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Lord of the Rings: Battle for Middle Earth IIScore: 7.5 / 10
It's
always difficult to judge a game when I'm currently playing something
else that just blows away what's being reviewed. In this case, a game
from a different genre still blows anything away about Lord
of the Rings: The
The
game offers a campaign of missions for both the forces of good and the
forces of evil. There is also a turn based game named War of the Ring
where players can attempt to complete a variety of objectives in a turn
based game. When there is a confrontation, gamers can choose to resolve
the battle by actually playing the battle out in real time or they can
allow the game to auto resolve the battle. Finally, there is the
requisite multiplayer option. The
gameplay is standard fare in the realm of RTS games. The game follows
the trend of streamlining resource collection by automating the process.
Builder units only build structures that generate resources; they do not
actually gather resources as resources are automatically generated by
the resource generating structures themselves. The structures that
generate resources, such as slaughterhouses and Malorn trees, operate on
a percentage of efficiency. This means that depending on where the
structure is built, it will operate at a certain level of efficiency.
Efficiency depends on what is in a Malorn Tree or a
Slaughterhouse's surrounding area. If there are mountains or rivers in
the area around that building, its efficiency will drop. The balance of
resource generation to overall force strength is good as resources are
generated quickly enough such that you are never waiting for them, but
at the same time you are forced to budget what you have. This
streamlining of resource gathering allows players to focus on the battle
aspects of the game, and focus they will have to. The battles in BFME2 are wondrous to behold. In this regard the visuals are absolutely superb. It's just too bad that to actually get to a battle and have some moderate chance of being victorious in that battle requires some micromanagement that could have been avoided. Units have a general disposition in the game and can be set to a neutral, aggressive or defensive stance. Each stance dictates whether that unit will chase and attack enemy units proactively or reactively. The problem that I found was that many times, the units I had set to a neutral stance wouldn't |
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even attack enemy units when they were being attacked. Also, when close to enemy units, if the enemy was not attacking, my units would not attack either. This would be problematic when I had to leave a battle where I had left troops to raze an enemy village for a moment for some minor base building maintenance. Upon returning, I would often find that my troops had ceased attacking buildings and were just waiting for the enemy to create more troops in their barracks. |
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Each
type of unit has a strength against another type of unit and a weakness
against another type of unit. While this is fine from a design
standpoint, I wished it was possible as in other games, to set a default
disposition as to the units attack type. This would reduce some of the
frustration of creating an attack force that would in the end be crushed
in its attack because the units attacked the wrong unit types. A similar
type of micromanagement could have been avoided in the method in which
upgrades are purchased. Unit upgrades are at first purchased through the
research at buildings. They then must be purchased for each individual
unit that is created. This may have been a design decision to force
players to budget their resources wisely, however it leads to quite a
bit of micromanagement. It would have been nice to be able to set a
default option that would allow you to automatically create upgraded
units right out of the barracks rather than have to upgrade each unit
that was created, after the fact. In some cases, different upgrades may
not necessarily provide an improvement to the unit, rather it may modify
that unit's strength and focus. Here it is obvious that a player may not
want all of their new units to have that upgrade. However in cases such
as where you have researched better armour, or better weapons, I don't
see how you wouldn't want those upgrades for all of your units. The game is also quite focused on the actual characters of Middle Earth and this manifests itself with the inclusion of hero units. Gamers are even able to create their own custom hero units that can be used in the War of the Ring game mode. I wished that the custom hero aspect of the game was more of a focus. It would have been nice to be able to build your custom hero's powers as you completed missions and have a storyline that really followed a given custom hero's journey through the battle for the One Ring. However, there is absolutely no denying the effects of the Hero units and their ability to influence battles. Properly managed, a smaller force led by a Hero such as Boromir can still take down a much larger force of enemy units. This is the way it should be and I'm glad that the Hero units in the game were given their proper strength. This doesn't mean that the heroes of the game are invincible though as they can be taken down if they are set against overwhelming odds. Lord of the Rings buffs will be glad to know that all of the main characters are here; Eowyn, Arwen, Boromir, Shelob, The Mouth of Sauron, Gandalf, Aragorn, and many other main characters of the movies make their appearance in the game as hero units.
The
game also allows gamers to make use of Powers. These powers can grant
bonuses to units in a selected area, damage enemy units in a selected
area, or call upon a powerful ally unit for a limited period of time.
While early on, the powers available are a bit uninspired and not the
greatest bonus, later in the game, the powers are a huge bonus and are
incredibly fun to employ. For instance, summoning the Balrog must be the
single most satisfying power in the game. The Balrog is an incredibly
powerful unit and its sheer size dominates the battlefield. The Balrog
is the culmination of the powers available and the fun factor ramps up
towards that climax as you gain available powers. The
campaign mode is narrated by the recent Lord of the Rings films' stars
and the voice acting of the main characters is also voiced by Aside
from some minor issues, the
- Mark Leung (April 27, 2006)
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