The Lord of the Rings: Conquest | |
---|---|
Developer(s) | Pandemic Studios[a] |
Publisher(s) | Electronic Arts |
Director(s) | Eric Gewirtz |
Designer(s) | Sean Soucy |
Platform(s) | Microsoft Windows PlayStation 3 Xbox 360[5] Nintendo DS |
Release | |
Genre(s) | Action |
Mode(s) | Single-player, multiplayer |
The Lord of the Rings: Conquest is a 2009 action game developed by Pandemic Studios and published by Electronic Arts. It is derived from The Lord of the Rings film trilogy, and borrows many gameplay mechanics from Pandemic's Star Wars: Battlefront games. The game allows the player to play as both the forces of good and evil.
Pandemic was aided by Weta Digital in developing the game. They provided many of their digital models, including the fell beasts. Pandemic used elements that were cut from the films, and have taken inspiration from J. R. R. Tolkien's original fantasy series, such as a level based loosely around Balin's conquest of Moria, in which Gimli attempts to retake the dwarven city from the orcs. Some inspiration was less direct: the armies of Rohan and Gondor decide not to attack Minas Morgul in the novel, but a level in the game is based on what might possibly have happened if they had. The game uses Howard Shore's score to the films as its soundtrack. The Lord of the Rings: Conquest received mixed reviews, with criticism focusing on its combat, graphics, voice acting, balance issues, artificial intelligence, bugs, and multiplayer.
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