of the six factions in a battle for supremacy over all of Middle Earth against other factions, which can be of any race regardless of alignment.  Two regional buildings can be constructed in each region and are also present in real time battles that take place in the region. For example the Fortress forces a battle whenever the territory is invaded when normally only strongholds like Helm’s Deep or Minas Tirith provoke a confrontation with invading armies.
Each faction has three armies, led by the faction’s three main heroes, that can move one region per turn and re-spawn in the player’s home territory if defeated.  Other armies without a leader can be raised by regional production buildings for defense or reinforcement but cannot invade hostile territories.  Resource buildings on the global map generate resources that are used to purchase buildings in other regions or train units for armies.  A global population cap limits the number of units on the regional map.  Armies always gain a worker unit when engaged in real time combat and can produce any unit or building during the battle regardless of the units the army actually contains.
Another innovation that generated a lot of excitement was the hero creator system.  Utilizing several templates for appearance, race, faction, and class players could create heroes that would utilize certain abilities of various tiers and take on roles similar to those filled by the standard faction heroes.  These created heroes could not be used in the campaign but were available in skirmish, War of the Ring, and multiplayer.  During creation the players adjusted bars that related to stats like health, damage, and special abilities to determine the focus and balance of the hero.  In general these created heroes were not especially comparable to faction heroes but still provided very unique flavor.
These changes made BFME II its own fully enclosed game and EA did a very fine job balancing the different races (except the Elves whose unbalanced archer upgrades had to be fixed through patches).  That is both a strength and a weakness of the game as players who enjoyed the first Battle for Middle Earth because of its gameplay will find little to endear them to the sequel.  At the same time many of the mechanics EA introduced would not have functioned properly in the first game’s style.
In fact that is possibly BFME II’s greatest failing.  Any attempt it made to directly improve upon the original was a failure.  EA advertised larger units and bigger battles and, while squads were bigger, population readjustment ensured that there actually wasn’t a difference in models or numbers of units on the field.  Dynamic base building and the standardization of lower tier unit rosters (every faction has an infantry, archer, pikeman, and cavalry unit) caused the factions to lose a great deal of their unique flavor and feel.  Special powers, which increased in number dramatically in BFME II, also become standardized even at higher tiers among the factions causing a lockstep of strategies regardless of which faction was played.
The campaign also failed to deliver the same feel of epic struggle that the first game provided.  Most of the missions play like the great siege battles from the first Battle for Middle Earth but lack a sense of scale and also restrict gameplay due to map and objective limitations preventing players from exploring the races and mechanics they are using.  Special powers also fell flat as the players are mechanically prevented from generating enough power points to unlock the full tree of powers available and if they finish the missions too quickly may not unlock higher tier powers at all.
The War of the Ring goes a long way to redressing these issues through increased re-playability and greater freedom for the player, but brings its own shortcomings as well.  Movement is far too limited in relation to the player’s ability to defend home territories.  Armies move too slowly and marauding enemies can conquer any region that lacks an army or defending fortress with impunity.  Also aside from annoying and petty tactics the AI is for the most part incompetent, attacking the same territories repeatedly and following little rhyme or reason in its utilization of units and heroes.
By itself BFME II is a decent game with numerous options to explore and a great deal of good old fashioned RTS combat to enjoy.  At higher tiers factions gain a great deal of unique abilities and high level battles can be very entertaining.  The hero creation system is nothing like an RPG but is a fun way to mix up traditional skirmish battles.  Yet anytime BFME II tries to assert itself into the Battle for Middle Earth series as a sequel or improvement it fails to measure up to expectations in almost every way.  Another major point that does little to affect gameplay but is worth mentioning on behalf of Lord of the Rings franchise fans is that the units and heroes EA made up to fill in racial gaps feel downright alien.  They are balanced and they can be fun but in no way would they ever feel natural in the original trilogy’s books or films.
Fans of Lord of the Rings will have to temper their genre love with appreciation for innovation to enjoy this game, but there is still a lot of Middle Earth to experience with the new single player modes.  Most RTS fans will at least find BFME II a familiar addition to the genre and a far better title than many modern RTS games.  Hard core gamers are ironically the most likely to enjoy BFME II as its gameplay panders to fast battles and micro-management.  In all situations the game would be welcome in any RTS library but probably shouldn’t be purchased outside of a sale.


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The Lord of the Rings: The Battle for Middle Earth

Its inevitable that successful book, and to a greater degree film, franchise will spawn numerous titles in different media.  The Lord of the Rings: The Battle for Middle Earth is not Electronic Arts’ first foray into J.R.R. Tokien’s Middle Earth but is certainly EA’s best.  Following on the heels of Liquid Entertainment’s and Sierra Entertainment’s The Lord of the Rings: War of the Ring, The Battle for Middle Earth is the second real time strategy game to be set on Middle Earth during the War of the Ring and events of the Lord of the Rings trilogy.  Unlike many previous game titles The Battle for Middle Earth is based exclusively off the interpretation of Peter Jackson’s Lord of the Rings film trilogy.
The Battle for Middle Earth takes a new approach to RTS play.  Bases are now constructed from pre-located build slots in circular base layouts of varying sizes, each categorized by the number of building slots it provides (i.e. a stronghold provides six build slots while a citadel provides eight).  Units are unlocked as their production centers level up through increased use.  Most troop units come in groups, with five being standard for cavalry and human units while ten is more common for orcs.  Upgrades are applied to each individual unit for a price and remain fixed, even if the unit suffers losses.  Special powers, familiar to players of EA’s Command & Conquer Generals, make a comeback as special or passive abilities acquired by purchasing them from a tree that unlocks more options as the player purchases more powers.  Power points are acquired through destroying enemy units and structures.
The power trees are divided between good and evil teams.  In the campaign these are shared by the two factions that make up each team, but the trees are split in multiplayer with the factions sharing some powers but keeping others for themselves.  The four playable factions are the great participants in the War of the Ring: Gondor, Isengard, Mordor, and Rohan.  Good and Evil aligned factions share similar traits, for example only Good aligned factions can build walls and only Evil aligned factions have powers that boost their economic ability.  In keeping with the thematic presentations of the films each faction features its own artistic style and for the most part possess unique unit and building trees.  The designs are very flavorful and surprisingly well balanced.  Some factions lack the diverse build options of others (Isengard is pretty one-dimensional and Rohan can only choose from six units) but their unique designs leave few holes for enemy teams to exploit.
The heroes of Middle Earth make an appearance as well.  Seven of the Fellowship can be trained between Gondor and Rohan (only Sam and Frodo are restricted to the campaign), and these are supplemented by the royals of Rohan and Boromir’s brother Faramir.  Heroes are a lacking aspect for the Evil team, with Isengard offering two and Mordor deploying three aerial Nazgul.  These are powerful heroes, but far less flashy and unique than their good counterparts.  This is not a design error so much as a thematic choice; the Evil factions are able to field a far greater amount of troops and unit types than the Good factions, making the heroes more of a counterweight than an exploitation.
The story for the Battle for Middle Earth’s campaign is the story of the Lord of the Rings, primarily as told by Peter Jackson’s film trilogy.  Players can come to this game and reasonably expect its story to be entertaining.  Even knowing the ending is no spoiler since the outcome hinges on the player’s success in scripted mission such as the Siege of Minas Tirith or Sam’s liberation of Frodo at Cirith Ungol.  While the game’s cinematic openings may promise a grander scale than the mission’s scripting and capacity can actually deliver players trekking through the Good campaign can expect massive battles and sieges where their hero units can shine against overwhelming numbers of orcs, Uruk-hai, and trolls.  The Evil campaign is even more exciting to experience as the player challenges the established outcomes of the trilogy.  EA admittedly had to take some creative licensing with missions like Mordor’s subjugation of Harad or Isengard’s assault on Edoras, but since the Evil campaign boils down to the forces of darkness winning the War of the Ring scenarios like these are logical conclusions.
All of the fantastic elements of Middle Earth make an appearance including Ents, giant eagles, the Army of the Dead, and even the Balrog.  Battles between scripted missions generally play like skirmish battles which can lead to some repetitive experiences depending on how long the player wants to continue the campaign (the player can finish the campaign before all of Middle Earth is conquered).  However each mission has a minor bonus objective unique to that region; they don’t need to be completed to win the region but completing the objective eases the player’s fight against their opponent.  Once the player finishes a capstone scripted mission (Minas Tirith for Good and Osgiliath for Evil) towards the later half of the campaign all of southern Middle Earth is available for conquest by any of the armies the player previously used in earlier missions.
For its time Battle for Middle Earth was a graphically advanced game.  There are few flashy explosions but the minutiae of the game is very well detailed.  This does the story of the War of the Ring the service its due, but can lead to massive performance issues on a machine which runs closer to the minimum system requirements.  Little of the gameplay experience is lost on lower graphics settings, but having to play in fear of a game ending crash is a worry that can always be done away with.  As with most EA RTS games the multiplayer connection can be finicky during launch; dropping players for no apparent reason.  Thankfully this is not a crippling side effect; it has no long lasting effects and is a fairly rare occurrence.
Playing through the campaigns for the Good and Evil teams pretty much encompasses the full single player experience.  Eighteen scripted missions and over thirty regions to conquer make for hours upon hours of gameplay.  Each faction’s full tech tree is available as the campaign progresses, with the power point special powers taking the longest to unlock.  Available skirmish maps include all of the non-scripted missions (sadly, the Siege of Minas Tirith can only be replayed through saves and new campaigns).  Supporting two to eight players with several different types player setups (some regions only have outposts for starting locations where others offer citadels).
The game’s AI is competent but not spectacular.  It follows logical paths for the deployment of infantry, cavalry, siege units and such.  However its use of powers is quite predictable and on anything below the hardest difficulty the AI’s penchant for expansion is little to none.  As a flip side however this one of the few EA RTS games were the learning curve is more stable.  Casual players may find even the normal AI to pose little challenge but the more relaxed pace allows players to level their heroes and unlock powers before the end game.
The Lord of the Rings: The Battle for Middle Earth is by far the most flavorful and thematic Lord of the Rings RTS to date with immaculate attention to detail and a very immersive and entertaining single player campaign.  Fans of the trilogy, especially the movies, will enjoy the movie references and familiar scenes.  RTS gamers may find the unique game elements confusing and perhaps boring, but like any good RTS game the heart of the experience is combat and here Battle for Middle Earth does not disappoint.  For whatever reason the Battle for Middle Earth is not available for online download through any store; but even at full price this game is worth the purchase for any player, casual or skilled, who wants to run the battles of the War of the Ring.
 


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