The spectacular visuals and seamless effects. The high stakes, lofty themes, and emotionally resonant character arcs. The short answer? Because all the things.įrom the quality of the world building to the adherence to the story. What was it that made the cinematic trilogy possible in the first place? What made it accessible to newbies and satisfying to cinema purists? How did it manage to achieve both box office and critical success? Frodo and Gandalf the Grey start their journey in The Fellowship of the Ring. So as we mark the anniversary of this enduring classic, it’s worth revisiting how a (then) 40-year-old fantasy series favored by nerds and scholars became one of the most creatively and culturally influential milestones in motion picture history. It’s hard to believe that what started as a passion project by a little-known Kiwi director still rewards first-or repeated-viewings, a testament to just how timeless the trilogy still feels. He follows a prescribed, restricted path, can’t outfox a dimwitted Orc, and has no tricks up his imaginary sleeve to get out of tight situations.Has it already been 20 years since the first of The Lord of the Rings movies was released? This resourceful, devious little monster who gets what he wants even if (or when) it kills him can only grab onto certain ledges. The feeling that something is a bit off with Gollum’s abilities is part of a wider problem in the game: Outside the story, it doesn’t lean into who Gollum is. One Orc lagging maybe 10 feet behind his comrade is fair game, but the sole enemy in a closed room with no one else around is apparently too much for Gollum to deal with. He can throttle some enemies, though it’s implemented so randomly that it feels like a gimmick instead of an actual feature. He throws rocks to shutter lanterns - which Orcs conveniently never re-open - hides in even the tiniest of shadows to escape notice, and that’s about it. He’s nowhere near as nimble and quick as you’d expect the sly sneaker to be. Gollum can climb and jump like any platforming hero of the early 3D days, and he often handles like one as well: clunkily. Stealth, action, and parkour - Gollum’s other half - just aren’t strong enough to carry the gameplay. It’s also better suited for a visual novel or interactive adventure. It’s an underdog story, casting a new light on Middle Earth’s established history from the perspective of the lowly, the outcasts, and the rebels, and the world feels more fully realized and lived in as a result. Gollum treats its supporting cast and Middle Earth in general with an impressive level of detail, whether it’s a look at Sauron’s cults (only briefly teased in Lord of the Rings itself), a witch who refuses to swear fealty to the dark lord, or even just an alternative perspective on the elves. He’s not always the star of the show, though. His story is a gradual, unavoidable descent into ruin, and what matters is understanding why it happens. You might have Smeagle save one ally’s life, while Gollum betrays another later on - but that’s the point. That one scene did more to make me sympathize with Gollum than anything in Tolkien’s work, with its glimpse inside Gollum’s tortured mind and the sad remnants of who he used to be - and sometimes still wanted to be. I convinced Gollum that the beetle was not, in fact, a spy, and was treated to a scene where Smeagle watches with an almost pathetic sense of childlike wonder as the insect flies around his head - before Ringwraith butts in and ruins the moment.Ĭhoices have impact even if Smeagle’s fate is sealed. You need to make a compelling argument against Smeagle or Gollum to get the desired outcome, which adds a surprising sense of weight to seemingly inconsequential decisions. In one early scene, for example, you have to decide whether Gollum will let a beetle live or crush it. Some decisions popped up at completely unexpected moments and had equally unexpected - sometimes even beautiful - outcomes. These choices let you piece together a portrait of his fragile personality and get a better understanding of the struggles he faces, explaining why Smeagle eventually gives in to Gollum. Gollum’s story is a known entity, so instead of trying to do something new and daring with it, Daedalic takes the introspective route. The clever thing about Gollum’s choices, however, is that they don’t have to matter. I only had time for one playthrough, and you get just one save file. It’s tough to say what effect, if any, these have on the broader narrative. Gollum finds himself at a crossroad during some key moments, where he can either cave into his own horrible demands or let Smeagle’s better nature shine through.
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