Why Lord of The Rings Games Keep Falling Short – And What Could Change That

It’s Been a Rough Decade for Lord of The Rings Games

The last ten years have been challenging for Lord of The Rings games. Despite the rich lore and a passionate fanbase, recent titles have struggled to hit the mark. From *Gollum* to *Return to Moria* and now *Tales of the Shire*, fans have faced disappointment after disappointment.

  • A look back at the highs and lows of LOTR games over the past decade
  • How *Shadow of Mordor* set a high bar with its innovative Nemesis System
  • Why recent games like *Gollum* and *Tales of the Shire* fell short
  • What’s next for Lord of The Rings games, including upcoming projects

The Good Old Days and the Peak

Lord of The Rings games have been around since 1982, starting with *The Hobbit* by Beam Software. The release of Peter Jackson’s films in the early 2000s boosted the popularity of these games. Titles like *The Two Towers*, *Return of the King*, and *The Lord of the Rings Online* won over players with solid gameplay and faithful storytelling. Even *The Third Age*, despite being a clone of Final Fantasy, gained a cult following.

Then came *Middle Earth: Shadow of Mordor* in 2014, a game that many consider the best LOTR experience so far. Developed by Behaviour Interactive and Monolith Productions, it introduced the groundbreaking Nemesis System, which made enemies feel alive and personal. Enemies remembered your actions, taunted you, and could even come back stronger after death. This made the gameplay fresh and exciting.

The Fall of Recent Titles

After *Shadow of Mordor* and its sequel *Shadow of War*, the LOTR game scene went quiet for a while. Then, in 2019, Daedalic Entertainment announced *The Lord of The Rings: Gollum*, aiming for a 2021 release. The idea of exploring Gollum’s origin was intriguing, but the game launched to harsh criticism in 2023. Players and critics pointed out numerous bugs, poor graphics, and an underwhelming story. The backlash was so severe that Daedalic Entertainment shut down shortly after.

Fast forward two years, and *Tales of The Shire* is facing similar criticism. Reviews are mixed, with players complaining about the art style, shallow gameplay, and dull story. This is surprising because *Tales of The Shire* was developed by Weta Workshop’s gaming division—the very studio behind the special effects of Jackson’s films. So, how did they miss the mark?

According to a report from The Verge, the answer lies in *studio mismanagement*. Funding issues, crunch, shifting deadlines, and leadership changes led to a tough development process and low morale. This echoes the problems that plagued *Gollum*’s development as well.

What Went Wrong and What’s Next?

You’d think that with a passionate team, a great concept, and deep knowledge of the source material, LOTR games would thrive. Yet, even Weta Workshop couldn’t deliver, despite their experience with the films. Contrast this with Monolith Productions, who stepped out of their comfort zone to create *Shadow of Mordor* in just three years, introducing fresh mechanics and a new perspective.

One major issue seems to be trust—or the lack of it. Good games need developers who can breathe, experiment, and feel supported. When teams face exhaustion, constant changes, layoffs, and impossible deadlines, the results suffer. This explains why *Gollum* and *Tales of The Shire* turned out as they did.

But it’s not all bad news. Weta Workshop is reportedly working on another LOTR game, codenamed “Groundhog,” described as a roguelike inspired by *Baldur’s Gate* and *Diablo*. Meanwhile, Amazon is developing a Lord of The Rings MMO, though they admit they’re still searching for the right “hook” to make it stand out. You can read more about Amazon’s MMO efforts here.

Let’s hope these new projects can finally bring the magic of Middle Earth to life in gaming once again. Until then, the words of Éomer from *The Two Towers* ring true: “Do not trust to hope. It has forsaken these lands.”

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