What was already working has returned for the sequel, including the hero units – though these are less recognisable this time around – and the special powers which enable you to heal your forces or bring down a swarm of arrows at a click. The team has also made efforts to tidy up the overall game mechanics. The dwarves get their own cool war machines, and battalions of lethal axe throwers to go with them. The goblins can command trolls and mountain giants, who act like mobile siege engines, throwing rocks at structures or demolishing units in massed ranks. And whomever you’re playing, there’s always fun to be had. The elves are – in some respects – the Protoss smaller in number, but more powerful in combat capability and special abilities. The goblins act like the Zerg, building quick but relatively weak units with which to swarm enemy bases, but with the assistance of a network of tunnels that can be used to quickly speed new recruits into battle. Men and dwarves take the place of the Terrans, building secure outposts then more powerful super units with which to demolish enemy bases. In the broadest sense, BFME2 plays like a fantasy Starcraft. Can the elves of Lorien save Rivendell and build a force to take Sauron’s fortress at Dol Goldur? Will the forces of evil triumph and wipe the smarmy point-eared aesthetes from Middle Earth? You decide.Īs with all good RTS games, the distinctions between factions go way beyond cosmetic changes. It’s just found space to branch out, with new playable factions – elves, dwarves and goblins – and two new story-based campaigns with which to explore their capabilities. As far as look and feel goes BFME2 is still firmly rooted in the cinematic vision.
Why? Because by casting off any real pretence of sticking to the story in terms of plot or character, the designers have given themselves more room to be creative. Luckily, this isn’t just a brave move – it’s a good one.
Where the events in the trilogy take place in the South of Middle Earth, the sequel shifts focus to the North, where dwarves and goblins scrap over cavernous mines, and where the elves of Mirkwood and Lorien stave off raiding parties or fight to drive the goblin hordes from icy mountain passes. With Battle for Middle Earth 2, EA has taken what seems like an uncharacteristically brave move.
And the bizarre restrictions over where and what you could build were – frankly – a little bit silly. On the other hand, there was an awful lot of poncing around with Hobbits while you were waiting for the big battles to kick off, the storyline was padded out with bizarre interludes, and there was a tendency for many maps to disintegrate into that time-honoured pattern of build base, defend base, build massive army with super units, then attack enemy structures. What’s more, it had the tone and feel of the movies, from the ethereal lighting to the wispy elven music, down pat. It boasted a lovely streamlined interface, gorgeous graphics, and an amazing sense of scale. On the one hand, it was easy to get the hang of, even in the unlikely event that you’d never played an RTS before. For all its pleasures – and there were many – Battle for Middle Earth always felt a little RTS-lite. Less cynically, I might add because it gives them a second chance to do things right. Probably, I would reply, because there’s still a lot of money in the franchise. Why does EA feel the need for another campaign? We’ve already fought our way through Helms Deep and the Pelinor Fields. But surely, you might say, the Battle for Middle Earth is over? Aragorn and Gandalf have triumphed.