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The Lord of the Rings: The Battle for Middle-earth II

 
Games: The Lord of the Rings: The Battle for Middle-earth II

Game Description

This sequel to 2004's real-time strategy game from publisher Electronic Arts expands on the events depicted in New Line Cinema's film trilogy to incorporate scenes, characters, and battles found in J.R.R. Tolkien's epic fantasy saga. Fans will return to the besieged world of Middle-earth to actively participate in the War of the North, where dwarves and elves struggle to repel invasions in the Misty Mountains, Dol Guldur, Mirkwood, Rivendell, and other notable locales. Players will command one of six factions in a choice of game modes. Men, dwarves, and elves are pitted against goblins and the dark forces of both Isenguard and Mordor, with each faction offering its own technology, powers, buildings, and units to master. Battle for Middle-earth II includes good and evil single-player campaigns, a turn-based War of the Ring mode that involves conquering territory on a dynamic world map, and skirmish options for players to select maps, opponents, and starting conditions.

Though each mode offers something different, the core game follows established genre conventions in the building phase, where individual structures are purchased and erected anywhere on the land to generate various unit types. One distinguishing feature is that resource gathering is designed to be simple and self-sufficient, with the emphasis placed instead on battlefield tactics. Building the equivalent of a farm not only generates wealth, but it also increases the number of available command points to spend on units. The catch is that each farm has an efficiency percentage that diminishes the closer it is to another farm. On offense, players can order battalions and individual units to fight in specific stances or to march in different formations. Units will also level up, learn new skills, and become stronger over time. On defense, players can protect their base by freely building walls, guard towers, and gates.

Command points can also be spent on powerful heroes from the classic trilogy, such as Legolas, Gimli, and Boromir, or on custom warriors designed with the create-a-hero editor. Each hero can wield up to five character-specific powers to help him or her turn the tide in battle. In addition, all factions possess a series of racially derived powers to destroy, summon, or to provide bonuses. These abilities are purchased using power points, earned through combat by defeating enemies. Each faction's 12 powers are divided among three talent trees, with lower branches accessible only after acquiring top-tier powers. After players suffer defeat or emerge victorious, a detailed timeline will show statistics for units, structures, resources, and other pertinent information. Battle for Middle-earth II also includes built-in support for clans as well as a tournament ladder system for multiplayer competition.
~ Scott Alan Marriott, All Game Guide

Review: Overall

Once one of the dominant genres on computers, real-time strategy games have slowly, gradually fallen out of favor with publishers and consumers alike. One reason is the lack of ingenuity, with a glut of games aspiring to do little more than deliver a Command & Conquer or an Age of Empires with different units and maps. At first blush, Lord of the Rings: The Battle for Middle-earth II seems to continue this disappointing trend, offering few surprises with its interface or basic play mechanics. Yet its production values are so high, its exuberance for the source material so obvious, it might very well be as close to "precious" as fans will likely see from Tolkien's works -- at least until Middle-earth III.

The success of Battle for Middle-earth II lies not in its design, but its attention to detail. The animation makes it feel like Tolkien's world is living, cheering, and hissing on your desktop. Goblins scamper across the terrain and scale walls like spiders, archers carefully pick off their prey from behind trees, and cave trolls heave boulders that send bodies flying. It's a game filled with emotion, as troops heroically sprint toward combat and raise their arms up in elation after a hard-fought battle. Each faction offers deliciously satisfying special techniques that can cause cataclysmic damage with a mere click of a button, from volleys of arrows raining down from the sky to an instantaneous appearance of eagles, Ents, or hobbits to wreak havoc on an enemy's plans. "Hero" units such as Treebeard or Sauron have their own set of special powers as they gain experience, giving the game's otherwise familiar trappings a swift kick in the greaves.

While the presentation and production values are close to the top of the genre, the game has some frustrating moments. The pathfinding AI is a problem and friendly fire can be devastating if you aren't actively babysitting your army. Siege units are largely unnecessary due to the power of hero and basic infantry units, and the computer's lust for destroying harmless structures can be exploited. On the plus side, the PC version features an enjoyable War of the Ring mode inspired by the board game Risk. Factor in an addictive skirmish mode, custom hero characters, and strong online support, and the AI faults can be forgiven. Battle for Middle-earth II is not quite the strategy game to rule them all, but fans of the books and film series will find the game's pull too strong, too compelling -- like the One Ring itself -- to resist.
~ Scott Alan Marriott, All Game Guide

Review: Enjoyment

The campaign is too short, the AI can be irritating, and the character balancing needs work. Yet the game is still extremely fun to play, especially for fans of the series.
~ Scott Alan Marriott, All Game Guide

Review: Graphics

Extremely well-animated characters, impressive fire effects, and memorable locales make for a thrilling experience.
~ Scott Alan Marriott, All Game Guide

Review: Sound

Howard Shore's impressive score gives gravitas to the battles, and the film-quality sound effects crackle.
~ Scott Alan Marriott, All Game Guide

Review: Replay Value

The War of the Ring, skirmish, and multiplayer options will keep players glued to the screen. The solo campaign is disappointing, however, as it's too brief.
~ Scott Alan Marriott, All Game Guide

Review: Documentation

{@Electronic Arts} has been skimping out on its manuals for 2006, but everything is well organized and the game includes a built-in tutorial.
~ Scott Alan Marriott, All Game Guide

Production Credits

Company 1: Electronic Arts; Executive Producer: Mike Verdu; Senior Development Director: Chris Corry; Development Director: Jill Donald; Art Director: Matt J. Britton; Audio Director and Script Writer: Mical Pedriana; Cinematics Director: Richard Winn Taylor II; Associate Producer: Amer Ajami, Amir Rahimi; Engineering Development Director: Ofer Estline; Design Development Director: Wes Eckhart; Lead Designer: Jason Bender; Lead Engineer: Martin Hoffesommer; Technical Art Director: Sean O'Hara; Lead Animator: Adam McCarthy; Lead Structure Artist: Mike Colonnese; Designer: Samuel Bass, Greg Black, Adam Hayes, Edward J. Moore III, Scott C. Smith, Jasen Torres, Jeremy War; Design Intern: Olive Lin; Additional Design: Jason Huck, Todd Owens, Ken Spencer; Systems Engineer: Andy McDonald; Gameplay Engineer: Jeff Chow, Austin Ellis, Will Hutchinson, Mark Lorenzen, John Machin, Zak Middleton, Shawn Rogers, Keith Schaefer; AI Engineer: John Ballantyne, Andrew Garrett, Ricardo Robaina; Graphics Engineer: Lutz Latta, Vishwa Ranjan; Audio Engineer: Ian Barkley-Yeung; User Interface Engineer: Scott K. Bowen, David Richey; Multiplayer Engineer: Ping Wang, Nathan Yun; Build Engineer: Andrew Luby; Contributing Technical Director: Andre Bremer; Engineering Intern: Steve Messinger; Additional Engineering: Kris Morness, Graham Smallwood; Animator: Jennifer Cha, Jose Hernandez, Eugene Cordwell Jarvis, Michael Laygo, Marvin Rojas; Concept Artist: Duke Cullen, Warrenfu, Feng Zhu, Michael Zimmerman; Character Artist: Peter Choe, Mayan Escalante, Greg S. Luzniak, Kich Thien Ma, Chance Rowe; Environment Artist: Charles Jacobi, Laureen LaFave, Travell McEntyre, Tim Williams, Christopher Willingham; Structure Artist: Leon Gor, Asier Hernaez Lavina, Thao Le, Tse-Cheng Lo; User Interface Artist: In Sun Kang, Ino Karella, Ben Liska; Visual Effects Artist: John Decker, Casey Robinson; Technical Artist: Sophyrun May; Additional Art: Silvio Aebischer, Paul Aguilar, Umberto Bossi, Derek Becker, Darlene Carrasquillo, Christov Effects And Design Inc., Cassia Dominguez, Haemimont Games AD, John Howe, InterServ International Inc., Mike Jones, Thomas Jung, Alan Lee, Hui-Boon Lee, Nival Interactive, Nikitova, Papaya Studio, Virtuos Holdings LTD.; Assistant Producer: Jim Vessella; Community Manager: Aaron Kaufman; Project Manager: Bobby Moldavon; Director of License Relations: Nina Dobner; Additional Proudction Assistance: Lawrence Probst IV; Production Intern: Stephen Dinehart; Sound Design: Evan T. Chen; Voice Direction and Sound Design: David Fries; Cinematic Audio: Edward Cerrato; the Voice of the Lord of the Rings, the Battle For Middel-earth II: Hugo Weaving; Voice Actor: Grant Albrecht, Dee Baker, Steve Blum, Dave Boat, Scott Bullock, Jesse Burch, Jason Carter, Dan Conroy, Neil Dickson, Richard Doyle, Chris Edgerly, Greg Ellis, Sonty Emshwiller, Crispin Freeman, David Fries, Brian George, Kim Mai Guest, Roger L. Jackson, Nick Jameson, Bob Joles, Darryl Kurylo, Adam Leadbeater, Michael Lindsay, David Lodge, Lewis Macleod, Paul Mercier, Jim Meskimen, Lani Minella, Mark Moseley, Nolan North, Mical Pedriana, Phil Proctor, Jaime Seibert, Brianne Siddall, Isaac Singleton Jr., Andre Sogliuzzo, Stephen Stanton, Julian Stone, Fred Tatascoire, Simon Templeman, Jim Ward, Joe Whyte, Wally Wingert, Dave Wittenberg, Tatyana Yassukovoich; Movie Talent: Sean Astin, Billy Boyd, Christopher Lee, Ian McKellen, Dominic Monaghan, John Rhys-Davies, Andy Serkis, Elijah Wood; Cinematic Artist: Fernando Castillo, Adam Davis, Wil Panganiban, Katai Tang; Cinematic Editor: Benjamin Hopkins; Cinematic Painter: Ryan Church, Kevin Llewelyn; Storyboard Artist: Rita Lichtwardt, Michelle Tasic; Additional Editing: Nate Hubbard, Melissa Lawson; Associate Development Director: Lea Milic; Project Manager: Audra Topps-Harjo; Associate Technical Art Director: Chun-Chong Leong; QA Manager: Alex Plachowski; QA Project Lead: Sean Shimoda; QA Lead: Dan Castillo, Bret Yagi; QA Engineer: Bill Colby, Steven Hoey, Darren Merritt; Additional QA Engineering: Leander Hasty; QA Tester: Chris Anjos, Jeremy Atienza, Ronald Avila, Justus Benavidez, Lucas Bergman, Joel Brownell, Hogan Carter, Yong Chong, Danny Chow, Cameron Clarno, Chadwick Coleman, Nick Crocco, Ram Fenster, Brad Fitzpatrick, TJ Fixman, Adam Goss, Jared Greene, Joe Hatcher, Justin Hughes, Jane Jeffers, Jeremiah Jones, Cody Kenndy, James Kono, Robert Lai, Nathan Lee, Ellen Lin, Lino Manasala, Rafael Maramba, Vichea Meak, Alexander Mejia, Nathan Mobley, Eric Morales, Rusty Moran, Nick Murphy, Randy Normil, Andy O'Brien, Theodore O'Connor, Eric Patten, Cameron Pinard, David Piorek, Darine Pokawatana, Ryan Roque, Mostafa Sadraii, Kevin Sanchez, Sergey Sarnavskiy, Eric Seaton, Jason Sereno, Gavin Simon, Louie Soriano, David Stratton, Chase Swanson, Daniel Tay, Kurt Tillmanns, Samuel Tjuatja, Matt Tomczek, Robert Tzong, Nandi Varadi, Christian Vazquez, Vladimir Vedenyapin, Damian Viramontez, Maurice Wilson, Sam Wong, David Wu, Jimmy Yu, Mark Zabzdyr, Vanessa Zuloaga; Community Balance Tester: Robert Bellantonio, Matt Everett, James Fielding, Timur Patrick Gokcen, Søren Thiel Hansen, Lawrence King, Jonathan LeMaitre, Jeff Nizynski, Jan Richter, Curtis Robarts, Breno Silva, Hendrik Gijsbertus Steijsiger, Daan Versloot, Tim White, Michael Whitener; Director, Studio Operations and Localization: Thilo Huebner; Additional Localization Support: Joel Börjel; Localization Production: Ian Penney, Sergio Vargas; Localization Coordination: Lionel Berrodier, Stefano Buffoli, Kay Dressen, Martin Eriksson, Pierre Froget, Alejandro Gómez, Kasia Gryglewska-Cebrat, Andreas Morell, Alfonsin Mossello, Andreas Pajarinen, José Ramón Sagarna, Nacho Sendino, Chatarina, Stemblewski, Dominika Szot, Iñaki Valladares, Martijn Van Der Muelen, Florian Vanino; Localization Programming: Pedro Alfageme, Ivan Arroyo, Mario Bergantiños, Virginia Cano, Sergio Cianca, Andres Giné, Felipe González López, Fernando San Nicolas; Localization Team: Mathias Abrahamsson, Torben Andersen, Giorgio Anselmi, Nicolas Danière, Jonas Estrada, Juan Antonio Garcia De Quinto, Iñaki Guerra, Daniel Jonsson, Grzegorz Kordas, Thom Moesker, Roberto Orsi, Dani Pastor, José Antonio Pereira, Daniel Ramos, Eva Sanz, Charles Ulbig; Localization Production: Jason Chen, Wei Huang, Pisit Pluempatanakij; Localization Project Manager: Christine Kong; Localization Programming: Jason Park, Callista Tan; QA Lead: Terence Lau; QA Tester: Victor Lim, Colin Lim, Jason Lim; Language Tester: Sky Lin, Chen Haitao; Translator: Jerry Lin, Walailak Trongjittipanya; EA Motion Capture Specialist: John Mayhew, Vince Ng, Rob Parent, Evan Tepoorten; EA Motion Capture Operator: Kirk Chantraine, Brian Matsuo; Motion Capture Talent: Ashley Earl, Lori Phillips, Paul Lazenby, Kimani Smith, Donovan Stinson; Motion Capture Editor: Allison Shelton; Music: Howard Shore; Additional Music By: Soundelux Design Music Group, Bill Brown, Jamie Christopherson; Senior Marketing Director: Mike Maser; Senior Product Manager: Craig Owens; Associate Product Manager: Amritz Lay; Documentation: Sharon Maher; Documentation Layout: Christopher Held; Package Project Management: John Burns; Package Design: Hamagami Carroll Inc.; European Marketing Team: Miles Beeson, Jules Clarkson, Jim Hill, Jon Rissik; Public Relations Team: Brooke Cahalane, Abby Topolsky; Company 2: New Line Cinema; Senior Executive Vice President Worldwide Licensing & Merchandising: David Imhoff; Vice President, Creative Services: John Mayo; Creative Services Coordinator: Trevor Wilson; Company 3: Tolkien Enterprises; Literary Consultant: Laurie Battle; Legal Counsel: Al Bendich, Tom Magnani; Business Affairs: Fredrica Drotos; Production Services: Sam Benson, Joe Mandragona
~ Keith Adams, All Game Guide
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Wikipedia: The Lord of the Rings: The Battle for Middle-earth II
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The Lord of the Rings: The Battle for Middle-earth II
An elf holding a sword faces the left side, while a dwarf with an axe faces the right.
Developer(s) EA Los Angeles
Publisher(s) EA Games
Engine SAGE
Version 1.06
Platform(s) Microsoft Windows, Xbox 360
Release date(s) Windows
March 2, 2006
Xbox 360
July 5, 2006
Genre(s) Real-time strategy
Mode(s) Single-player, multiplayer
Rating(s) ESRB: Teen (T)
Media CD (6), DVD (2)
System requirements 1.6 GHz CPU, 256MB RAM, 6.0GB Hard disk space, 64MB GPU (GeForce3/ATI Radeon 8500 or greater)
Input methods Keyboard and mouse (PC) Gamepad (Xbox 360)

The Lord of the Rings: The Battle for Middle-earth II, abbreviated BFMEII, is a real-time strategy video game developed and published by Electronic Arts. It is based on the fantasy novels The Lord of the Rings and The Hobbit by J. R. R. Tolkien and its live-action film trilogy adaptation. The game is the sequel to Electronic Arts' 2004 title The Lord of the Rings: The Battle for Middle-earth. The Windows version of the game was released on March 2, 2006 and the Xbox 360 version was released on July 5, 2006. Along with the standard edition, a Collector's Edition of the game was released, containing bonus material and a documentary about the game's development.

The story for BFMEII is divided into Good and Evil Campaigns. The Good Campaign focuses on Glorfindel, an Elf who is alerted to a planned attack on the Elven sanctuary of Rivendell. With help from the Dwarves and other Good forces, the Elves attempt to eliminate Sauron and his army to restore peace in Middle-earth. In the Evil Campaign, Sauron sends the Mouth of Sauron and the Nazgûl to muster wild Goblins. With his army, Sauron moves forward with his plan to destroy the remaining Good forces in the North.

BFMEII received generally favorable reviews from video game critics. Reviews praised the game's integration of the Lord of the Rings universe into a real-time strategy title, while criticism targeted the game's unbalanced multiplayer mode. BFMEII received numerous awards, including the Editors' Choice Award from IGN. At the end of March 2006, BFMEII reached fourth in a list of the month's best-selling PC games. A Windows expansion pack for the game was released on November 28, 2006, called The Lord of the Rings: The Battle for Middle-earth II: The Rise of the Witch-king, which features a new faction known as Angmar, new units, and several gameplay improvements.

Contents

Gameplay

A virtual battle takes place. An army marches to the north.
The mini-map is shown in the bottom-left corner, while the player's hero units are shown in rows next to it. Gandalf is the selected hero; his abilities are seen next to his portrait.

BFMEII is a real-time strategy game. Similar to The Lord of the Rings: The Battle for Middle-earth, the game requires that the player build a base with structures to produce units, gather resources, research upgrades, and provide defenses. Units are used to attack the enemy and defend the player's base. Players win matches by eliminating all enemy units and structures.[1][2] Unlike the first game, the player can build an unlimited number of structures on the map, allowing for more freedom in base building and unit production.[3] Players can build fortresses to defend their base. They can also construct arrow and catapult towers on building plots around a fortress to provide defensive support, and build walls adjacent to fortresses in any direction and length to provide basic protection.[1][2][3] The game's HUD, called the Palantír, shows the player's hero units and their abilities, a mini-map, and objectives.[4]

Units are classified into one of several classes: infantry, ranged,[4][5] pikemen,[6][5] cavalry,[4] or siege.[6] Each unit class has unique strengths and weaknesses, emphasizing the importance of properly matching up units in battle to increase their effectiveness.[6] Hero units are unique in that only one of each can be created; they consist of characters from the novel, such as Aragorn, Legolas, Gimli, Saruman, Nazgûl, and Shelob, or are created via the game's Hero Creator.[7][6][5] If the player kills Gollum, a non-player character, they are rewarded with the One Ring. The item can be used to summon one of two ring heroes, Galadriel and Sauron, depending on the player's faction. Ring heroes have extremely strong armor, making them among the game's most powerful units.[8][9]

The newly introduced War of the Ring mode combines turn-based strategy elements with real-time skirmishes. Middle-earth is divided into territories; players can construct buildings to produce troops only in a claimed territory. During each turn, the player can move their armies into neutral and enemy territories to take control of them. While neutral territories are conquered by simply entering them, enemy territories must be wrested from the other player by defeating them in a skirmish. Troops can be garrisoned in conquered territories to defend against enemy attacks. When the player chooses to attack another territory, or one of their territories is being invaded by an enemy, they can either simulate the match and let the computer determine the outcome, or play the match by commanding the units in real time. The winner of the skirmish gains the territory, and all surviving units gain experience points. To win the game, players must either control the enemy's capital territory, or take over a given number of territories in Middle-earth.[1][2][3][9]

BFMEII introduces three new factions with unique units and heroes: Goblins, Dwarves, and Elves. Rohan and Gondor are combined into one faction called Men of the West. Along with Mordor and Isengard from the first game, there are six playable factions. The troops of Gondor provide a solid offense and defense with standard infantry and archers, and the Rohirrim of Rohan act as elite cavalry. The Elven archers are effective at inflicting damage from a distance, and their support units, the Ents, can perform a combination of melee and siege attacks. Although slow and expensive, Dwarven infantry, pikemen, and axe-throwers are very powerful and well-armored. A collection of wild creatures and beasts of Middle-earth make up the Goblin faction, including Goblins, Trolls, spiders, and dragons, which are effective in large numbers. Isengard troops are highly-trained Uruk-hai under Saruman's command. Berserkers are used by Isengard as one-man armies that move extremely fast and deal significant damage. Additionally, Isengard is the only Evil faction that can build walls. Mordor forces are a mixture of Orcs, Men, Trolls, and Sauron's lieutenants. Similar to Goblins, Mordor Orcs have tough armor, making them useful for absorbing enemy damage while stronger units attack enemies. Trolls form the core of the Mordor forces, having strong melee attacks and the ability to throw boulders.[3][10][6]

Plot

Set in the regions of northern Middle-earth, the game focuses on the events of the War in the North.[11] For the sake of gameplay, the game takes several liberties with Tolkien's works and the film trilogy. Some characters were altered in their appearances, abilities, and roles; for instance, a combat role in the game is given to Tom Bombadil, a merry hermit from The Lord of the Rings.[5][12] In addition, Tolkien's earlier novel The Hobbit lends several elements to the game, including characters such as the Giant Spiders from Mirkwood.[13][14] The story for BFMEII is divided into Good and Evil Campaigns. Both campaigns focus on the battles fought by the newly introduced factions: the Elves, Dwarves, and Goblins.[3] The player goes through nine fixed missions in either easy, medium, or hard difficulty mode.[15] Narrated cut scenes provide plot exposition between missions.[3]

The Good Campaign opens after the Fellowship of the Ring has set out on their mission to unmake the One Ring of Power, with Elrond and Glóin planning the War in the North. The Elven hero Glorfindel discovers an impending attack on the Elven sanctuary of Rivendell. Thanks to the early warning, Elrond's forces in Rivendell manage to repel the Goblins' attacks. Following the battle, Elrond realizes that the Elves and Dwarves must join forces to defeat Sauron and his allies. The next battle takes place in the Goblin capital of Ettenmoors, where the Goblin fortress is destroyed, and the Goblin King is killed. After their victory, the heroes are informed that the Goblins, on Sauron's command, enlisted the service of a dragon lord who is laying waste to the Dwarves of the Blue Mountains. The heroes make their way to the Blue Mountains and help the Dwarven army defeat the dragon and his Goblins.[6]

The Grey Havens, an Elven port on the western shores, is attacked by the Corsairs of Umbar, allies of Sauron. The Dwarves, who have been reluctant to ally with the Elves, eventually decide to come to the aid of the Grey Havens. With the Goblins defeated and all of Eriador pacified, the Dwarven-Elven alliance is tested by Sauron's forces. Mordor's overwhelming forces besiege the Lake Town of Esgaroth and the Dwarven city of Erebor. The Dwarven king Dáin leads a small group of Dwarves and men to defend their homeland, but they are pushed back to Erebor. Elven reinforcements from Mirkwood led by the Elven king Thranduil, however, save the Dwarves. Elrond leads the first attack, but later, Thranduil, Glorfindel, Glóin, Arwen, and King Dáin all unite under the Dwarven-Elven alliance for a final battle in Dol Guldur, the stronghold of Sauron in Mirkwood, aided by the Ents and Eagles. The Good forces and its three combined armies overcome the defenses and destroy the fortress, eliminating the last threat in the North.[6]

The Evil Campaign follows an alternate version of the War in the North. Sauron sends the Mouth of Sauron and the Nazgûl to the North to muster wild Goblins. His lieutenants lead the Goblin army and launch an assault on the Elven forest of Lórien. Despite heavy resistance, the forest is overrun, with Celeborn slain and Galadriel having fled to Rivendell; even Caras Galadhon collapses under the sheer force of the massive invasion. The Mouth peers eagerly into the captured Mirror of Galadriel for his next attack, as his Goblins celebrate their triumph over the Elves amidst the ruins of the once-mighty ancient stronghold. Another group of Goblins, led by the Goblin King, attacks the Grey Havens by land and sea. The Elven port is destroyed and captured, and the march across Eriador begins; Hobbits of the Shire are chosen as the next target. The Goblin King's horde manages to crush the Hobbits and burn their country to the ground, but Wormtongue, one of Saruman's henchmen, suddenly appears with a large army of Isengard Uruks and claims the land for his master. The Goblins annihilate the well-trained army and kill Wormtongue.[6]

The Goblin King continues marching west and besieges Fornost, the fortified ruins of the ancient capitol of Arnor. The defenders, consisting of the Dúnedain and Dwarves, crumble under the relentless Goblin attacks, and Eriador falls under Goblin control. Sauron launches a concurrent campaign east of the Misty Mountains. The Goblins from Dol Guldur eliminate the Elves and the Ents that guard the Forest Road in Mirkwood, defeating the Elven lord Thranduil. For the final battle against the Good factions in the North, the Goblin horde and Sauron's forces from Mordor converge at Rivendell, the last surviving stronghold against Sauron in Middle-earth. Eagles, the Army of the Dead, Galadriel and her surviving Elves, and the remnants of the Fellowship of the Ring arrive to help Arwen and Elrond, but Sauron (having attained full power through recovering the One Ring from the dead Frodo) and all his gathered forces enter the battle and completely destroy the remaining Good forces in the North.[6]

Development

Tolkien Enterprises granted the publisher of BFMEII, Electronic Arts, the rights to develop The Lord of the Games video games based on The Lord of the Rings books on July 22, 2005. This agreement was complementary to a separate arrangement made between the two companies in 2001. That agreement gave Electronic Arts the rights to build video games based on The Lord of the Rings film trilogy. The new deal gives Electronic Arts the opportunity to create video games with original stories tied closely with the Lord of the Rings universe. In the same announcement, Electronic Arts revealed two games that its EA Los Angeles division would be developing with the license: The Lord of the Rings: The Battle for Middle-earth II for Windows—a sequel to The Lord of the Rings: The Battle for Middle-earth—and The Lord of the Rings: Tactics for the PlayStation Portable.[16]

A man in a black shirt
Hugo Weaving, who played Elrond in the Lord of the Rings film trilogy, reprised the role in BFME2, also acting as the lead voiceover.

Electronic Arts announced on November 10, 2005 that Hugo Weaving, who played Elrond in the Lord of the Rings film trilogy, would reprise his role as Elrond and be the lead voiceover talent in BFMEII. During his voiceover session, he noted, “I always find voice work really fascinating because you are working on one element of your make up as an actor—focusing more intently on one part of your toolbox if you like—in a way so everything seems to go into producing that vocal effect. It really isn’t just an effect, because it actually comes from a source which is a true continuation of that character.”[17]

Electronic Arts reported on January 13, 2006 that an Xbox 360 version of BFMEII was under development, and it was promised to feature a "unique and intuitive control scheme" developed by video game designer Louis Castle, co-founder of the real-time strategy developer Westwood Studios. Players would be able to play online via the Xbox Live service. Castle was excited to port the game to a console, stating, "Living these cinematic battles in high-definition with stunning surround sound, all from the comfort of your living room couch on the Xbox 360, is an extraordinary experience. [...] Adding the ability to battle it out with friends via Xbox Live is also really exciting."[18]

The game's water effects received substantial upgrades because of the large role naval battles play in BFMEII. The developers endeavored to make the surface of oceans and lakes look realistic by using techniques similar to those applied in films when creating computer-generated ocean water. The digital water simulates deep ocean water by reflecting its surroundings on the surface, and wave technology was used to create large waves along coastlines to immerse the player in the game experience. Lost towns, corals, and fish were added underwater to add to the effect. Water was chosen as the first graphical component of BFMEII to take advantage of DirectX 9 programmable shaders. These additions were part of an overall Electronic Arts strategy to continue the Lord of the Rings experience that began with the trilogy film series.[19]

As cinematic director of BFMEII, Richard Taylor was responsible for designing the game's opening and closing sequences, as well as campaign and mission introductions and endings. As the first Electronic Arts video game to be given free rein on material from The Lord of the Rings universe, several lands, characters, and creatures from the books appear visually for the first time in the game's cut scenes. Taylor considered it essential to use good graphical and audio combinations when telling a story, and he was pleased to have Weaving on the project as the primary storyteller.[20]

Release

 Reception
Aggregate scores
Aggregator Score
Metacritic 84% (PC)[21]
79% (X360)[22]
Review scores
Publication Score
1UP.com A−[8]
ActionTrip 8.5 of 10[23]
Eurogamer 8 of 10[24]
Game Informer 85%[25]
GamePro 4.5 of 5[14]
Game Revolution B[26]
GameSpot 8.3 of 10[2]
GameSpy 3.5 of 5[9]
GamesRadar 9 of 10[7]
GameZone 8.7 of 10 (PC)[4]
8.5 of 10 (X360)[27]
IGN 9.0 of 10[3]
PC Gamer UK 80%[28]
PC Gamer US 90%[29]
PC Zone 7.1 of 10[30]

The game was released by EA Games on March 2, 2006 for Windows[21] and July 5, 2006 for Xbox 360.[22] Electronic Arts released a Collector's Edition that includes a bonus DVD with supplemental high-definition media such as the full original music score; in-game cinematics and trailers; the documentary The Making of The Battle for Middle-earth II; and The Art of the Game, a gallery featuring hundreds of cinematic paintings and concept art created for the game.[31]

It was given generally favorable reviews, receiving an aggregated score of 84% at Metacritic for its Windows version.[21] Praise focused on its successful integration of the Lord of the Rings franchise with the real-time strategy genre, while criticism targeted the game's unbalanced multiplayer mode. BFMEII was given the Editor's Choice Award from IGN.[3] At the end of its debut month of March 2006, BFMEII reached fourth in a list of the month's best-selling PC games, while the Collector's Edition peaked at eighth place.[32] In the second month after the game's release, BFMEII was the 12th best-selling PC game, despite a 10% slump in overall game sales for that month.[33]

After playing the game, PC Gamer found little fault with it, calling it a very well-balanced game overall. The magazine also was pleased that the game's "production values [were] sky-high",[29] with which GamesRadar agreed, explaining, "It's not often you come across an RTS with production values this high; every part seems to be polished till it shines."[7] When compared to its predecessor, The Lord of the Rings: The Battle for Middle-earth, GamePro was convinced BFMEII had improved upon the original in several fundamental ways.[14] GameSpot believed that BFMEII offered better gameplay and a much broader scope that encompassed more of Middle-earth.[2]

Several critics praised the game's real-time strategy elements and graphics. IGN considered the high quality of BFMEII proof that Electronic Arts was truly interested in building great real-time strategy games.[3] Despite a few minor issues, GameZone was happy with the gameplay of BFMEII, believing that the game did a good job of enabling the player to experience the turmoil of the fantasy world.[4] They also admired the game's conversion for the Xbox 360 version, calling it "one of the best PC-to-console conversions" and praising the developers for a "commendable job of assigning actions to the 360 controller’s eight buttons".[27] The graphics were appreciated by ActionTrip, which found it "really hard not to drool over this game", commending the game's design and art team for doing a fabulous job on every location that appeared in the single-player campaign.[23]

Playing within the The Lord of the Rings universe was appealing to a number of reviewers, which found that it generally increased the game's entertainment value. PC Gamer shared this sentiment, calling Lord of the Rings "arguably the best fantasy universe ever",[29] and GameZone asked the question, "What self-respecting Tolkien fan can be without this title?"[4] The results also pleased 1UP.com, which was convinced that fans of The Lord of the Rings could not afford to miss purchasing the game.[8] Game Revolution complimented the game's merge with the Lord of the Rings universe, observing that the franchise's mythology and the game's frenetic battles came together in a very satisfying bundle.[26] The integration of The Lord of the Rings into a video game satisfied Game Informer, and the magazine predicted the game would be "another winner for Electronic Arts".[25]

Despite positive reactions, reviewers brought up several issues with the game. The British video game publication PC Gamer UK was unhappy with the game, claiming that Electronic Arts chose to release a formulaic game because it was a safer choice than taking BFMEII in another direction.[28] PC Zone agreed with this view, claiming that although the game looked impressive, it took a by-the-numbers approach towards the real-time strategy genre in a "mindless sort of way", concluding that "in no way is it anywhere near the game we hoped for."[30] The game's multiplayer portion disappointed GameSpy, which found it too unbalanced compared to the heroes, whom they considered to be too strong.[9] Eurogamer considered the game to be of average quality, noting that there were no truly redeeming qualities.[24]

Electronic Arts announced on July 27, 2006 that its EA Los Angeles studio would be releasing an expansion pack to BFMEII titled The Lord of the Rings: The Battle for Middle-earth II: The Rise of the Witch-king. It was slated for release during the 2006 holiday season. The game, produced by Amir Rahimi, promised players the opportunity to fight in wars that precedes the events of the Lord of the Rings novels.[34] The Rise of the Witch-king adds a new single-player campaign, new units, a new faction, and improved features. Its story follows the Witch-king of Angmar's "ascent to power, his domination of Angmar, and eventual invasion of Arnor, Aragorn's ancestral home".[35] The game was sent to manufacturers on November 15, 2006, and was released on November 28.[36]

References

  1. ^ a b c Adams, Dan (2005-08-15). "IGN: The Lord of the Rings: The Battle for Middle-earth II Preview". IGN. http://pc.ign.com/articles/642/642046p1.html. Retrieved 2008-10-28. 
  2. ^ a b c d e Ocampo, Jason (2006-03-02). "LOTR: Middle-earth II Review". GameSpot. http://www.gamespot.com/pc/strategy/battleformiddleearth2/review.html. Retrieved 2008-12-18. 
  3. ^ a b c d e f g h i Adams, Dan (2006-03-02). "The Lord of the Rings: The Battle for Middle-earth II Review". IGN. http://pc.ign.com/articles/693/693247p1.html. Retrieved 2008-12-18. 
  4. ^ a b c d e f Amer, N. (2006-02-28). "The Lord of the Rings, The Battle for Middle-earth II". GameZone. http://pc.gamezone.com/gzreviews/r27415.htm. Retrieved 2008-12-18. 
  5. ^ a b c d Ocampo, Jason (June 28, 2006). "The Battle for Middle-earth II Exclusive Xbox 360 Hands-On". GameSpot. http://www.gamespot.com/xbox360/strategy/battleformiddleearth2/news.html?sid=6153318&mode=previews. Retrieved 2009-07-20. 
  6. ^ a b c d e f g h i Radcliffe, Doug. "The Lord of the Rings, The Battle for Middle-earth II Game Guide". GameSpot. http://www.gamespot.com/features/6146219/index.html?om_act=convert&om_clk=gameguides&tag=gameguide;title;1. Retrieved 2008-12-21. 
  7. ^ a b c Stapleton, Dan (2006-03-10). "Lord of the Rings: Battle for Middle-earth II". GamesRadar. http://www.gamesradar.com/pc/review/lord-of-the-rings-battle-for-middle-earth-ii/a-20060310142356931096. Retrieved 2008-12-18. 
  8. ^ a b c Peckham, Matt (2005-02-28). "The Lord of the Rings: Battle for Middle-Earth II (PC)". 1UP. http://www.1up.com/do/reviewPage?cId=3148691&did=1. Retrieved 2008-12-18. 
  9. ^ a b c d Harms, William (2006-03-02). "The Lord of the Rings: The Battle for Middle-earth II (PC)". GameSpy. http://pc.gamespy.com/pc/the-lord-of-the-rings-the-battle-for-middle-earth-2/693176p1.html. Retrieved 2008-12-18. 
  10. ^ "Factions". Electronic Arts. Archived from the original on January 4, 2007. http://web.archive.org/web/20070104052800rn_1/www.ea.com/official/lordoftherings/bfme2/us/factions.jsp?ncc=1. Retrieved 2008-12-18. 
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  13. ^ Park, Andre (August 12, 2005). "The Lord of the Rings, The Battle for Middle-earth II Preview - First Look". GameSpot. http://www.gamespot.com/pc/strategy/battleformiddleearth2/preview_6130883.html. Retrieved 2009-06-17. 
  14. ^ a b c Fatt, Boba (2006-03-06). "Lord of the Rings: Battle for Middle Earth II". GamePro. http://www.gamepro.com/article/reviews/52509/lord-of-the-rings-battle-for-middle-earth-ii/. Retrieved 2008-12-18. 
  15. ^ Perry, Douglass (July 5, 2006). "Lord of the Rings: Battle for Middle-earth II Review". IGN. http://xbox360.ign.com/articles/716/716469p1.html. Retrieved 2009-07-20. 
  16. ^ "EA Granted Rights to Develop the Lord of the Rings Games Based on J.R.R. Tolkien's Epic Literary Fiction". GameZone. 2005-07-22. http://www.gamezone.com/news/07_25_05_02_59PM.htm. Retrieved 2008-12-22. 
  17. ^ "EA Announces Hugo Weaving As The Voice Of The Lord Of The Rings, The Battle For Middle-Earth II". GameZone. 2005-11-10. http://www.gamezone.com/news/11_10_05_01_06PM.htm. Retrieved 2008-12-22. 
  18. ^ "Battle for Middle-earth Rages on X360". Yahoo!. 2006-01-13. http://videogames.yahoo.com/news-1143464. Retrieved 2008-12-22. 
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  20. ^ "Battle for Middle-earth II Designer Diary". IGN. 2005-12-02. http://pc.ign.com/articles/673/673340p1.html. Retrieved 2008-12-22. 
  21. ^ a b c "Lord of the Rings: The Battle for Middle-earth II, The (PC)". Metacritic. http://www.metacritic.com/games/platforms/pc/lordoftheringsthebattleformiddleearth2. Retrieved 2008-12-18. 
  22. ^ a b "Lord of the Rings: The Battle for Middle-earth II, The (X360)". Metacritic. http://www.metacritic.com/games/platforms/xbox360/lordoftheringsthebattleformiddleearth2. Retrieved 2008-12-18. 
  23. ^ a b Paul, Ure (2006-03-06). "The Lord of the Rings: The Battle for Middle-earth 2 Review". ActionTrip. http://www.actiontrip.com/reviews/thelordoftheringsthebattleformiddleearth2.phtml. Retrieved 2008-12-18. 
  24. ^ a b Purchese, Rob (2006-03-03). "The Lord Of The Rings: Battle For Middle Earth 2 Review". Eurogamer. http://www.eurogamer.net/articles/ss_bfme2_pc. Retrieved 2008-12-18. 
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  26. ^ a b "The Lord of the Rings: Battle for Middle Earth II - PC Review". GameRevolution. 2006-03-15. http://www.gamerevolution.com/review/pc/lotr_battle_midearth2. Retrieved 2008-12-18. 
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  29. ^ a b c "The Lord of the Rings: The Battle for Middle-earth II". PC Gamer US: 68. May 2006. 
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  31. ^ Adams, David (2006-01-06). "Battle for Middle-earth II Gets Collector's Ed.". IGN. http://pc.ign.com/articles/679/679430p1.html. Retrieved 2008-12-22. 
  32. ^ Thorsen, Tor (2006-04-17). "ChartSpot: March 2006". GameSpot. http://www.gamespot.com/news/6147802.html. Retrieved 2008-12-22. 
  33. ^ Thorsen, Tor (2006-06-09). "NPD: Game sales slide 10 percent in May". GameSpot. http://www.gamespot.com/news/6152601.html. Retrieved 2008-12-22. 
  34. ^ Butts, Steve (2006-07-27). "The Lord of the Rings: The Battle for Middle-earth II, The Rise of the Witch-king". IGN. http://pc.ign.com/articles/721/721305p1.html. Retrieved 2009-01-05. 
  35. ^ Adams, David (2006-07-27). "The Battle for Middle-Earth II Expands". IGN. http://pc.ign.com/articles/721/721318p1.html. Retrieved 2009-01-05. 
  36. ^ Hatfield, Daemon (2006-11-15). "Witch-King Rises". IGN. http://pc.ign.com/articles/746/746222p1.html. Retrieved 2009-01-05. 

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