For Hobbit Day 2024, Weta Workshop and Private Division shared a playable demo of their new cozy game Tales of the Shire, and Happy Hobbit got to play the game! The release date has also been moved to Spring of 2025, across all gaming platforms.

Playing, foraging, cooking and sharing in the Shire

So what’s the game like? After playing for around 90 minutes, Kellie writes:

The Tales of the Shire demo is just enough to whet my appetite for more! The gameplay is intuitive and straightforward. The base options to customize your character’s appearance give you enough choices to make them unique without being overwhelming, and there appear to be slots to unlock future clothing/accessories. The premise of moving into Old Ruby’s hobbit hole and slowly fixing it up as your character (originally from Bree) meets the folk of Bywater is reminiscent of other cozy games I have played, yet has its own unique Shire flair (I didn’t have time to try out this feature, but you can furnish and decorate your hobbit hole!). I was surprised by how full of life and character the dialogue is as you interact with the locals (it made me laugh several times). Being a demo, I haven’t yet explored much of the geography, but what I did contained serene and bucolic vistas that often made me pause to take it all in. The music, as well, is equally as atmospheric and soothing, often interspersed with periods of quiet and birdsong. These elements combine to create an engaging, calm, and immersive gaming experience. Shortly after I stopped playing to go water my own garden in real life, I found myself wanting to play more! The full game won’t be out until next year, so I had to content myself with some rustic beef stew for dinner… because I just couldn’t leave the Shire.

Other Tolkien influencers and gamers also got to play the preview, and most of them spoke all of the character dialog in their own hobbity voices. It’s quite charming! Watch the Happy Hobbit demo play through below or on YouTube.

Official Press Release for Tales of the Shire

Tales of the Shire: A The Lord of The Rings Game Launches on March 25, 2025

Fulfill your dreams of living the idyllic countryside life of the Shire! Spend your days full of jovial meals with Hobbit friends, foraging for tasty morsels, and decorating your home early next year 

New York, NY – September 23, 2024 – Private Division, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), and Wētā Workshop, the creative studio known for their work on The Lord of the Rings film trilogy, revealed yesterday during a showcase that Tales of the Shire: A The Lord of The Rings Game will launch on March 25, 2025 on PC via Steam, Nintendo Switch™, PlayStation 5, Xbox Series X|S, and Netflix Games.

Watch the showcase to find out more about all the exciting features and inspirations behind the game on YouTube.

Embark on a cosy adventure in Tales of the Shire where you experience the quiet life of a Hobbit in J.R.R Tolkien’s Middle-earth. Begin by creating your unique Hobbit avatar, choosing from a variety of very Hobbit-specific features to express yourself – including foot-hair styles and personality ‘moods’ that bring your character to life. Perhaps your Hobbit is a friendly soul with fiery red hair, a cute button nose, and bright green eyes? Or maybe your Hobbit is more of a Sackville curmudgeon, with a broad nose and balding hair! The choice is yours. Then set out to make your home in sleepy Bywater and enjoy the simple pleasures of life in the Shire. 

“Wētā Workshop has been trusted with J.R.R. Tolkien’s Middle-earth universe for more than 25 years, and over that time we have built up a deep understanding of the lore and a real love of Middle-earth that flows through our creative work across screen, collectibles and now, our cosy sims games,” said Richard Taylor, Co-founder and CEO at Wētā Workshop. “Tales of the Shire allows us to inspire our talents in an entirely new medium and, ultimately, create this game for people just like us – fans of The Lord of the Rings. This is a beautiful way that players who are looking for a quieter, more peaceful time can discover this in a less explored corner of this universe.” 


This small, growing community is home to a delightful cast of residents, who will request your aid in placing Bywater on the Shire’s map as an official village. To accomplish this goal, you will grow and nurture relationships with other characters. For most Hobbits, the best way to build bonds with others is through the comforts of a warm meal. 

Much like in real life, cooking requires proper preparation, careful attention, and a “dash of this or that” for the perfect feast. Chop up home grown vegetables,  sauté foraged mushrooms, perhaps add a tart pickle or a dollop of sweet jam to balance the dish. Every meal has various steps to complete to earn multiple stars, all in an effort to present a dish that satisfies and delights your guests. 

As a newly established Hobbit, you’ll have access to the essentials – a bedroom, a cosy lounge, and of course – your pantry and kitchen to prepare meals for expected and unexpected guests. From these humble beginnings, you’ll soon be able to expand your space and supplies – fishing, foraging, gardening, and trading with your neighbours. This will quickly enable you to establish a well-stocked pantry and upgraded tools for harvesting and cooking. The shops of Bywater are bustling with many vendors who are willing to sell you all kinds of ingredients, as well as decorative items for your Hobbit home. Meet humorous and interesting characters like Old Noakes; while he may seem a bit cantankerous at first, he is a master angler. Not only can he give you tips on improving your own fishing skills, and help unlock secret fishing spots, he trades his daily catches. Nora and Fosco Burrows’ shop is stocked to the brim with adornments for your home as well as other charming items to fill out your wardrobe. There are many other Hobbits awaiting you in Bywater, so be sure to meet and invite them over for a second breakfast! 

If you are not feeling up to the bustle of the market, wander through the fields and the forests to scavenge for seasonal items. Collect some juicy berries for a fresh summer tart or mushrooms to add to a harvest pie. Butterflies often flutter by and when closely followed can guide you to new discoveries. Beyond the rounded opening of your Hobbit home, a short venture reveals a bounty – your very own garden. This fully customisable area allows you to place multiple plots. Want to place a daybed in your garden? Perhaps you’d like to create a summer table setting? The space is yours to create! Your garden offers a personal touch to your Hobbit life, and here you can grow a variety of fruits, vegetables, spices, and other harvestable ingredients. Just be sure to take proper care by watering and checking on them daily. 

In addition to the hills’ ample harvest and your ability to cultivate plants in your garden, you can catch a variety of fish in the various streams and bubbling brooks around Bywater. Relax by taking a moment to cast your lure in a stream. Watch the bobber closely and hook a big catch for your next meal! 

“The Lord of the Rings is an extraordinary world, beloved by hundreds of millions, and people have been clamoring for a game to bring the community, fellowship, and warmth of the Shire to life,” said Eric Correll, Vice President, Head of Marketing at Private Division. “In Tales of the Shire, Wētā Workshop has created the countryside village of Bywater like no one else could do, and we can’t wait for gamers to unwind, relax, and explore.”

Tales of the Shire: A The Lord of the Rings Game is possible due to Middle-earth Enterprises having licensed the literary works of The Lord of the Rings series and providing Wētā Workshop Game Studio with the creative license. The game is coming March 25, 2025  for the Nintendo Switch™, PlayStation 5, Xbox Series X|S, Netflix Games, and PC via Steam. Tales of the Shire is not yet rated by the ESRB. For more information, follow us on XFacebookInstagramTikTok and visit www.talesoftheshire.com

Private Division is a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO).

About Middle-earth Enterprises 

Middle-earth created by J.R.R. Tolkien is the definitive, deepest, richest and most beloved fantasy world of our time.  As its stewards and custodians, our goal is to consistently deliver a wealth of great content in both new, and known formats; to ensure Middle-earth’s rightful place as the world’s leading fantasy IP and brand, forever.  Inspired by our deep appreciation for the fictional world created by Professor Tolkien, we are dedicated to working with those providing highest quality products in accordance with best green business and sustainability practices, including fair trade, equality in the workplace, and a commitment to protect our earth, its wondrous beauty and the viability of every living creature.  Middle-earth Enterprises was acquired by the Embracer Group in 2022, and has been producing and licensing films, merchandise, electronic games, services, and live stage productions based upon The Lord of the Rings and The Hobbit books, for more than four decades. Visit our website at www.middleearth.com.

About Wētā Workshop

Wētā Workshop brings imaginary worlds to life by delivering concept design, physical effects, collectibles, immersive visitor experiences and games to the world’s entertainment and creative industries.

Established by Richard Taylor and Tania Rodger in 1987, we are best known for our screen work on The Lord of the Rings trilogy, Avatar, and Dune, our immersive visitor experiences, Gallipoli: The Scale of our WarExpo 2020 Dubai’s Mobility Pavilion and Wētā Workshop Unleashed. Based in Wellington, New Zealand, Wētā Workshop’s ground-breaking work has earned us multiple international awards. Wētā Workshop Game Studio was established in 2014 and is led by an experienced team of creative game developers and film veterans who bring Wētā Workshop’s signature storytelling, technical innovation and artistry to our games studio.

www.wetaworkshop.com 

About Private Division

Private Division is a developer-focused publisher that partners with the finest creative talent in the video game industry, empowering studios to develop the games that they are passionate about creating, while providing the support that they need to make their titles critically and commercially successful on a global scale. The Label publishes the Kerbal Space Program franchise, No Rest for the Wicked from Moon Studios, The Outer Worlds from Obsidian Entertainment, Ancestors: The Humankind Odyssey from Panache Digital Games, OlliOlli World and Rollerdrome from Roll7, Penny’s Big Breakaway from Evening Star, and more. The Label publishes the physical retail edition of Hades from Supergiant Games on PlayStation®, Xbox Series X|S, and Xbox One. For more information, please visit www.privatedivision.com.

About Take-Two Interactive Software

Headquartered in New York City, Take-Two Interactive Software, Inc. is a leading developer, publisher, and marketer of interactive entertainment for consumers around the globe.  We develop and publish products principally through Rockstar Games, 2K, Private Division, and Zynga.  Our products are designed for console gaming systems, PC, and mobile, including smartphones and tablets.  We deliver our products through physical retail, digital download, online platforms, and cloud streaming services.  The Company’s common stock is publicly traded on NASDAQ under the symbol TTWO.  For more corporate and product information please visit our website at http://www.take2games.com.

All trademarks and copyrights contained herein are the property of their respective holders.

Coming soon to consoles, mobile, and PC, Tales of the Shire introduces a new vision of J.R.R. Tolkien’s beloved Hobbit landscape as a cozy, comfortable place to return to in a more personal interactive way.

TheOneRing.net’s Justin and Kellie recently caught up with the producers on Tales of the Shire, and you can read her report here. The game is being developed internally at Wētā Workshop in New Zealand and published worldwide by Private Division. After the recently released first-look trailer, fans wanted to know more how about this project came about, and why the Oscar winning design studio decided to start making games based on The Lord of the Rings.

Justin: Thank you for chatting with TheOneRing.net. Please introduce yourselves to the fans!

Morgan: I’m Morgan Jaffit. Executive Producer on Tales of the Shire.

Calliope: And I am Calliope Ryder, the lead producer on Tales of the Shire.

Building on the Legacy of The Lord of the Rings

Justin: Talk about the legacy of Wētā Workshop. You’re making a video game, but there’s a whole legacy of building a world class Shire on film and in physical spaces in Matamata. So where do you even start with a new form of adaptation?

Calliope: We are very fortunate that a lot of people on the team have been working in, well sort of living in, the Middle-earth environment for quite a long time. There’s our art director who worked on The Hobbit and actually many people on the team who’ve worked in concepting in departments on various Lord of the Rings things.  It’s sort of a natural extension of what has happened in the past, but with a really new brushstroke. Sort of a fairy tale lens,  everything is rose tinted: how can we make this Shire a really, really cozy place? How can we sort of give a new visual expression of what Wētā has done, like leaning on the experience that we’ve got, to make something that looks unique but is still very clearly of Middle-earth?

Morgan: It just runs through the veins of every Wētā Workshop project. Dan Falconer is just up the road. And when Darren, our narrative lead, says, “I wonder about this? Let’s ask Dan.” Dan wanders down and gives this insight during a build review. Fans all know Richard Taylor, who has the finest eye for visual detail that I have seen in a human, and has lived in this world forever. He will look at something and say, “No, the way that sword hangs is incorrect! We need to make a nine-degree change to the tilt of the tip of the sheath.” 

That sort of detail and that sort of precision is there every day. It’s there in focused ways, in members of the team, and it’s there in just the framework of the organization that we draw on. It’s the people working it through every day. I’ll look around and think, that person knows more about this than anyone else in the entire universe. It’s been a real privilege to be involved in that.

Calliope: I think it’s pretty rare for a studio to make this commercial game and have access to so many experts in so many different fields. Morgan mentioned the leather working thing earlier, but across the board is just so much wealth of knowledge to draw from every direction.

Morgan: Plus, there is support and elevation for excellence. I actually don’t think you can get to excellence through pressure. You can only get there through support,  camaraderie, and teamwork. It’s a muscle they’ve been training every day. And it’s a filter as well. When you know Daniel Falconer or Richard Taylor comes by and says, “Oh, this is what would make it better,” — they tend to be right. So we need to go make it better. It’s all very easy while also being the hardest thing in the world.

Justin: Speaking of this team of experts, what do the demographics look like on the development team?

Morgan: There’s a good and diverse team making the game. Except for the fact that it’s overwhelmed with New Zealanders!

Calliope: Actually, I would say Commonwealths, so lot of Kiwis and a lot of Australians. We’ve got a few Brits. We’ve got a Canadian, specifically a New Zealand Canadian expat. It’s changed quite a bit lately, and like all game studios, it ebbs and flows. I’m sort of the person on this project where if a question comes up for a particular thing, they are told to ‘make Cal happy’!

Justin: How did Wētā Workshop decide to start making games, and building out a game development team?

Calliope: Before my time, Wētā Workshop was working on an augmented reality project for a game based on our own IP, Dr Grordbort’s: Invaders – however this was never released.  So there was already the foundation for making tech, making video or experimental tech, and video games and gamified experiences. When the project ended, we still had a bunch of devs around and accessible to us. So they got to work trying to figure out what the next step was. Making something that was a bit more easily accessible for a wider audience was a pretty high priority.

Morgan: I think the Wētā DNA is: have amazing people, look at how to apply them to problems that haven’t been solved before, and find people who want to partner up and do things right. I think they have a game studio because that was the right solution to the question of what to do with amazing people. It’s sort of a symbiotic relationship when you talk about the growth. There’s this push and pull, and I think part of the reason that we’re seeing gaming success in New Zealand is from the sorts of things that are going on, as well as a quicker development time for work. Yeah, it’s just a really great ecosystem.

Justin: With the two different companies collaborating on this game, how have you divided the work between Wētā Workshop and Private Division? What does that relationship look like?

Morgan: It’s a really traditional publisher-developer relationship, with a slight difference. It wouldn’t be unusual for a publisher to have an IP like Middle-earth with a game in mind, where they were talking to developers and getting developers lined up. But obviously Wētā Workshop itself has a long relationship with Middle-earth Enterprises. So Wētā Workshop went to Private Division and said this is a game we really want to make. Private Division said we think that’s a great idea. They’ve helped with resources, marketing support, and distribution. They’ve been really great partners from a production standpoint and helping to manage. There are an enormous amount of different wheels to turn to get a big game made. But when it comes to the game, when it comes to what goes into the game, that is all Wētā Workshop. The team are on site (or in some cases remote), but it’s Wētā people, making a Wētā game, the Wētā way, and working with Private Division to get that out to the world.

Calliope: One of the really good things about Private Division, when you look through their portfolio of previous titles, is that they place a really high value on artistic expression and creatives. I think that’s a pretty good match for us because if there’s anything that we want to do really well, and own more, it’s the artistic expression of the Shire.

Making Games in New Zealand

Justin: It seems like there’s a huge game development scene in New Zealand, with the CODE program where the government supports game developers with funding. 

Calliope: I have to give credit where credit’s due. CODE Center of Digital Excellence is a government funded grant program with the aim to start more indie gaming studios in the region. Just being in New Zealand, we’re a long way away from GDC and the rest of the world. Obviously with COVID the climate’s changed a bit, but it’s hard for us to pitch new games. It costs a lot of money to go to gaming industry events for people who don’t have backing. With CODE starting things up in Dunedin, and now nationally across New Zealand, it had this huge boom and a lot of gaming devs are now doing really well. It feels very nice for gaming to finally be recognized. For a long time, games were kind of lumped into sports, which we’re not, then we were always lumped in with the screen (filmmaking) initiatives, which we are not. So it’s really nice to feel like gaming is being recognized by and supported by the New Zealand government to bring New Zealand’s game development scene up.

Justin: Did this NZ indie gaming scene influence the creative decision to make a small cozy game, versus making a AAA-level game right out of the gate?

Calliope: I mean, for us, we have to sort of be a bit realistic, right? It would be incredibly hard to go from no game experience to a AAA game. We had to figure out what’s right for Wētā Workshop. What can we make to give back to the world? What can we make that is something that we really want to work on?

Morgan: It really was Wētā Workshop driven. Way more organic than you think. It’s an organic place.  Just have the world’s best people, and then work out the problems with chewing gum. I mean, that is the sense I get from Richard and Tanya, and the rest of the crew all the way down.

The other thing I’d say is that, you know, we are aware that this is a game that different people will turn up to for different reasons. And it’s really important to us that all of them are welcomed with open arms and given the sort of experience that they want to get out of it. In terms of motivations, and in terms of demographics, that’s really how we’ve been thinking about it from the opening. But it’s also a part of the reason that, you know, Cal’s been such a great lead for this project – because she lives in that world, as do the other women on the team. Which is really important.

Justin: How much of pressure is there to be excellent at creative output? Is there pressure coming from the legacy at Wētā Workshop, that you’re building upon? 

Calliope: What pressure? (sarcastic laugh) We recognize the opportunity that we’re given to build this game. We recognize – and we love – that we really care for the lore, we care for the IP, we really care for Middle-earth. We are a studio that is growing within a much older legacy of excellence, especially artistic creative excellence. I don’t think you could be at Wētā Workshop and not make an incredibly beautiful project, and hold yourself to the standard that you see around you every day.

What games the developers are playing

Justin: What are some of your favorite games? What do you play?

Calliope: This is not particularly cosy in this case, because in a way, I love Frostpunk, I adore Frostpunk. I can’t wait for number two to come out. I think there’s something that is actually really cosy about storms, winter, deep dark. The existence of a really harsh environment sort of creates that cosy feeling. I’ve been playing a little bit of Dreamlight Valley. I love games like Firewatch. I like tourism games, right? Like games where you get to explore, not so much action adventure, but in not quite walking sense, but just exploring beautiful environments.

Morgan: I’m ancient, so my tastes fossilized 100 years ago. Favorites would change from one day to the other, but Dungeon Master or Ultima IV. Space trading game Elite was very, very impactful on me, it had a huge impact. Device 6 is a mobile game by the studio that did Year Walk. Device 6 is like the old British television series Prisoner of War, which is kind of a surrealistic 60s mod text adventure on mobile, that’s just super my jam. I’m playing tons of Marvel Snap recently because I move around a lot and have kids. I love the first Arkham game. I think it represents a really significant point in the way development changed from one place to the other. System Shock 2 is hugely influential on me, and the Ultima Underworld games were remarkable at the time as they kind of exposed what 3D systemic gaming could be. I’ve always had a soft spot for everything that’s come out of the Looking Glass alumni. Deathloop is probably the most recent.

Justin: Helldivers 2 has really captured the imagination of everybody, because of the co-op and the fact that developers are like, “We’re leaving something in the game just because it’s fun.”

Calliope: For that type of game, it’s one of the more approachable ones that I’ve experienced, right? There’s some games that I play for social, and that’s games like Helldivers. And that’s because it feels good to do things with friends. Then there’s games where the purpose for me is to settle down, to have a nice little list that I can check off every day. I go around and do mining and watering different things, and Dorfromantik is one that I’m obsessed with, and keep returning to relax as a therapeutic game. Obviously Stardew Valley I’ve put an inordinate amount of time to – more than I put into Skyrim, and that’s saying something.

Justin: How do you manage that balance of adding things that are fun to play, but maybe are not accurate to the lore?

Morgan: I don’t think anywhere that I can think of where we had a fun-versus-lore question. I’m not saying it couldn’t happen, it just hasn’t. We’ve been committed from early on to a pretty high degree of verisimilitude but because of that, we are grounded. We are in the world of the lore. I don’t think anybody’s been like, I’d love to have a flamethrower mini game.

Calliope: *laughs* But a Balrog rising mini game could be fun!

Morgan: We understand that the interface layer and the in-game layer are separate.  You wouldn’t have a backpack to put things in, but with tiny little boxes as a UI concept. That’s not a breach of lore issue. The people who know the lore are regularly like, “But NO!” about certain things, but not about fun game mechanics. When we look at fun ideas, like what if we had those type of characters turn up? Lore team would say, “No, those peoples are documented to have never come to the Shire. So, no you can’t!” It’s that simple. 

We try to be consistent with the lore at all times because somebody is going to find an example and make our lore guys sad, but we are very consistent. We’re very, very conscious of it but it’s never felt like a restriction. There’s plenty of places to color in, plenty of places to enrich, and plenty of richness from the page.

Justin: What’s the primary platform: Switch, Xbox, Playstation, or PC? Can you talk about the expected lifecycle of the game?

Morgan: All the ones! We have no favorite children. We have developed and designed from the very beginning with an integrated experience on PC and very great experience on consoles. We expect people to have a long and enjoyable experience with this, and we expect to have a long and enjoyable experience ourselves.

Tales of the Shire website screenshot with Gandalf

Postscript: NETFLIX just announced that Tales of the Shire is coming to iPhone and Android via Netflix Games.

That’s it for our Tales of the Shire Producer Q&A! Also check out Kellie’s report on the creative process of the game here. Pre-order or wishlist the game at all the usual places, and prepare to settle into some cosy🇬🇧 or cozy🇺🇸 gaming later this year. 

April 22, 2024 – This week in LOTR news, big business moves and huge reveals. Tales of the Shire Trailer reactions, Embracer rebrands as Middle-earth, Rings of Power cast reunite, LOTR returns to cinemas.

Tales of the Shire gets a teaser trailer

After three years of secret development, Weta Workshop and Private Division finally revealed the look and feel of their new cozy video game Tales of the Shire. Watch the whole trailer on YouTube and see the full announcement in an early post.

Reactions were swift coming in from Happy Hobbit (watch) and Nerd of the Rings (watch). Speaking of, Matt got an exclusive tour of the Weta Workshop games office in NZ, which you can watch below.

Embracer splits into three separate units

Embracer Group, which acquired Middle-earth Enterprises a couple years ago for $395 million (see the deal announcement here) have decided to split the company up into three unique entities, each publicly traded on Swedish NASDAQ.

  • Asmodee Group — board and card games
  • Coffee Stain & Friends — publishing & development for live service / indie / AA games
  • Middle-earth Enterprises & Friends — franchise management and AAA game development

“Friends” of Middle-earth include Embracer-owned Tomb Raider and Dark Horse Comics, as well as many other established big game developers and franchises. While these company names are temporary/holding per the press releases, there is clear positioning to put LOTR rights at the forefront. This will also be the first time regular fans will be able to buy and trade stock in Middle-earth Enterprises. Read more about why this is happening with this interview with the CEO.

Rings of Power cast reunite in London

Ismael Cruz Cordova, the breakout star of season one as Arondir the elf, posted pics with Tyroe Muhafidin, Owain Arthur, Sophia Nomvete and other cast members in London. Could marketing for Season 2 finally be about to start?

It’s really charming to see the cast of LOTR shows and movie grow to be ongoing friends in life.

DUNE Part Two Cinematographer chat with TORN!

Oscar-winning cinematographer Greig Fraser chatted with TORN Tuesday about the Australia and NZ film industry, the legacy of Andrew Lesnie, and recent work on The Batman, The Mandalorian, and Dune. Plus, a wild story about Peter Jackson on set for the Darth Vader scene in Rogue One. Watch on YouTube or below.

Dune Part Two is back in IMAX cinemas and available to buy/rent VOD.

The Lord of the Rings Extended Editions coming to U.S. Cinemas

Fathom Events are bringing the 3+ hour long Extended Editions of all three The Lord of the Rings movies to cinemas across the USA June 8, 9, 10. Check your local AMC / Cinemark / Regal or local theater for tickets.

Ever wished you could just move to the Shire, and live an idyllic, Hobbity sort of life? Well, now you can – kind of…

Private Division and Weta Workshop have today shared a trailer for their upcoming sim game, Tales of the Shire: A Lord of the Rings Game. It’s a bucolically blissful as you might expect; see for yourself:

Coming in the second half of 2024, Tales of the Shire will be available for Nintendo Switch™ system, PlayStation 5, Xbox Series X|S, and PC via Steam. Here’s what the official press release tell us:

Welcome Home, Hobbit! Private Division and Wētā Workshop Announce Tales of the Shire: A The Lord of the Rings Game

Upcoming cosy The Lord of the Rings game set in the Middle-earth universe inspired by the books of J.R.R. Tolkien arrives later this year

New York, NY – April 22, 2024 – Private Division, a publishing label of Take-Two Interactive Software, Inc. (NASDAQ: TTWO), and Wētā Workshop, known for their work on the world of Middle-earth for The Lord of the Rings film trilogy, today revealed Tales of the Shire: A The Lord of the Rings Game, a cosy Hobbit life sim set in the Middle-earth universe of J.R.R. Tolkien. Developed by Wētā Workshop Game Studio, a wholly-owned subsidiary of Wētā Workshop, Tales of the Shire will launch in the second half of 2024 on the Nintendo Switch™ system, PlayStation 5, Xbox Series X|S, and PC via Steam.

In Tales of the Shire, experience the storybook return to Middle-earth’s most inviting region by living life as a Hobbit in the idyllic town of Bywater. Unwind in the breathtaking pastures, visit the townsfolks’ local shops, or even enjoy second breakfast. Help bring the community together and achieve official village status by throwing the greatest Bywater Festival the Shire has ever seen!

“We’re excited to provide players with the opportunity to fulfil their fantasy of living their own humble Hobbit life in the Shire,” said Kelly Tyson, Head of Product at Wētā Workshop. “Tales of the Shire brings a cosy new dimension to the way fans can experience Middle-earth, with plenty of wholesome, Hobbit- centric gameplay to win-over newcomers to the genre.”

Create and personalise a Hobbit with an array of customisations to experience the world of J.R.R. Tolkien’s beloved Middle-earth universe your own way. Settle in and decorate a cosy Hobbit home, choosing from an array of furniture and home décor to create your unique, humble abode. Then head outdoors to Bywater for plenty of cooking, fishing, foraging, gardening, and more relaxing activities in the Shire. Toss your lure to catch trout from the glistening waters of Bywater Pool, gather wild mushrooms, and then use the collected ingredients to bake a succulent pie to serve for luncheon. With a full belly, stroll back outside to explore the Shire and build relationships with the Bywater locals by helping them to build a garden, sharing one of the many daily Hobbit meals, and more.

“The team at Wētā Workshop is creating a brilliant representation of J.R.R. Tolkien’s beloved works that gives players the agency to create their own Hobbit experience in Middle-earth,” said Michael Worosz, Chief Strategy Officer, Take-Two Interactive, and Head of Private Division. “Players have been clamoring for a warm and inviting The Lord of the Rings game for years now, and it’s exactly what we’re delivering with Tales of the Shire.”

It’s no surprise that a video game in which Weta Workshop have had a hand should be stunning to look at; here are some screenshots from the game:

Become a Hobbit, decorate your Hobbit hole, and then explore the Shire to your heart’s content; what could be better? Tales of the Shire: A Lord of the Rings Game can’t come soon enough!

Varking Runesong here!

I was blessed enough to receive a PC and PS5 key to test The Lord of the Rings: Gollum early on behalf of TheOneRing.net. My goal here is to describe my play-through scenarios, what type of system I run the game on, what I liked, what wasn’t for me, and ultimately… how much I actually enjoyed playing the game.

The Lord of the Rings: Gollum is developed by Daedalic Entertainment and is also published by them as well as Nacon. The game is available or will be available on multiple platforms such as Xbox, PlayStation, Nintendo Switch and PC. You will need to make sure your system is compatible and the game has released on it in order to play.

PC experience and PS5 performance experience

I play on a fairly high end gaming PC that was built about two years ago for over $2,000 USD. I also played the game on my PlayStation 5. Right off the bat I do have to tell you folks that while the game ran well for me on PC and I didn’t encounter many bugs or anything game breaking, this was not my experience on PS5. And I prefer gaming on my PS5 as it’s hooked up to a 65-inch OLED television and surround sound speakers.

On my PS5 I was able to play the game over the weekend and all throughout the first chapter of the game I encountered crashes. I would interact with objects and crash. I would try to skip some of the story by holding down circle on the PS5 controller to avoid crashing and I would still crash. It would reset my progress a decent bit and I would have to complete the same objectives multiple times waiting for a time where it actually finishes and I get the credit for it. I was playing the game with the higher graphics setting on and when I switched to performance mode and turned off the Gollum hair animation/physics it fixed the majority of the issues I was having.

Lord of the Rings: Gollum

During the weekend we did receive an email update letting us know that the Gollum hair setting was the culprit and there would be a day one patch for the game to fix this before players started playing. This was great to hear. The rest of my play time went through Chapter 1 and Chapter 2 to completion. The only other bug I encountered was toward the end of Chapter 1 after a cutscene. Once it was done playing, I no longer had a cave or anything around me and any direction I chose to move Gollum I would fall about 1,000 feet to my death which did give me a chuckle. And it gave me an achievement!

Like an old-school Assassin’s Creed

The game plays like an old-school Assassin’s Creed with much less focus on combat. Gollum would rather knock an enemy over or choke them long enough to get away from them than try to actually fight most foes. You spend most of the game doing parkour, climbing over, crawling under and trying to remain unseen or undetected.

The buttons are easy to learn and I had no problems completing the tasks. There are items to collect on each map so sometimes you will want to play through multiple times if you are being a bit of a completionist. There are times where Gollum has dialogue choices. Sometimes the dialogue choices are in response to an NPC and other times it’s Gollum trying to convince his other half to do something.

I didn’t have time to find out, but I would love to know whether the story changes based on the decisions you make. If it does change parts of the story then I would probably play through each chapter to beat it, then to get all missing collectibles and achievements, and then again to make sure I got to experience the full story.

Present and past

On the story front, you see many characters, both friendly and foe, who you will know immediately. The game flashes back often, at least early on, between current day Gollum who is imprisoned for questioning, and the flashback Gollum who is sharing his side of the story of the events of what has happened to him during this period.

Fans of the books interested in playing the game will have a good idea of where the story intends to go immediately. Newer folks to the fandom might be taken on a nice joy ride where if this is an enjoyable experience for them they may find themselves more interested in picking up Tolkien’s books to see what is says in there, and understand where Daedalic had the freedom to tell their story.

I know some lore purists will have issues with different parts of the story but I am open to adaptations and I honestly do have fun when playing the game when its not crashing.

I am looking forward to the Day 1 patch to continue my playthrough. The crashes were very frustrating and I think most folks can understand that. When the game wasn’t crashing it was genuinely enjoyable for me.

The Lord of the Rings: Gollum

That being said I know most people won’t read the full review. They just want a TL:DR and score, right?

In conclusion

TL:DR: The Lord of the Rings: Gollum is a fun game to me as a fan of the material that comes from Tolkien. I enjoyed playing the bits that I could play and while I am at work I do think about playing the game different ways when I get home. However, I did encounter one major bug and I experienced a series of major crashes early on related to a setting that I am told would be fixed on Day 1 of release. If that is the case I give the game a 7 out of 10.

When the game is playable I am definitely having fun. When it’s crashing I want to pull my hair out to match Gollum.

The Lord of the Rings: Gollum

I would be buying this on day one regardless because I am a mark for all things Tolkien and Lord of the Rings but my advice to folks who are going to part with their hard-earned cash is wait for more reviews to come out after the day one patch and see if it fixed the issues that myself, and I am sure, others, will tell you about.

SCORE

When playable: 7/10 

If the Day 1 patch doesn’t fix the crashing players might experience: 5/10 

About the author: Varking Runesong is the lead mod of the LOTR On Prime sub-reddit and a writer for Fellowship of Fans. You can often find him on the TORn Discord!

It’s an exciting time for Middle-earth fans who are gamers, as rumours and discussion abound of possible future video games. But forget what may come in the future: Daedalic Entertainment’s The Lord of the Rings: Gollum is here! Release day for this long-expected game is tomorrow, May 25th; and the good folks at Daedalic have given TORn an exclusive video to share, in anticipation!

Some of the designers behind the game discuss level design, diving deeper and giving insight into the world building process. Take a look:

Yesterday Daedalic released another video, looking at the music of the video game; and TORn’s friend @nerdoftherings1 is showing exclusive game play footage later today. All to whet the appetite for this incredible game; coming tomorrow!