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Lord of the Rings Online - Siege of Mirkwood Live Preview

Updated Sat, Sep 18, 2010 by Medawky

Expansion time is always a time of eager anticipation and quiet dread amongst gamers, as the promise of new and exciting content is tempered by the uncertainty of change. Even the most stable...Expansion time is always a time of eager anticipation and quiet dread amongst gamers, as the promise of new and exciting content is tempered by the uncertainty of change. Even the most stable and venerated games of the genre aren’t immune to this mixed bag of emotions. To help alleviate your concerns and illuminate the darkness of the unknown, Ten Ton Hammer has gotten hands on with the newest addition to the storied world of Lord of the Rings Online, with a behind the scenes in game look at Siege of Mirkwood. Join Medawky, fresh off his guided tour of the new content, for a preview of what’s coming and a review of what is already in place in the current pre-open beta build.

At the dock, ready to venture into Mirkwood with my tour guide- Live Producer, Aaron Campbell.

Even though open beta is still a couple of weeks out it is fairly obvious that the bulk of the content is in place for the upcoming expansion. With many sites dubbing this a “mini-expansion”, I was surprised and delighted by the overall depth and scope of this newest installment to the franchise.  With only close to two hours of hands on time I can already tell you that the aforementioned branding of Siege of Mirkwood is a complete misnomer, this is no mini-expansion but rather a vast enhancement that will add a whole new layer of playability to the game. While it is true that there isn’t an entire new continent or other worldly realm being created to explore, the addition of one of the most feared and foreboding forests from the works of Tolkien can hardly be dismissed, but the real star of the show is the skirmish system.

My journey into the new area began on a lonely dock where I boarded a small boat with my tour guide, Live Producer Aaron Campbell, and pushed off for the far My journey into the new area began on a lonely dock where I boarded a small boat with my tour guide, Live Producer Aaron Campbell, and pushed off for the far shore. One of the first things I noticed after disembarking was the stark contrast between the two shores.

"We want you to feel the contrast immediatley" - Aaron Campbell.



Elvish Army base camp that is established after instanced assualt encounter.

Players will gain access to the new content via the completion of a “D-day” like encounter where the southern shore of Mirkwood is invaded by the player and NPCs pushing in from Lothlorien to form an elvish beachhead and encampment that will serve as the initial quest hub. The camp lies under the looming shadow of Dol Guldur, former home to Sauron and the current residence of an army of Orcs, Trolls, and other minions of The Dark Lord of Mordor, led by three of the Nazgûl.




 Dol Guldur will serve as the focal point in the culmination of the story that began with Mines of Moria, as players ultimately ascend to the top of the keep to put an end to the evil that resides there. Featuring the full scope of group content by way of three, six and twelve player instances, the stronghold is even more impressive on the inside than it is on the out.

The fighting is intense just to reach the entrance to Dol Guldur

You will need to arrive at the place together, as even the outside is heavily guarded by some menacing looking foes. The inner courtyard was large and it gives you the sense of just how big the place really is, as you wander through a portcullis into a large opening where high up at the top of the tower the ominous fell be  Dol Guldur will serve as the focal point in the culmination of the story that began with Mines of Moria, as players ultimately ascend to the top of the keep to put an end to the evil that resides there. Featuring the full scope of group content by way of three, six and twelve player instances, the stronghold is even more impressive on the inside than it is on the out.  You will need to arrive at the place together, as even the outside is heavily guarded by some menacing looking foes. The inner courtyard was large and it gives you the sense of just how big the place really is, as you wander through a portcullis into a large opening where high up at the top of the tower the ominous fell beasts swirl.


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