The Lord of the Rings: Gollum was never another title; it was always colossal responsibility. Middle Earth, created by the late J.R.R. Tolkien and brought to life on the silver screen by Peter Jackson (and the small screen by Prime Video), isn’t a fictional realm. It’s a living entity filled with unimaginable narratives, carrying the weight of the emotions of countless civilizations and fan expectations. Every installment, be it literature, film, or a game, carries the onus of enriching its legacy. Unfortunately, by most metrics, this particular game couldn’t live up.
The Lord of the Rings: Gollum’s evaluation from critics and audiences alike paint a sobering picture. However, more than the numbers, the game lacked value – it just didn’t make you want to play it.
To make matters worse, it just came out that the game’s publisher, Nacon, used ChatGPT to craft the apology letter that came following its launch.
GamingTwo tried to explain the potential reasons for Gollum’s downfall. It alleges that one of the main culprits is its 15 million euros budget. This amount, while massive in any other context, is incredibly small for an indie title let alone an ambitious AAA game set in one of the most recognized entertainment universes. Don’t forget that video game budgets have ballooned in recent years, with some recent titles reportedly costing well over a billion to make and develop.
To try and release a game for 15 million euros in this day and age is as absurd as Bilbo Baggins challenging Legolas to a contest of accuracy – just why exactly would you even do that?
Furthermore, the video alleges that Nacon had the apology written using ChatGPT, a popular AI program that allows its users to craft everything from emails to new articles and even apology statements with minimal input. But, as ChatGPT is an imperfect product, the subsequent result seemed more like hurried patchwork. In addition to this, time constraints reportedly forced Daedalic to sideline several animated characters and cutscenes, resorting to audio-only sequences that starkly contrasted their original vision.
As Paul Schulze, a former senior developer at Daedalic, pointed out, even the most seasoned developers cannot conjure magic if inadequately resourced.
These allegations, whether verified or not, illustrate the disconnect between the developers and the publisher. This isn’t merely about an apology; it reflects the overarching theme of misaligned visions and priorities.
Digging further, we find out that the innovative argument system, which aimed to depict Gollum and Smeagol’s internal conflict, was never actualized. The early previews showcased a camera shift, mimicking the original trilogy films and its portrayal of Gollum’s dueling personas. This was nowhere teo be seen in the final version. Instead, players received a mere text selection, a far cry from the cinematic feel that was initially promised.
Such complexities hint at a development process riddled with challenges. The external pressures, coupled with internal resource constraints, seem to have formed a perfect storm for Gollum’s tumultuous journey. In between balancing the budgets, timelines, vision, and execution, making a video game is a high-wire act. Unfortunately, for Daedalic Entertainment and The Lord of the Rings: Gollum, it lost its balance.
As the dust settles, one can only hope lessons are learned, ensuring future endeavors, whether from Daedalic or others, shine brighter in the gaming galaxy.
It’s a shame that Daedaelic Entertainment won’t have a chance to learn from its mistake. Back in July, the studio closed its gaming development arm completely to focus on publishing video games.
Thankfully, The Lord of the Rings fans won’t have to wait for too long to find out if a good game set in Middle-Earth is coming. The Lord of the Rings: Return to Moria is scheduled to hit the PS5 and PC on October 24, with the Xbox Series S/X port following suit in early 2024.