The Lord of the Rings Online: Siege of Mirkwood Review

Written by:  • Edited by: Michael Hartman
Published Dec 11, 2009
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Siege of Mirkwood is the second expansion to the Lord of the Rings Online. Both the original game and its first expansion received widespread critical acclaim, and this latest instillation of the franchise looks to replicate that success with new areas and features.

Less is More

The changes put forward by Siege of Mirkwood are nowhere near the size and scale the previous expansion, Mines of Moria, offered up. This, combined with its smaller price tag, may lead many to dismiss Mirkwood as a mini-expansion, but that would be premature. While it’s true that the level cap is only up 5 and only one new zone of content has been added, Mirkwood introduces both lots of little improvements and a whole new way to play the game.

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This new feature is the skirmish system, which puts a twist on how the game is played and is being promoted heavily by the developers. Basically, skirmishes are quick, combat orientated, semi-randomised instances that can be played solo or in a group. They’re designed to compliment traditional methods of levelling, and thus can be accessed from nearly anywhere and at any time in the game world. They take place in a variety of locales and offer up all sorts of different rewards for participation. You even get a special NPC soldier that fights alongside you in skirmishes. This soldier can be heavily customized both in gameplay terms to compliment your character’s own abilities, and in aesthetic ways to make your new comrade stand out from those of your fellows. The skirmish system is a fascinating idea, and while only time will tell if it proves to be popular the amount of attention that’s been put into it is obvious. Everything from the unique enemies to the menu system has been carefully polished, which makes the skirmish system an appealing part of expansion.

Into the Forest

Of course, the real focus of the expansion is the titular forest of Mirkwood, and that’s where veteran players will be doing the majority of their adventuring. One immediately receives two different impressions upon visiting Mirkwood, one positive and one negative. On the plus side, Mirkwood is very impressive visually. Players are introduced to the region in an instance that involves an army of elves essentially storming its beaches. Of course, you’ll be doing much of the grunt work, but having NPCs running around and fighting to control camps and forts really makes you feel like you’re in a war zone. It’s a pretty dark and grim one, but that’s what Mirkwood is: a dreary, depressing forest. That idea is captured well, both during the initial landing and later on as you explore the area in full. There’s a variety of well designed locations, such as a spooky swamp and a ghostly town, and they all succeed in capturing the dour vibe that Mirkwood should give off.

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Unfortunately, once you get past the impressive visual design you’ll discover that not much has changed in terms of gameplay. The quests that Mirkwood offer to players are nothing you haven’t seen dozens of times already, whether you’re asked to go kill a bunch of orcs here or go gather some resource over there. Now, that’s pretty standard stuff for an MMORPG, and it would be unfair to criticise an expansion pack for maintaining a genre convention. However, questing in Mirkwood just feels like a grind. When we first entered Moria it felt like an adventure, where every quest was designed to show off the massive, foreboding dungeon. By contrast, Mirkwood’s quests appear to be designed in order to mindlessly shuffle players to the level cap so they can enjoy the latest instances and raids. That doesn’t mean the gameplay in Mirkwood is bad, far from it. It just feels as if it fails to take advantage of the setting, which is a shame to see.

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