Submitted by SWATJester on Thu, 11/13/2008 - 19:58.
I must confess, I've never been a big Lord of the Rings fan. The first
movie was pretty good, parts of the second and third ones as well, but
nothing spectacular. (I can hear the wailing and gnashing of teeth from
the fanboys now. WHAT! HE MENTIONED THE MOVIES BEFORE THE BOOKS?
BLASPHEMY!) Yes, I've read the books too, every tortuous long minute of
them. Don't get me wrong, I loves me some fantasy books, and I actually
find some aspects of the Tolkien universe pretty intriguing. But I'm a
law student; I already spend my days reading through hundreds of pages
of dense material, it's not how I'd prefer to spend my off time.
So it was with a bit of trepidation that I began looking into Lord of
the Rings Online, and its upcoming expansion: The Mines of Moria. My
first experience with LOTRO actually came from PAX 2008. I was sitting
with a colleague in one of the bean bag areas, watching another PAX
attendee playing LOTRO on their laptop. "Hey," I thought, "this game
looks kind of neat." I did a little more research on the game, and
found that LOTRO has quietly developed a reputation as an extremely
solid MMORPG with a high level of customer satisfaction, and some very
unique gameplay mechanics. Thus began my journey into the Mines of
Moria: as a player who doesn't know much about LOTRO and knows even
less about the Tolkien lore.
The staff at Turbine and their PR agency very graciously arranged for
myself and LOTRO Stratics Managing Editor Orvago to have a private
playtest with some of the producers. Orvago will surely be bringing you
guys his more nuanced input over the next couple days, but today, I
present you with my preview of LOTRO: Mines of Moria. As I've hinted
above, it's from the viewpoint of someone who has never played LOTRO
before, so experienced players might find some of the information in
the preview repetitive; however stick around and I'm sure you'll find
some new tidbits that you didn't know, as well as plenty of
eye-poppingly gorgeous screenshots to drool over.
So, without further ado... I present you with, Lord of the Rings Online: The Mines of Moria.
Our playtest began with Orvago and I logging into the test server and
meeting up with the developers. Both Orvago and I got a chance to
playtest the new classes in the game. My character was a Warden, a sort
of hybrid melee-ranged DPS class that has a striking range of
versatility not usually found in MMORPGs; while Orvago played as a
Rune-keeper, a more traditional caster type role with powerful spells.
The Warden class is heavily based on two types of weapons: spears and
javelins. The Warden's chief combat technique is the "gambit system."
Essentially, with the gambit system, the various techniques employed by
the Warden can be chained together in different orders to form a sort
of combo called a gambit. For instance, a quick thrust, followed by a
shield bash, gives the Warden access to a gambit called "The Boot"
which enables him to kick an enemy. In contrast, a quick thrust,
followed by a shield bash, followed by another quick thrust enables the
"Onslaught" gambit, where the Warden attacks three times in quick
succession, with each attack doing 95% of normal damage. Other gambits
I discovered involved a power attack, and a healing ability. The
gambits system enables the Warden to be a very versatile class: they
can do DPS output, they can heal, they can lock down casters, and the
gambit system allows them to very rapidly switch between these roles
while still having a decent damage output. Not to mention they have a
killer stealth ambushing system.
And thus my first experience with LOTRO's character customization
system. Simply put, it's far more in depth than any other system I've
seen. In addition to the fighting styles, your character can unlock and
invest into various traits, which make them more powerful or grant
special abilities. But there's not just one or two branches of traits
like other games have done with talent trees and the like. There are a
dizzying array of traits in the game, from virtue-based traits unlocked
by performing various deeds by the character, to unique class and
racial traits, to legendary traits for each class that provide powerful
enhancements and abilities. We also were introduced to the legendary
weapon system, but I'll get to that in a little bit.
Anyway, Orvago and I met up with our guide, conveniently named
Tourguide, a dwarven guardian. We were in a region called Gwingris,
which as I understand is not yet within the borders of Moria. We
quickly toured the regions of Pend Eregion, and Barad Morlas, which
contained some impressive looking ruins.


We then traveled to an area called Tal Caradhas in the Burnt Tor
region, where Tourguide proceeded to thorougly beat down a wolf.
Our next trip was to Mirobel, where we climbed a weathered looking
staircase. The nighttime air lent an almost mystical dreariness to the
landscape, something that I rarely have felt in an MMORPG. Most games
heavily overdo their landscapes, either with cartoonish effects, or
burning skies, or a lack of significant ambience. LOTRO from the very
start captured me with the powerful landscapes that lent a sense of
weight to the world. In movies, this is referred to as the suspension
of disbelief: the art of getting the viewer to feel like they're in the
movie. Turbine did a spectacular job of really capturing what I
perceived a Tolkien world to be like.

Very quickly, our tour reached the gateway into Moria's content, in a
region called Nan Sirannon, signified in the screenshot by the red
glowing glyph. A dwarf named Rathwald stands ready to assist
adventurers into the new content.
Our first stop in Moria was the Black Pool that I instantly recognized
from the movies, and the glowing gateway into the mines. The team once
again did an excellent job of really capturing the atmosphere of the
movies when recreating the content into the game. Unlike the
Fellowship, however, we weren't chased into the mines by any giant
tentacle monsters (though, I forgot to ask Turbine if that was in the
game somewhere). We were greeted at the door by several industrious
worker dwarves happily picking away at the rockfall with their mining
picks. After waving hello, we made our way into the mines. At this point, I want to note that the developers were teleporting us
around, so players certainly should not expect to follow the same path
that we did.
We were greeted in the Mines of Moria by the massive
spectacle of Durin's Threshold. Adam Mersky from Turbine gave us a
brief orientation on just how massive Moria is. To start with, the
whole place is a single seamless zone. There are no loading screens or
immersion breaks anywhere you go from one end to another. That was
impressive enough, but what struck me was the sheer vertical scale of
the place. Durins Threshold is a massive cavern with a towering
ceiling, focused on a gigantic staircase leading up into the rest of
the mines. The internal areas are certainly darker than one would
expect from most MMORPGs (Turbine informed me that there is a
sophisticated lighting system that the game uses to light the caverns),
but even through the gloom you can tell just how huge the area is.
Giant statues of dwarves cut in bas-relief out of the walls flanked the
hallway. Maybe they were once dwarven kings? I don't know, but it
certainly captured the feeling of what I've always expected a dwarven
tomb to be.


We proceeded inward to The Great Delving, one of the more vertically
oriented areas of Moria. A warning to would-be players: If you're not
used to travelling vertically in a dungeon, you'd better become
accustomed to it in Moria. The Great Delving had immense waterfalls
pouring down into seemingly bottomless murky depths. Of course, I had
to see for myself just how bottomless these depths were. We jumped down
into the pits, and found out that yes, there really is a bottom, and
it's a hell of a long way down. But, as I'll get to later, these falls
were not even remotely close to some of the other drops in the game, as
we'll see later. The dwarven architecture was certainly apparent as we
crossed a stone bridge lit by glowing crystal chandeliers. Giant
waterfalls spilled from gaping stone mouths carved out of the wall.



Moving on, we entered a nearby area called Gazatmur, and Orvago and I
posed for a screenshot. The developers told us that everything that you
see in the dungeons can be accessed, so for instance, the bridges way
off in the distance in some of the screenshots are actually playable
parts of the Mines of Moria. Interestingly, not all of Moria is so dark
and cave-like as the Great Delving and the Gazatmur areas. We moved on
to Durin's Way. On entering, my jaw dropped, and I'm pretty sure I
muttered a stream of expletives that can only be summarized as "This is
***** amazing." The area of the mines is essentially an underground
forest, lit by cracks that let in visible shafts of sunlight. The
ceiling, however, is WAY off in the distance, and is a testament to the
Moria world design team's skills.



Unlike Durin's Way, much of the mines aren't directly lit by sunlight,
or glowing chandeliers. Instead, the industrious dwarves have used a
complex system of reflecting mirrors to take the few beams of natural
light and reflect them around the rest of the mines. Wandering around
one such mirror, I couldn't help but get the urge to smash it;
unfortunately (or probably fortunately) the tour moved on shortly.

Just beyond the mirrors is The Endless Stair. This is probably the most
awe-inspiring part of the entire Mines of Moria expansion, and truly
captures the sheer vertical scope of the mines. The stairs simply rose
beyond viewing distance, and the Turbine team informed me that the
entire thing is mostly walkable (minus of course some parts that were
destroyed in a certain battle from the books and movie). The
screenshots are a little dark, but the first shows the view from our
vantage point on the middle of the stairs looking up. The second shows
us looking down from the same point, and the third and fourth are the
result of base-jumping the stairs the whole way down to the bottom and
looking back up. Apparently, we were the first group that didn't shout
something like "Whee!" or "Banzai!" while jumping off the edge, but
that probably was because I was too busy saying "Holy ****" and
giggling uncontrollably. Screenshots literally can't do justice to just how massive this thing is, despite our best efforts.



Speaking of a certain battle from the movies, we moved on to the
mountain slopes of Zirakzigil, where the body of the Balrog lies broken
and smoldering in the snowy blizzard. Remnants of that battle litter
the mountainscape. The blizzard effects definitely add to the ambience
of the region and are a nice touch, though when close up the snowflakes
can be rather jarring, as seen in the fourth screenshot. Durin's Bane,
truly consisting of shadow and flame, has scorched and blackened the
grounds on which it fell. We didn't stay too long, though we hung
around just long enough to kill a few stone-worms that were bothering
us.


Read onward for Part 2 of our Mines of Moria exclusive preview!