RPG in which we followed in footsteps of the Fellowship of the Ring. The Lord of the Rings: The Third Age is one of few story-driven games set in Middle-earth

The epic story “The Lord of the Rings” generally doesn’t align with the role-playing game (RPG) genre. Despite Middle-earth being an ideal backdrop for such games, developers and publishers have been hesitant to explore its potential due to several factors (a subject for a future discussion). Nevertheless, efforts have been made to alter this situation, with The Lord of the Rings: The Third Age being one of the notable attempts that demonstrate progress in this direction.

As a dedicated fan, I can’t help but share my thoughts on Electronic Arts’ creation that seamlessly blends the iconic world of J.R.R. Tolkien’s Lord of the Rings with the captivating gameplay mechanics reminiscent of Japanese Role-Playing Games, notably the Final Fantasy series. Though it may have slipped from the spotlight over time, its success was undeniable, and I can’t help but feel a twinge of regret that this gem is not as widely celebrated today.

Despite a few debatable decisions made by the developers, the game remained an enjoyable experience for me. Let’s embark on a journey back to its inception.

Different Fellowship of the Ring

To kick off, it’s important to note that “The Lord of the Rings: The Third Age” came out in two variations. The initial version, designed by EA Redwood Shores, was launched for PlayStation 2, Xbox, and GameCube. Conversely, the second edition, developed by Griptonite Games, made its debut on Game Boy Advance. In this discussion, we’re diving deep into the first edition.

In contrast to The Lord of the Rings: The Third Age, the title under discussion enabled us to track the destiny of a Gondorian named Berethor and his companions: the elf Idrial, the Northern Ranger Elegost, the dwarf Hadhod, and Morwen and Eaoden from Rohan. Essentially, we controlled a “secondary” group that mirrored Frodo’s Fellowship in their journey, experiencing comparable adventures. The advantage of having Gandalf as their narrator and film trilogy music added to the immersion, making it feel like an extension of the original story.

Our journey took us to various places such as Eregion, Moria, a ruined Rohan, Helm’s Deep, Minas Tirith, and the Pelennor Fields. At each location, we encountered multiple tasks that could be tackled in any sequence. However, the layout of the maps, resembling corridors, guided us towards a particular approach to these objectives. In addition to main quests driving the plot, there were optional missions available. While it was possible to ignore them, it wasn’t advisable due to the bonus experience points they offered. Regrettably, there was always a shortage of these extra points to collect.

This is Middle-earth and here we fight

In a manner of speaking, “The Lord of the Rings: The Third Age” functioned in two distinct ways. Primarily, it offered an immersive, real-time exploration experience where we could marvel at stunning locations – such as Moria or Helm’s Deep, which continue to stir the imagination – and engage in dialogues with non-player characters (NPCs).

Secondly, this game permitted seamless character switching between male and female protagonists. This feature was significant because the experience points for accomplishing a specific quest were granted to the character being controlled at the exact moment of task completion.

In the style of numerous Japanese RPGs from back then, enemies weren’t seen within locations. Instead, the likelihood of a surprise encounter was indicated by the Eye of Sauron appearing in the upper left corner of the screen. The darker it became, the greater the probability that a fight would ensue imminently. Conversely, when a blue Palantir appeared in the same spot, we knew to brace ourselves for a narrative battle.

During our journey, we came across adversaries similar to those seen in films. They were creatures like orcs, uruk-hai, wargs, and trolls who often took on leading roles in these stories (I provide details below). The game now includes a “Villain’s Perspective” mode, allowing us to command the evil forces and engage in battles against our heroes. It was an enjoyable detour from the main game as it granted access to exclusive rewards, such as special items.

Turn-based Lord of the Rings

Once the fight commenced, we stepped into the battleground, dividing it between our team on one side and the opposing foes on the other. Each player in this skirmish had turns to act, with the order being flexible – allowing for tactics such as delaying or incapacitating opponents, or speeding up allies. Crucially, these strategic options were accessible to both us and our adversaries, who embodied the forces of evil.

Additionally to regular actions like executing attacks, employing unique abilities based on characters, and utilizing items, we also unleashed powerful special moves during battles. Properly timing these special moves could dramatically shift the course of numerous skirmishes.

Following the conclusion of the battle, each character was rewarded with experience points based on their involvement in the fight. The more actively they participated, the more XP they received (and conversely, if they were less involved, they received less XP). As we progressed, our allies advanced to higher levels and enhanced their skills: furthermore, their battle prowess increased due to the gear they obtained.

Bad calls

It appears that the creators of the game known as “Third Age” made some questionable choices. For instance, the difficulty level was an issue; while most of the game wasn’t overly difficult, the Battle of Helm’s Deep inexplicably became much harder. This sudden increase in challenge meant that players often had to go back to previously visited locations to grind XP and return to the battlefield with a stronger Berethor and his group. Interestingly, such challenges were absent later in the game.

Additionally, the game lacked any form of currency, which made sense given the bleak and chaotic settings like Minas Tirith and Moria where trading would be unimaginable. This meant that everything we collected in our inventory could only come from defeated foes or hidden chests. Notably, in Helm’s Deep, we were assigned a mission to find a legendary artifact that could sway the course of the battle (though it seemed overly dramatic). After a brief search, we discovered that this artifact was nothing more than an ordinary item resting peacefully inside a chest, waiting for its next owner.

In this manner, we find ourselves at the height of the preposterousness within the Third Era, a period characterized by certain leaders. Although Electronic Arts didn’t quite match Monolith Productions’ feat in crafting the Shadow of War storyline, there were still numerous aspects that invited critique. Characters like Berethor and others mirrored the Fellowship of the Ring, even intruding on their escapades. This resulted in peculiar scenarios such as our allies standing beside Gandalf to battle the Balrog, employing swords, axes, and arrows against him, or aiding Eowyn in vanquishing the Witch-king of Angmar. The climactic battle was also unbelievable; it’s possible that some have already surmised who our companions from the Third Era faced at the end of their journey across Middle-earth.

What happened next?

To sum up, “The Lord of the Rings: The Third Age” can undoubtedly be seen as a well-received game, backed by its commercial and artistic triumphs. Regrettably, EA didn’t continue with a sequel, leaving fans disappointed. Instead, EA Redwood Shores was given the project to create a new RPG titled “The Lord of the Rings: The White Council,” which was destined for release on PC, PlayStation 3, and Xbox 360. But let’s save that story for another time…

How to play Third Age today?

You won’t find “The Lord of the Rings: The Third Age” for sale in Sony, Microsoft, or Nintendo outlets. However, you can find used versions of it at prices ranging between $10 to $30, depending on the specific edition.

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2025-01-29 00:02