First Glance: Middle Earth Online
Officially announced only last week, the deal for Turbine Entertainment to develop Vivendi’s Middle-Earth Online has already born fruit a mere four months after the deal was signed. Much of this is down to Turbine’s ability to adapt their "Turbine Engine 2.0" quickly to new designs and so, at the Vivendi conference rooms today, we were given a lengthy demonstration of the current state of MEO.

Turbine’s Marc Holmes took us through two of the impressively rendered areas so far created. First up was the Shires where the hobbits make their homes - and where you will be able to own your own. Houses are planned to be of modular design, with different doors and windows and other decorations available for purchase. The houses themselves - expected to be purchased first by guilds rather than individual players - are pre-placed and pre-sized, and if you want a different layout, you’ll need to buy a new house.

The Shire is a fairly peaceful place and Marc took his little Hobbit over the river to the centre of the village where a number of NPCs acted out the parts of townsfolk and showed off the number of avatars the engine could take. Asheron’s Call 2 players would recognise the frills and effects the engine is capable of with waves lapping languidly on the shore and trees swaying in the breeze. The grass, as currently with AC2, is still but that bug is expected to be fixed soon.

Towards one edge of the village square was a firework launcher. Currently set up to show off the particle effects the engine can produce, making fireworks is expected to be a tradeskill, with players able to produce fancier explosions as they advance in ability. On the subject of other tradeskills Marc explained that they should be on a separate advancement track from combat skills but would mainly be oriented towards making things for combat.

Speaking of which, whilst final decisions have not yet been made as to the exact form, the current implementation revolves around each character’s four attributes of strength, intelligence, dexterity and health with them seemingly acting as multiple staminas-like reservoirs to allow particular skills to be performed.

After the Shire, Marc took us into the Mines of Moria where we joined with a towering human fighter to head to the bottom to fight a Balrog. Initially the mines were quiet and the two characters proceeded along, searching the area for loot. Many of the objects around were interactive and Marc smashed one rickety shelf into pieces when picking up a sword. The noise alerted monsters on the other side of a blocked door. The door resisted their efforts only briefly before they smashed it aside and poured through.

After the brief battle, the two moved deeper into Moria. At one point, crossing a bridge, the pair was assailed by hidden archers who swiftly turned Marc’s hobbit into something akin to a pin-cushion. Halfway over the bridge Marc’s companion used a "magic shield" to push several opponents away and to their deaths off the bridge. Marc explained that, as Wizards in Middle-Earth were numbered in single figures, players would not be taking their role, but magic items and effects would be available to players. One example from the books would be Boromir’s Horn which would boost the fighting ability of members of his fellowship.

Marc also explained the decision to not have player versus player combat in the game. Considering that in their own words an "An Elf and Hobbit fragfest over the hills of the Shire doesn't honor the grandeur of this epic story" and the problems in the past many games have had with allowing both PvP and PvM playstyles, they decided to concentrate their focus on one side of the coin.

Players though will still be able to align themselves with Sauron by their actions - on finding an evil item, the player will move themselves towards Sauron by using it, or away by destroying it. Movement towards a certain alignment may open more abilities up, but will also close others. Evil characters, for example, will find themselves unable to visit Elven areas. Marc’s companion showed off some of the effects when evil items were used - after donning a nifty black suit of armour, his character arched his back as he floated in their air and a huge skull effect appeared around his body.

We then descended further and saw the Balrog...

Check out the Middle Earth Online E3 Image Gallery!


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