Mid-Campaign First Impressions on Journeys to Middle-earth

    Mid-Campaign First Impressions on Journeys to Middle-earth

    Let's start with the important things right away. Travels of Middle-earth it is really beautiful. I really like it a lot. These first lines are not meant to be an exhaustive review (which will follow at the end of the campaign) but rather some first impressions that I want to share.Mid-Campaign First Impressions on Journeys to Middle-earth

    After seven missions played, which should be halfway through the campaign, I can feel very satisfied: I can't wait to finish it but, at the same time, I already feel nostalgia - very Tolkenian - of having concluded the first adventure. Not that I don't expect to replay it: from what I have been able to see on the forums and on social networks, all those who are trying it, meet different maps, different sub-quests and various rewards, only the background story - I think - is always the same, but the experience more properly of the game changes.



    Although in the preview, (link) I thought that the mechanical aspect was marginal, I have to partly change my mind. Deck management is a fundamental aspect: the choice of which card to prepare during the reorganization phase, the choice of which card to buy during the "Campfire" phase, the roles that the heroes will use for the next mission (and therefore hybrid development of character growth) do not represent trivial aspects. Failing tests wastes actions: the number of actions is very limited and you always have the feeling (except perhaps in a scenario) that you have a really short blanket. As far as I'm concerned, the title is surprising me positively, also in terms of difficulty: with two heroes, on a normal level, I won three and lost four. I paid dearly for some mistakes but I appreciate the difficulty: in my opinion, a cooperative must not be easy and, for the moment, this is not at all.


    Mid-Campaign First Impressions on Journeys to Middle-earth


    The logical consequentiality of the missions is respected: I happened to be unable to achieve a goal during one mission and the next one - at least from a narrative point of view - followed a logical thread. For example, I missed the sixth mission, I was asked if I wanted to try to achieve a goal during the seventh: it was very risky but very rewarding. I definitely lost and I got a perennial penalty and the certainty of finding myself, further on, that threat that I could have foiled. So in short, we are in this area.

    As for the more strictly narrative aspect, and I say this as a profound connoisseur of the Tolkenian world and fantasy in general, I would like to say that the theme is felt. There is a lot of criticism about it, but I don't agree with them: if I wanted to immerse myself completely in the world of Middle-earth, I would pick up one of the various Lost / Unfinished / Rediscovered Tales .. but if I want to play with it in some way, I can accept simple references to the theme, functional to the narration and also to the game. There is talk of Arnor, of an impending threat, of bands of orcs and nameless whispers; but there are also “exotic” encounters typical of hobbits, such as characters singing in clearings or smelling tests to find out which dish you are talking about.Mid-Campaign First Impressions on Journeys to Middle-earth

    The combat is brutal: it is essential to oneshot enemies to avoid counterattacks .. unfortunately, unless you stock up on inspiration tokens, it is not easy at all. This is also part of the positive aspects.


    Instead, the system of objects is rather thin: very rare to find and very little choice in their upgrades. The part of the wonder of having found that unique sword or that particular shield is missing and is, only in part, mitigated by the title cards, which instead are original and functional both mechanically (they are inserted in the deck) and narratively.


    Devastating to underestimate enemies / attacks / darkness / threat that rises: wounds and fears soar if you are not careful, then when some wounds / fears remain face up, the situation really escalates quickly. For this reason, even the duration is all in all contained: 90 minutes per session in two characters is a credible duration, only once did we happen to overcome it, many times the games ended in 60 minutes. Moreover, I find it very quick to set up and clear away (the creation of the map is lean, far more than that of Imperial Assault o Descent). The app is also excellent, very clear and precise.


    Well .. I like the game a lot, can't you see?

    See you in the final review .. until then Elen sila lumenn omentilmo!

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