

Battle for Middle-earth II: Rise of the Witch King
- Release Date:2006
- Genres:RTS
- Developer:EA Los Angeles
- Publisher:Electronic Arts
- Platforms:PC
- Series:The Battle for Middle-earth
Battle for Middle-earth II: Rise of the Witch King by EA Los Angeles, released in 2006, is a standalone expansion to the Tolkien-based strategy that focuses on the story of Angmar and its unnamed king, who later became the leader of the Nazgûl. The expansion offered a full campaign narrating the conquest of the northern human kingdoms long before the events of The Lord of the Rings — a rare case of a licensed game turning to lesser-known corners of the canon.
Gameplay-wise Rise of the Witch King was built on the foundation of the second installment, introducing a new playable Angmar faction with unique units such as ice trolls and wargs, and expanding the role-playing element through a hero leveling system. The campaign map became more nonlinear: the player chose the order of province captures, which added a feeling of strategic planning rather than simply following a scripted path.
Visually the game confidently held its period standard — the bleak snowy landscapes of Angmar and architecture inspired by Middle-earth’s dark aesthetic looked convincing and atmospheric. The musical score, echoing Howard Shore’s style, created the needed epic mood, although overall the soundtrack was somewhat less memorable than the original films.
The expansion’s main issue remained the artificial intelligence, which even by 2006 standards behaved predictably and did not present a real challenge to experienced players. Multiplayer, despite adding a new faction, suffered from balance problems, and the competitive component never reached the depth needed to retain a long-term community.
Today Rise of the Witch King is seen as a solid but somewhat underrated expansion that took the right course — moving away from direct retellings of the books toward apocryphal Middle-earth stories. For RTS fans and Tolkien enthusiasts it remains an interesting artifact of an era when AAA licensed games could still afford creative boldness.
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