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The Lord of the Rings: The Battle for Middle Earth II - Rise of the Witch King *gasp*Score: 7.0 / 10
The last expansion pack I played for an RTS game was the Dark Crusade expansion for the Warhammer 40K series, Dawn of War. Having now played this game on the heels of that stellar expansion pack, I can once again appreciate really what Dark Crusade brought to the table. This doesn't mean that Rise of the Witch King is bad; it just means that it doesn't exceed the standards of what most PC gamers will expect from an expansion pack. This isn't necessarily a bad thing, as long as the game does what would normally be expected of it. In this case, that would mean, providing additional content and to do so in a manner that would be acceptable to fans of the original game.
Rise
of the Witch King isn't a reason for gamers who passed on |
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they
always are in the same, or race equivalent buildings as other
factions in the game. In an age where other RTS games offer truly
unique factions in a game, the old formula of mirroring another race
and changing the skins on those units is dated. While not on that
level of disappointment, it is without question an aspect of the
game that is a letdown. The single player campaign is fairly challenging, if in a |
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somewhat tedious manner. I played the campaign on the easy mode, and I still found myself getting into a jam on occasion, as the AI controlled factions would send wave after wave of enemy units to raid my base. By repeating a simple strategy of holding raiding parties away from my base by besieging the opponent base, and then sending siege artillery to take down the enemies buildings, I was able to these missions. Of particular note, in relation to this strategy is the imbalance of power afforded to the siege units. This imbalance ultimately undermines any kind of success through different strategies and takes this element of achievement out of the game as management of your faction's development becomes singular in nature. This problem is further compounded by the fact that completing missions can take quite a while as the process of having your forces destroyed, holding off the enemy, rebuilding your forces, then attacking the enemy is repeated over and over. Repeating the same strategy in different missions, was not that much fun just as repeating the same strategy within the mission over and over was not that fun.
The
unit AI also seemed to have some problems with attacking when
attacked and in attacking successfully when in a large group. There
were many cases where I found that units would just stand there and
take arrow hits all day without attempting to fight back. Also,
there would be other times when I would send a large force to
decimate a smaller, weaker force of enemy units and only one group
of units would actually be attacking that force, while the other
groups of units would just crowd around behind the attacking group
and try to find a way to the enemy. In other cases, I found that I
could rain down artillery fire on enemy buildings with enemy troops
standing right next to said buildings just watching as their
buildings were reduced to rubble. In yet other cases I found enemy
units that would simply stand next to my unguarded mills without
attacking them. The additions of new units will be great for those playing multiplayer as it will add some level of freshness to the game. The new heroes and units for each faction will no doubt bring a little bit more staying power to the online community playing this game. These will also add something to those that wish to play through the newly expanded War of the Ring mode again.
For
those gamers that were fans of the original from a single player
aspect, Rise of the Witch King doesn't really add that much more
such it should grab your attention. For die-hard Lord of the Rings
fans, the minimal content additions will likely be enough, just for
the chance to play through a single player campaign as the Witch
King. However for the remaining, casual Lord of the Rings fans, and
those uninitiated to the
- Mark Leung (February 2, 2007)
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