Amazon Games and Embracer Group, through its wholly owned subsidiary Middle-earth Enterprises, part of the operative group Freemode, announced today they have reached an agreement for Amazon Games to develop and publish a new massively multiplayer online (MMO) game based on the works of J.R.R. Tolkien.
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Tropes H to I
- Halfway Plot Switch: Happens at times throughout the epic storyline.
- In Shadows of Angmar, the introductory quests and the first five books involve the player rushing around Eriador, having adventures whose only ties to each other are that the Nazgûl and Angmar are involved behind the scenes. It isn't until Book 6 that the real story begins.
- In Mines of Moria, you spend the first 4.5 books helping the dwarves reclaim their old kingdom. Then, suddenly, the real threat in Moria is revealed, resulting in a complete 180 with the dwarves going on the defensive, and asking the Galadhrim for aid, and the whole thing winds up taking you to the heart of Dol Guldur.
- In Allies of the King, this happens a lot. The first four books involve the Grey Company on their journey south. Then in Book 5, you fight the Battle of the Fords of Isen. Then Book 6 has you journey to the shores of Anduin, where you fight a Nazgûl. Book 7 has you begin your adventure in Rohan, which takes up the remainder of the storyline.
- Hammerspace: Some emotes let you brandish a sword or a beer-mug even if there is none in your inventory or anywhere near you.
- Have a Gay Old Time: There's a lot of "queer" things going on in Middle-earth.Frodo: Have you been in Rivendell long? Sam thinks it's a queer place, but I think he likes it too.
- Healing Hands: The Minstrel and the Rune-Keeper are the primary healing classes. Captains and Lore-Masters can act as healers, though that isn't their primary role, and their healing abilities are more limited in scope.
- Hero Must Survive: Often happens when fighting a battle with one of the Rangers, or an allied elf or dwarf. Sometimes the NPC in question is very tough and can actually help you win the fight, while at other times the NPC is pitifully weak and keeping them alive is frustratingly difficult.
- Invoked about the player several times during the Rise of Isengard storyline, where various NPC's you're protecting tell the player that if the battle looks lost, they'll sacrifice themselves to give you time to ride to safety, so you can Bring News Back to their allies.
- Hero of Another Story: There are two prominent examples:
- Since the entire game revolves around what everyone else was doing while the Fellowship was off trying to destroy the One Ring, the player character is this in terms of the original story.
- Conversely, the Fellowship is this trope in terms of the game's story.
- Hidden in Plain Sight:
- In the epic Volume III Book 12, the player character discovers that one of Grima Wormtongue's lackeys has been sabotoging preparations to lead the refugees to Dunharrow, and is tasked with stopping him. Unfortunately, none of the witnesses got a good look, with the only distinguishable feature being a brooch with a red-jeweled eye, and as soon as he flees, he discards the brooch. The one time the player encounters him (unknowingly), he looks exactly like any other male Rohirrim NPC - blond, long hair and beard.
- In Woodhurst, Reeve Herubrand has taken shelter in a farmhouse in secret in a recent but unpublicised attack on the mead hall. The problem is that the attackers look like any one of the other townsfolk of the Stonedeans, who tend to be of mixed Rohirrim/Dunlending ancestry. He sends you out to determine friend from foe among all the other townsfolk.
- Hide Your Children: While there are plenty of civilians strolling around in Bree, Rivendell, etc, there were no teenagers or children visible until the Rise of Isengard added them all through Dunland. Subsequent expansions have added children to Bree and all through Rohan, but the trope still holds true in many other settlements throughout the game. Justified in places like Stangard, which are explicitly stated to be outposts, and in Stangard's case, an outpost of exiles serving sentences.
- Homage: One hobbit and his questline is directly based on the professor himself, and some of his stories, as well as his real-life literature group The Inklings. Particularly the quest where he asks you to find a piece of paper, upon which he had begun to write a story:Lost leaf of paper: In a hole in the ground there lived a boar. No, that's not it.
- A Homeowner Is You: Once they hit level 15, players can buy and decorate a house in one of four regions, based on the style of housing used by the four playable races.
- Honor Before Reason: A villainous example. Elves on the outskirts of Lothlórien ask you to kill an Orc Chieftain, protected by a big Troll bodyguard too strong for you alone. The solution is to mock the Chieftain in front of his lackeys - he then orders the Troll to stand back while he charges you alone, desperate to earn back the respect of his subordinates. Needless to say, the player easily defeats him. That said, taunting him only keeps the Troll out of the fight; other orcs hanging around the area will still rush you if the battle gets too close to them.
- Hopeless Boss Fight: Sambrog when fought during the Othrongroth epic quest. All you can do is try to stay alive until Tom shows up to bail you out.
- An irritating example due to how artificial it is. Sambrog will fully heal himself if it looks like the player is getting the upper hand. Many enemies can cast healing magic on themselves, but Sambrog disables the player's attacks while he does it.
- Horse of a Different Color: A game based on the Lord of the Rings doesn't allow for much in the way of mounts other than horses, but with Moria the players got oversized goats, so they could ride inside the mines, where no horse would dare enter.
- In a more literal interpretation, there are many varieties (differing in coat color and/or trappings like saddlebags and pennants) of horses you can get. Some of them just require in-game currency, others require you to complete deeds or purchase them with LotRO Points. As of the Riders of Rohan expansion, there are "war-steeds" (also horses) which allow mounted combat (something goats and regular horses do not permit).
- Horsemen of the Apocalypse: Four out of the five gaunt-lords, powerful beings made as a mockery of the five Wizards, have powers that somewhat resembles the Four Horsemen. These four are Ferndûr the Virulent (pestilence), Ivar the Blood-hand (war), Thadúr the Ravager (famine), and Drugoth the Death-monger (death). The fifth gaunt-lord, Gortheron the Doom-caller, the strongest of the five, is the embodiment of purest evil.
- Hub City: Every expansion brings a new regional hub, such as the 21st Hall for Moria or Galtrev for Dunland, but if the entire game has a single city that players will return to no matter the level, it would have to be Bree. Most other hubs have swift travel routes to Bree and vice versa, and it's certainly the major settlement for Eriador through which most other travel routes between north and south pass.
- Hyperspace Arsenal: Besides the aforementioned Bag of Holding, most quest items don't take up regular inventory space. Lampshaded by an NPC in Buckland who can't figure out how adventurers can carry the numerous animal corpses he asks for.
- In addition to your regular inventory, there's also the barter wallet, which holds currencies and barter items (items that previously took up regular inventory space). Less egregious for coins and tokens, very noticeable for trophies that can be exchanged for housing items (which includes the skull of a dragon, and the sword of a balrog).
- Note that the barter wallet, key rings, quest items shown in the quest log, etc. were not around in the initial game. Quest items and keys really did fill up your inventory.
Description for the skull of the dragon Thorog: This seems a bit big to be lugging around, but who could leave such a trophy behind?- I Don't Like the Sound of That Place: In the spirit of the books, places of evil are named accordingly, usually in Sindarin by Elves or Dúnedain. Goes double for scary names in Black Speech.
- I Know You Know I Know: Invoked when the player encounters Gríma Wormtongue in the Hall of Meduseld, with the player wondering if the Death Glare he's throwing towards them is because he's aware that the player knows he's The Mole for Saruman.
- Improbable Power Discrepancy: All enemies, even the Mooks and wildlife, in a location are about the same level. This way, they are an appropriate encounter for players fighting there, but as a result the minor pests in one region will be much more deadly than the most fearsome monsters in another.
- For example: Northcotton Farm, just a few minutes' ride north of the Shire, is home to minor pests (shrews, crows, locusts, etc.) that would annihilate a starting-level Hobbit. A level 60 character is a good level to take on the horrors that lurk in the depths of Moria, but has no chance against a badger in the Vales of Anduin.
- Informed Equipment: A side-effect of the cosmetic outfit system, which allows your characters to display armour or clothing completely independent of the actual gear he/she has equipped. This can lead to oddities like seeing a supposedly heavy-armoured class rushing headlong into melee wearing nothing but a dress.
- Interface Screw:
- Dread effects change your minimap to the Eye of Sauron if they stack high enough; they also darken your vision. Hope effects do the same but the other way around. (These effects can be disabled).
- As characters get more drunk, the camera starts to sway, vision doubles (with the after-image appearing more "real"), and at the highest levels, everything appears in sepia tone.
- A quest along the Great River has you breaking "reek-weeds" to help frighten off Rohirrim fishermen too close to Lórien. While the bad smell lasts, the screen is ringed by a fairly thick mixed-shade red and yellow border that obscures almost half the screen.
- Fungus infection in Moria does the same thing, gradually going worse depending on the number of debuffs.
- The giant toads in Moria are apparently in the genus Bufo, since fighting them can hit you with a status effect that blurs the screen and tints it lavender.
- If you get very cold (e.g. in Wildermore), ice flowers will appear on the screen.
- And then there are various festival items which poison or daze you for a short time, notably Saffron's Lipstick.
- Interface Spoiler: Quest rewards, which are shown when accepting a quest, are sometimes named in a manner that spoils the ending of the quest. One quest, as an example, tasks you with going to an old chamber in search of a powerful axe named Zigilburk. One of the quest rewards is named "Zigilburk's Finder", making it quite obvious that you'll end up finding what you're looking for.
- Invisible Monsters: Stealthed enemies will appear invisible until you get near them, at which you will notice them moving stealthily about. By then, it may be too late, because they will usually aggro anybody who gets near...
- Invisible Wall: In a few instances, the developers don't even bother with a gravity barrier, they simply place an invisible wall that prevents the player from moving forward on the map. The southern border of East Rohan was a prime example prior to the release of Helm's Deep. Though the river delta and opposite shore could clearly be seen, there was a point beyond which the character simply could not progress, even though there was no visible barrier blocking progress. These impediments to exploration (and thus venturing beyond the edge of the map) are few and far between compared to Gravity Barriers, but they are there.
- Item Crafting: There are numerous crafting options, including but not limited to cooking, farming, prospecting, woodworking, tailoring, etc. It's often the case that the best armor or weapons at any given level are player-crafted. There's an immersive quality to farming in the Shire, or forging in Rivendell.
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