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SOJ The Lord of the Rings ยท The Unfinished Trilogy
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Why did Interplay's Lord of the Rings trilogy never finish?

Why did Interplay's Lord of the Rings trilogy never finish?
Nobody documented why. That is the honest answer.

Interplay's plan was as clean as the books: three role-playing games, one per volume. Vol. I, adapting The Fellowship of the Ring, shipped in 1990. Vol. II: The Two Towers shipped in 1992. A third volume, Vol. III: The Return of the King, was planned for 1993, and then simply never appeared. Vol. II even holds its ending back for it: the Ring is never destroyed in the game, because those final scenes belonged to Volume III.

Here is where this page has to be straight with you. For some cancellations the record is rich: producers explain budgets, licences and studio politics on the record. For Vol. III, the record is thin. The sources for these games confirm that a third instalment was planned and never released, and that Vol. II's Amiga version was cancelled alongside it. They do not document a reason: no sales figure, no cancellation statement, no interview explaining the decision has the standing that, say, the White Council's later cancellation has.

What can be said from the record is context, not cause. The reviews were mixed rather than disastrous, and at least one major reviewer called Vol. I the best Tolkien adaptation yet made. A separate Super Nintendo line under the same Vol. I title did die for a documented reason, poor sales, in 1994, but that was a different game by the same publisher, and treating it as the PC trilogy's explanation would be inventing a fact. The trilogy did not finish, and the surviving paper trail does not say why.

What shipped, and what was planned

Two volumes out of three
Vol. I, 1990
J.R.R. Tolkien's The Lord of the Rings, Vol. I. Interplay Productions, for MS-DOS in 1990, Amiga in 1991 (ported by Silicon & Synapse), PC-98 and FM Towns. An adaptation of The Fellowship of the Ring, originally designed for the Commodore 64 before the team moved to newer machines. Later versions used cutscenes from Ralph Bakshi's 1978 animated film.
Vol. II: The Two Towers, 1992
Interplay Productions, for MS-DOS in 1992, then PC-98 and FM Towns. The story splits into separate parties as the book does. Its stated goal, reaching Mount Doom and destroying the Ring, is never accomplished in the game, because those scenes were intended for Volume III.
Vol. III: The Return of the King, planned 1993
Wikipedia's list of cancelled games records J.R.R. Tolkien's The Lord of the Rings, Vol. III: The Return of the King as planned for 1993, from Interplay, for MS-DOS. It never appeared. The Amiga version of Vol. II was cancelled at the same time, also with Silicon & Synapse attached.
How Vol. I was received
Reception was mixed, and better than the cancellation might suggest. Computer Gaming World liked the characters, puzzles, graphics and soundtrack, but concluded the game was not special enough to carry the Tolkien name, and noted the cost of being first in a trilogy: players were left waiting after a third of the story. Scorpia, in the same magazine, called it probably the best Tolkien adaptation so far. Dragon gave it 4 out of 5 stars.

The separate SNES story

A documented ending, on a different machine
Vol. I on SNES, 1994
Interplay also published a wholly different Vol. I for the Super Nintendo in 1994: an action role-playing game ending at the Balrog in Moria, with multiplayer through the Super Multitap. It shares a title with the 1990 game and almost nothing else.
Poor sales, stated plainly
For the SNES line, the record does give a reason: its sequel, The Lord of the Rings: Volume II, was meant to pick up where the SNES game left off, but due to poor sales no sequel was ever released on the Super Nintendo. That documented reason belongs to the SNES games. It should not be borrowed as the explanation for the PC trilogy.
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