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Tales of the Shire A The Lord of the Rings Game - Game Overview
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3/27/2025
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00:00
Tolkien's plan, really from the very outset, was to create a complete mythology.
00:11
But he said, I'm going to leave areas that are only sketched in, like blank spaces on
00:16
the map, and I want other minds and hands, wielding art and paint and drama, to come
00:23
in and take over the story.
00:28
The heart of the game is love, fellowship, the love of the Shire, the love of community,
00:38
the love of good food, good tilled earth, and the desire to protect and enjoy nature.
00:46
You're coming into Bioware as a new Hobbit and trying to find your place within that
00:50
group, but also you're exploring what it means to be part of a beautiful landscape and making
00:56
that your new home.
00:58
We're making a little pocket where that kind of life is preserved and anyone can come and
01:05
experience that.
01:07
It's the kind of life that makes Middle-earth worth saving.
01:18
Weta Workshop's history with the Tolkien world, it stretches such a long way back.
01:24
Those early days working on Lord of the Rings, seven years living and breathing in Middle-earth,
01:30
it's such a long journey.
01:33
Something like Tales of the Shire is really big for us.
01:36
It's taken multiple years, it's taken a lot of people, and we don't want to fall short
01:43
of the expectation we have on ourselves, so therefore hopefully won't fall short on the
01:48
expectations of our players.
01:52
As a game studio, it's incredibly unique and this incredible privilege to be able to literally
02:00
walk 150 metres down the road into an actual armoury and talking to master craftspeople,
02:08
swordsmiths, about what was the forge situation in 19th century England, and what kind of
02:15
alloys would they have been using that's so special and unique to us.
02:22
Tales of the Shire has been our opportunity to tell our little slice of the story through
02:27
our specific lens, to create this virtual world with a very unique visual style.
02:34
We didn't want to copy things that have been done before, we wanted to complement and find
02:40
our own language of design.
02:43
Steve Lambert, one of our wonderful and senior designers, took on that task and he has done
02:48
an extraordinary job.
02:52
The art style of the game came from my experiences of The Hobbit as a child and the books that
02:58
I had growing up.
02:59
I was really influenced by artists like Singer Sargent and people like that who, you know,
03:04
there's a certain kind of simplicity and elegance in their work.
03:08
This is a story that's kind of told in that kind of vein of The Hobbit rather than The
03:13
Lord of the Rings, and the world has yet to become a dark and kind of menacing place and
03:18
that was trying to reflect that and we wanted to carry that through with the art style.
03:25
It's quite a challenge with how much is out there in the world now with the impression
03:29
that it's made and the zeitgeist of what Middle Earth and that kind of world looks like and
03:33
feels like, so we had to make a fresh and unique attempt at imagining that again.
03:40
The game is very specific to the places that Tolkien refers to in his writing.
03:49
The trees are all trees that you would find in the UK and the shape of the landscape with
03:57
those beautiful rolling hills.
03:59
But here in Aotearoa, we're huge lovers of the natural world and I think that inspires
04:07
us as well as artists, that love of being outside, of looking around, of being in nature.
04:15
There are quests throughout the game that get you to really like notice nature or respond
04:21
to things in nature.
04:25
You'll plant different things in different seasons and keeping an eye on what nature
04:31
is doing and planning your life around that.
04:36
One should probably take a moment every day to just sit down and have a look around and
04:43
appreciate a tree or something, but no, we don't always get that chance.
04:49
For me, when I want to lose myself in a fantasy world, thoughtful detail, depth of thought
04:56
in that world is kind of critical and that's something that I really love about this.
05:01
The Winter Workshop has this world-building ethos beyond what you see on screen and to
05:07
think of them as real places, to imagine why things look the way they do, what's the cultural
05:13
background for, what's the history, what's the wider world that informs them.
05:18
And I think all of that comes together beautifully to create such an immersive experience.
05:23
The more you look, the more you see and the more you appreciate how much thought's gone
05:27
into creating it.
05:30
Everything's really new in Tolkien's world.
05:34
Everything's been built in the past and I think that also applies to Hobbits.
05:38
Some new stuff is still being made, but there's a lot of care and love to maintain and restore
05:43
what's already there.
05:45
Despite it being stylised, everything's grounded, even the craftsmanship, the textiles, the
05:51
way everything's made, it's still very grounded.
05:55
Steve had done a bunch of work and he kind of landed on what he wanted the environment
06:00
to look like.
06:01
So I was brought in to figure out what the characters looked like and I essentially just
06:06
drew what my dream game would be.
06:09
I drew this, what I felt cool, what I felt cute, what I felt cosy.
06:14
I'm drawing in my own art style so it's really comfortable and luckily Steve loves my stuff
06:19
so it was very easy just to keep the ball rolling.
06:25
For any good story you need to have a conflict, you need to have a problem for the player,
06:30
the viewer, the reader to solve.
06:33
So we're like, well what kind of problem will Hobbits have?
06:35
Because Hobbits do not have very big problems.
06:39
They are a people of kind of a small town mentality.
06:43
Everything important for them happens in their own little village.
06:47
So that was very challenging for us.
06:50
We didn't want this game to be about the actual big problems in Lord of the Rings, we wanted
06:55
to set that to the side and be like, okay well let's actually spend time in Bywater,
07:00
what would we be doing there?
07:04
You know I came to this job as an experienced Tolkien scholar and enthusiast for Tolkien's
07:08
work and as a playwright and a screenwriter.
07:11
But I didn't want to just take the books as my only point of inspiration, what I wanted
07:17
to do was go back and actually look at Tolkien's life and what inspired Tolkien and what affected
07:22
him.
07:23
It was things like the urbanisation of the landscape of his childhood and his love of
07:28
trees.
07:29
It was looking at the effect that the First World War had on him, about what happened
07:34
to his country after that time and how some of its values, the really positive things
07:39
that were important to him seemed to be being lost and he wanted to preserve them or to
07:44
champion them again.
07:45
So I was taking all those ideas and then using that as my point of inspiration.
07:51
Tales of the Shire is set in Bywater, not in Hobbiton, but Bywater is effectively part
07:56
of Hobbiton and I struggled for a bit to work out what to call it because, you know, I need
08:01
to write things down and is it a village?
08:03
So it's not really a village, it's kind of just part of Hobbiton, right?
08:07
And then I realised I had my story.
08:10
People like Farmer Cotton, who are fiercely proud of Bywater, want Bywater to be a village.
08:15
But people like Sandyman the miller, because he's an antagonistic character, he wants
08:19
it to be part of Hobbiton, because it's Hobbiton Mill and he sells his flour from Hobbiton Mill.
08:23
And that is our story.
08:28
Some of our characters are canonical.
08:30
Farmer Cotton, Sandyman the miller, Olden Oaks, Rosie Cotton, Young Tom Cotton.
08:36
These are characters that are in the books, so they're part of the world.
08:39
So it was then taking, okay, what do we have of them and then developing it further.
08:44
As you talk to more of the characters, you get to know them better.
08:48
You eat with them and give them the food they like and your relationship improves.
08:52
They start to open up to you about their lives and really hope that the things that the characters
08:57
say are really quite illuminating, they kind of really flesh out the characters.
09:04
And hopefully there's a few surprises in there that people go, oh, that's really interesting.
09:10
We're really inspired by that sort of nostalgic sense of what the Hobbits were, a people and
09:18
a place that is all about the natural world.
09:23
And to try and give that sense of delight and comfort and home to our player.
09:30
All the things that are good and wholesome and wonderful and make you feel positive about
09:34
Middle-earth, they're all the values that J.R.R.
09:36
Tolkien was espousing when he came up with this world.
09:39
Yeah, what's at stake when you go on these mighty quests and all that kind of stuff?
09:42
But at the heart of the Tales of the Shire, it's about community and about connection
09:46
and about appreciating the world around you.
09:51
I hope that you see and you can feel the heart and the soul that has gone into the game.
09:58
We're such huge Tolkien fans that we really wanted to create something that was so true
10:02
to that and that would feel really authentic.
10:06
It's exciting to be at this point, thinking that we're putting a piece of Middle-earth
10:12
out into the world, seen through a Weta Workshop lens, and hopefully will be embraced warmly
10:19
by the people that choose to play it.
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