Showing posts with label Lothlórien. Show all posts
Showing posts with label Lothlórien. Show all posts

Wednesday, 18 August 2010

PROTECTIONISM IN LOTHLORIEN?

In the days before the Mirkwood expansion, if you tried to swim across the Anduin from the western shore in Lothlórien, you could usually get to about a hundred meters or so from the eastern shore before a Felarrow orcish archer one-shotted you: "Aaargh! Glug!"... Some us would try and sneak past them, and a few players actually managed to set foot on the forbidden shore long before they were supposed to. Come the expansion, of course, those cany elves set up a water-taxi to get us across, and the Felarrows were redeployed  in North Mirkwood.

A couple of days ago, feeling the need for some cooling exercise, I set of on a leisurely swim across the Anduin from the point on the western shore where the abandoned boat has been pulled up the bank. Imagine my surprise when, about halfway across, I suddenly and unconditionally died: "Aaargh! Glug!", and not a Felarrow in sight. Instant death by game designer fiat, and no option to withdraw. What the hell? I was swimming from friendly territory to recently reconquered (and fully explored) territory. Why the bolt from heaven? And if for some reason you musn't now swim across the Anduin at a point where you were once perfectly able to do so, what's wrong with a good old invisible wall, or a sudden rapid?

Personally, I suspect old-fashioned protectionism; this is clearly a move to restrict lawful trade and protect the Lothlórien river-crossing monopoly. Will the IMF please investigate?

Sunday, 12 April 2009

COMING SOON: THE NECROMANCER'S FORTRESS?

After Lothlórien, what? There has been much conjecture and scratching of heads over this one, and Lotro Follower, for one, has posted a longish entry discussing possible destinations; he finally, if speculatively, comes down in favour of a journey south along the river Anduin, following in the tracks on the Fellowship.

I have to say I disagree, because the conclusion of Book 7 seems to me quite unambiguous: our next mission will be to enter Mirkwood, rescue the captive dwarves from the fortress of Dol Guldur, and destroy that standing threat to the safety of Lothlórien. At the conclusion of Chapter 9, Celeborn himself announces that "... its power is growing. We cannot wait for the force of Dol Guldur to come forth in strength". And Haldir, before he hands over the reward for completing Book 7, warns the player in the starkest possible terms: "The winds of change are blowing, and I fear they carry with them the onset of war. Lothlórien cannot remain isolated and in safety forever. Lord Celeborn's gaze must turn toward Mirkwood and the great shadow that lies over Dol Guldur. When the time comes to cross the river and fight, as it seems we must, I will call for you". Could anything be clearer? I would hazard a guess that Haldir's promise will be fulfilled no later than Book 8, since there is not all that much left to do in Lorien itself.

Dol Guldur ("The Hill of Sorcery" in Sindarin) was Sauron's first stronghold in Middle-earth, and remains a place of great evil. Here it was that King Thráin II, who bore the last of the seven Dwarven rings of power, was captured: "Only long after was it learned that Thráin had been taken alive and brought to the pits of Dol Guldur. There he was tormented and the Ring taken from him, and there at last he died." (The Return of the King, Appendix A).

This all sounds fascinating enough, but study of the lore suggests the exciting possibility that in Dol Guldur, players will find themselves coming up against one or more Nazgûl, presumably by now at the height of their power. According to Appendix B of The Return of the King, amongst other ominous events which took place in the year 2951, "Sauron [sent] three of the Nazgûl to reoccupy Dol Guldur". Now, I have felt all along that the Nazgûl defeated in the treasury of Helegrod (SoA/B5/C8, "Fire and Ice") was a bit of a pussycat, and that the developers had missed an opportunity, throwing away one of the most powerful enemies of the Free Peoples on a mere fellowship quest - whereas a Ringwraith is obviously destined to be the end boss of a major raid. It may be that that oversight is soon to be rectified...

For those who wish to learn more about its history and lore, an excellent article on Dol Guldur can be found in Wikipedia.

Saturday, 11 April 2009

A DEARTH OF FIRST AGE LEGENDARIES?

Just before Book 7 arrived, the forums were buzzing with rumours that the much sought-after First Age Legendaries would suddenly become relatively more common, what with drops from the new 12-man raid and from Lothlórien elven gift boxes as well as from the Watcher.

Well, in practice the opposite seems to have happened, at least on the European servers. How can one tell? Simply by the fact that for the last seven days, not a single First Age legendary has been on offer on the Laurelin Auction House - not even those relatively unpopular, or at least not much in demand, Runecaster and Warden items which had been most in evidence earlier.

This confirms the widely remarked fact that the (very expensive) gift boxes usually, if not nearly always, prove a disappointment. They do, however, sometimes come across; I recently witnessed the jubilant discovery of a l.60 Captain's greatsword by one lucky player. But a poor drop rate from the new gift boxes doesn't explain why fewer items overall should be turning up compared to pre-Book 7 days. The answer, I think, must lie in the fact that the Watcher raid has been modified and made considerably harder - the result being that Watcher (Mark II) kills are still extremely rare, resulting in few if any First Age legendaries from that source.

Monday, 6 April 2009

UNDER THE EAVES OF LOTHLORIEN


What of Lothlórien? First of all, of course, it is visually stunning, above all the forest itself: impressively unlike anything we've seen so far, and, as it ought to be, ever so slightly spooky both by day and by night. The contrast with the gloom of Moria makes it that much more effective. I would also rate the epic storyline of Volume II, Book 7 very highly; it can easily be completed solo by anybody who has reached level 60, has a good, strong plot line and maintains its interest to the end (though I admit to finding the ultimate fate of the book's principal villain excessively tame, even rather wishy-washy).

On the other hand, I am disappointed by many of the quests which must be completed in order to gain favour with the Galadhrim, far too many of which are ridiculously trivial and even foolish. This is, I concede, a standing problem with all computer role-playing games, whether online or not, and one which becomes particularly acute in our case, where we are all playing notional second fiddle to the Fellowship: on the one hand the individual player is involved in events of epic scope and grandeur, but on the other, he or she must constantly be brought back down to earth lest he become too big for his boots (and for the lore).

Fair enough. One day Warlord of Angmar and Slayer of Thaurlach, the next begging Galadhrim guardians for the right to enter Lorien, or fending off Anduin lizards; that's the way an adventurer's life goes. But to be invited to go picking berries and mushrooms, or to be treated as a pack mule and instructed to carry supplies right, left and centre is really a bit much; where were you, buster, when we were killing Thorog in Helegrod? Such piffling quests do nothing to maintain suspension of disbelief, and are really a sign of laziness or lack of inspiration on the part of the developers. Obviously there will have to be grinding - but let it at least be inventive and preferably adventurous grinding, not this poor "kindly step out and get me a pint of milk, boy" household chore stuff.

Wednesday, 11 March 2009

THE MINES OF MORIA CONSIDERED AS A CHINESE BANQUET

An old western libel, no doubt invented or at least perpetuated by French restaurateurs, would have it that Chinese banquets, though impressive in quality, quantity and variety, somehow leave the diner with a feeling of emptiness, as though he had partaken of an oddly unsatisfying fairy feast. I have often thought over the last few weeks that in that sense, the Mines of Moria have much on common with that mythic Chinese banquet…

Make no mistake: there can be no two opinions about the quality of the graphic design. Almost three months down the road, I still hold by the view I published here last December: “This is by far the most impressive game environment I have ever seen. For once, the pre-launch hype didn’t lie. The Mines of Moria are breathtakingly grandiose and wonderfully imaginative”. The problem is that after a few weeks, the game started feeling repetitive, and, like the aforementioned fairy feast, oddly unsatisfying. And judging by the comments of other players (thoughtful players whose judgements I respect), I was not alone in feeling disappointed.

Why? I don’t think there is any single reason for this sense of flatness, rather a whole series of minor reasons. First of all, perhaps, the almost universal disappointment provoked by discovering that the eagerly awaited legendary weapon system was nothing of the sort. Secondly, the absence of a good, meaty twelve-man raid involving a series of bosses – another and better Rift, in other words, which one could really sink one’s teeth in. Now I know that long-term raiding isn’t necessarily everybody’s cup of tea, but the thing about the Rift was that it kept an awful lot of players beavering happily away for well over six months. Third, the way reputation with the dwarf factions turned out to be, well, almost completely useless, with the exception of the Hunter and Warden quick travel skills. Fourth, the pointlessness of mounts in a dungeon environment, in which a rider gets knocked off his goat roughly every twenty paces. Fifth, the excessively fast levelling between levels 50 and 60, which meant that players stopped gaining experience points after completing no more than half the available quests.

At the end of the day, and despite the excellent Eregion prequel, this was, after all, largely a dungeon crawl. And the problem with that is that dungeon crawls are, by their very nature, overtly linear; despite the many nicely executed larger areas such as the Waterworks, one still had a sense of being herded along far too many dark, narrow passageways. As a result, the relief one felt at finally emerging into fresh air at the Dimrill Dale was palpable, and very real (so kudos to the designers for that!). On balance, I suspect that had MoM shipped, as originally planned, with all or most of the Lothlórien content included, it would have made for a much better balanced game. Hopefully, Book 7 will help restore that balance.

Friday, 27 February 2009

CARAS GALADHON SNEAK PREVIEW

Volume II, Book 7 of Mines of Moria, to be released - we fervently hope - in the not-too-distant future, will take players deeper into the enchanted forest of Lothlórien. Actually, all of Lothlórien (rather than just the tiny fragment of it we can access at the moment) was due to be packaged with the original MoM expansion, but as it was still unfinished round about the crucial Christmas release date, Turbine opted to hive it off.

The image above is of Caras Galadhon (or Galadon, as the first edition has it), tree city of Lothlórien and closest thing to an elven capital during the waning of the Third Age. It appeared recently on official game forums, only to be quickly whisked away for being in apparent breach of non-disclosure agreements. Such is the current hunger for more hard information about V II/Bk 7 that it seems worth recycling, though apart from looking pretty, it doesn't really tell us very much...