One thing you can’t say about J.R.R. Tolkien’s orcs is that they lacked personality. The generic orc of generic fantasy may be a hulking, dimwitted goon, but to Tolkien they were his chief way of injecting humor into the darkest moments of The Lord of the Rings. No orc shouted “Meat’s on the menu, boys!” in the books, but Peter Jackson’s trilogy was right on the mark.
This was on my mind as I played The Lord of the Rings: Gollum, Daedalic Entertainment’s new LotR-inspired action-adventure. Shortly after completing the tutorial of Gollum, I had been captured by Sauron’s ringwraiths (canon), tortured (canon), and thrown in the slave pit of Mordor (canon, not a spoiler!). A hunched and armored orc was yelling at me — Gollum — to get out of my cell and follow a line of slaves to a black iron elevator. He was a hulking, dimwitted goon, in a big stone-and-jagged-metal room, with a spooky lady in the center chanting, “The Eye sees all! The Eye knows all!”
But I could press the control stick forward and walk into his legs for as long as it amused me. He would just emit another NPC bark — like “Get moving, slave!” — and harmlessly whip his arm through his single animation again. Any scraps of personality I found in the first few hours of Gollum were largely the ones I provided myself.
In fact, I could walk endlessly into the legs of any NPC in the room, including the spooky lady. The orcs had some extra barks about how I wasn’t allowed near her, but there was absolutely nothing to actually stop me from wandering. I could walk into any orc in any corner of any room the game took me into. I could leap up and down. I could do it to the beastmaster orc as he threatened to feed me to his monsters. I could do it to the mine master
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