The History of Lord of the Rings Games Shows How to Make a Good Adaptation—And How Not To
Adaptations can be difficult. Even outside of the expectations of an audience that might be familiar with the source material, giving an adaptation purpose outside of “[thing] is also now [a different thing]” isn’t easy. It might be difficult to remember in a post-Peter Jackson film trilogy world, but adaptations of J.R.R. Tolkien’s The Lord of the Rings, for the longest time, were rarely crowd pleasers. Putting one of the best-selling books in history into non-book form was tried and tried again, with varying results in the fields of cinema and videogames: it wasn’t until Jackson’s trilogy that we started to see sustained success in either medium.
Ralph Bakshi’s 1978 edition of The Lord of the Rings was meant to be the first of two films made on a shoestring budget, but ended up as just the one. Topcraft (an animation studio predecessor to Studio Ghibli, also responsible for the classic Nausicaä of the Valley of the Wind), in partnership with Rankin/Bass, adapted The Return of the King as a TV movie in 1980—director Arthur Rankin Jr. admitted decades later that shoving it all into one film wasn’t a good idea. The Soviet Union collapsed before we could get all of the television play adaptation of The Lord of the Rings known as Khraniteli, though, at least that’s not the fault of anyone in the miniseries’ production. We’re lucky things worked with Jackson’s films, even: he wanted to make two, and Harvey Weinstein countered with one. New Line told Jackson to make three, letting him escape both Weinstein’s condensed plan and the incompleteness that had been the bane of previous adaptations. The rest is pretty well-trod history.
Videogame adaptations of The Lord of the Rings didn’t fare much better in pre-Jackson times. There was no project that truly broke through to a larger audience like the books had, and these games would also often fail to finish telling the entire tale just like their cinematic cousins. In fact, it was even still going on while Jackson’s film trilogy was releasing in theaters.
In September of 2002, publisher Black Label Games (a subsidiary of Vivendi) released The Lord of the Rings: The Fellowship of the Ring on Xbox, Playstation 2, and PC. Despite releasing roughly a year after a movie of the same name hit theaters, it wasn’t related in any way: Vivendi’s rights to The Lord of the Rings were entirely book-based, and The Fellowship of the Ring was meant to be a videogame retelling of that same book, not its popular film adaptation. It ended up being the only one of three planned games to be completed and released, despite selling over one million copies—it just wasn’t a very good game, and was an even worse adaptation.
The problem was one of understanding. Plenty from Fellowship, the book, is within Fellowship, the game—names, places, lines of dialogue. The developers and publisher didn’t quite seem to know what it was they liked about the book, however, or at least, how to adapt that. There’s a richness to Tolkien’s text, themes and meaning and purpose, and it was all basically lost in translation to the game. It turned the book-specific universe into a checklist for a very boring videogame that only plays well in comparison to its historically bad Game Boy Advance counterpart, and in the process lost what made the text rich and fulfilling. That’s basically the worst of all worlds, adaptation-wise.

Vivendi’s The Lord of the Rings: The Fellowship of the Ring (2002)
The game opens with Frodo looking around his home for the deed to Bag End, so he can sell it to Lobelia Sackville-Baggins. While you’re out and about in Hobbiton, Frodo has to help town asshole Ted Sandyman get his windmill working, which is not in character—Frodo is a pacifist, not a sap who does everyone’s chores. Frodo has to kill a bunch of wolves with a walking stick before he can get out of Hobbiton at night, escape and/or kill more wolves later on while searching for Merry, Pippin, and Samwise in the forest, throw dozens and dozens of rocks at Old Man Willow once he’s captured the other hobbits while being careful to only hit the tree’s “arms” lest he crush his prisoners to death in retaliation, and when the foursome is finally saved by Tom Bombadil, you’re immediately sent out on a a fetch quest for Goldberry. Someone has to collect those water lilies, for some reason, and that someone is you. With a chance to deviate from the Bombadil-less film, this is what was chosen.
It’s all very videogame checklist-y—generic and unnatural, to boot. Finding your deed helps you learn to move around, and helping Sandyman with his windmill lets you practice throwing rocks, but it mostly exposes that the game plays about as well as it understands the material it’s adapting. Even when there is a good adaptation decision for an in-book moment to a videogame one—when the first Black Riders, the Nazgûl, arrive in the Shire—the poor controls and questionable gameplay elements rear their head. An early stealth-based game centered around Frodo’s quest to find allies who don’t need to always be running and hiding could have been fun, but instead, we got beating wolves to death with sticks in the most mediocre action game from 2002 way possible, and “stealth” segments that mostly require saving often in order to avoid losing progress once a Black Rider spies you from a mile away. Rather than figuring out where to make changes and what made sense to keep from the book, as Jackson’s films did, this game adaptation of Fellowship ended up just shoving a bunch of characters and scenarios into a world where they could not exist as is. If this didn’t have the Tolkien license attached, it certainly wouldn’t have found what success it did.
Less than a month after that game’s release came EA’s first of two videogame adaptations of the films. The Lord of the Rings: The Two Towers is actually portions of both The Fellowship of the Ring film as well as its sequel, and while you might not love the action-oriented mission statement of it or its sequel, The Return of the King, at least they have one. The films were more action-oriented than the books they were based on, so EA’s games took that action forward another step. Whereas Vivendi’s Fellowship of the Ring had a difficult time adapting the book into videogame form due to issues with understanding what makes an adaptation work, EA’s The Two Towers understood the assignment.
Stormfront Studios, the developer behind EA’s duology of LOTR film games, didn’t try to make the movies into games so much as further adapt the action-oriented films into a form that would make sense, game-wise. The seams that were all over Vivendi’s Fellowship adaptation aren’t there: the game doesn’t open with you performing some mundane task that is a glimpse into your unfortunate future, but instead opens in the past with you controlling Isildur as part of the Last Alliance of Elves and Men. The views switch from you as Isildur learning how to take out the various classes of orc with your sword, to footage from the films of his cutting the One Ring off Sauron’s finger. That knowledge is then immediately put to use as you switch to controlling Aragorn, fighting off the Nazgûl on Weathertop, defending Frodo from them with a torch and sword in hand. And all without Aragorn helping the Witch-King to cross the street or whatever.
Everything is more action-oriented than it was in the film(s), yet it makes sense within the world that’s been created here, with a consistent logic present that’s missing from Vivendi’s outing. You play as one of Aragorn, Gimli, or Legolas in each of the game’s stages, each with their own skill trees to grow and styles to play, and move through what is basically an alternate telling of the tale of the first two of Jackson’s films from their points of view. After the Fellowship forms in Rivendell, rather than having the weather or turncoat wizard Saruman force the Fellowship into the mines of Moria, EA’s game instead focuses on having you waylaid by a band of orcs—you now enter Moria to escape them after battling through the mountain passes. No longer do the Three Hunters and Gandalf head straight to Edoras and the halls of Theoden, king of Rohan, to warn them of impending doom, but instead, you help save villagers of that land from marauding orcs, a mission that eventually brings you to Theoden and his soldiers, en route to Helm’s Deep for the final confrontations of the game with Saruman’s army of elite orcs, the Uruk-hai. It’s not a 1:1 adaptation of the films, but instead, makes sense for the kind of game EA was making: one that had the names and places and characters, but with everything slanted toward action.
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