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Nothing pains me more than facing continued disappointment at video game adaptations of The Lord of the Rings, but unfortunately, cozy Hobbit life simulator Tales of the Shire: A Lord of the Rings Game has me right back at rock bottom. It attempts to capture the world and lives of Tolkien’s halfling heroes, but instead posits a torturously slow and boring glimpse into the joys of such menial tasks as walking with slight urgency and inventory management.
Review info
Platform reviewed: Xbox Series S
Available on: PS5, Xbox Series X|S, Nintendo Switch, PC
Release date: July 29, 2025
A wizard arrives precisely when he means to, but Tales of the Shire did not. Numerous delays plagued developer Wētā Workshop, resulting in its release being pushed back from Fall 2024 to Spring 2025, then to its ultimate release date in July 2025. Having played the demo, it was a wise choice; the Shire should be brimming with life, simple joys, and fellowship, and yet our earliest glimpses of the game in demos last year showed there was much room for improvement.
A wizard arrives precisely when he means to, but Tales of the Shire did not. Numerous delays plagued developer Wētā Workshop, resulting in its release being pushed back from Fall 2024 to Spring 2025, then to its ultimate release date in July 2025. Having played the demo, it was a wise choice; the Shire should be brimming with life, simple joys, and fellowship, and yet our earliest glimpses of the game in demos last year showed there was much room for improvement.
Sadly, reader, I must inform you that such improvements were not made. I finally got around to finishing the game a few months after its release, and it was genuinely quite draining to make my way through its watery plotlines, half-baked features, and flavorless characters. In fact, one of Tales of the Shire’s greatest achievements is that it somehow makes Gandalf seem bland for the little screen time he gets.
The part of me that really, really wanted this game to win has done the rounds of questioning how this happened, but honestly, it just feels like poor direction. Where Tales of the Shire should reward patience, it punishes efficiency and speed; where it should encourage creativity, it incentivizes shortcuts; and where it should be fun and light, it’s downright boring and forces you to trudge through fields to find near-invisible Butterfly Cup mushrooms for days on end just to feed them to your socially awkward neighbors.
I genuinely don’t enjoy poo-pooing creative endeavors, but Tales of the Shire is a disappointing step into the game development limelight for Wētā Workshop, and one has to wonder if they had the IP just lying around and fancied giving game design a go. It’s not without good ideas, but it certainly lacks heart and execution.
“Nary a squib, cracker or backarapper”
The game opens with a familiar face: that of Gandalf towering over your custom character Hobbit on the roadside. He offers you a ride to your new home, Bywater, before ingraciously jet-setting off on his own travels around the Shire, leaving you to your fledgling journey. The tutorial sees you meeting most of the townsfolk, learning the ropes of Hobbit life through farming, foraging, fishing, and feeding neighbors to grow your reputation and the prosperity of Bywater.
The main plotline sees a small collective of local Hobbits band together on a mission to officially gain township for Bywater, a quest decorated by typical Hobbit foolery. The abstract and oft whimsical ways in which these Hobbits go about their problem-solving make for some enjoyable momentum to its credit. For example, when a very dated rulebook suggests that one condition for a township is a wolf’s head hung over the town gate, they approach it with great confidence despite none of them ever actually having seen a wolf in the peaceful Shire. Using remnants of forgotten knowledge from elder townsfolk, they piece together a rather rough and ready fake – which, of course, they later discover was entirely unnecessary.
It’s small moments of nonsense and whimsy like these that I was so excited for, but unfortunately, they are few and far between in Tales of the Shire. Dialogue in the game is extensive, but at least half of the characters offer no depth or development beyond their archetypal roles. You’ve got the grumpy, weird fishing man, lovely elderly cooking lady, slightly dumb farmer, generic cute kid, and brassy bar owner. That’s no sin; the joy of Hobbits is their simplicity, but there’s little original content here that makes dialogue feel worthwhile, and the lack of any voice-overs really hammers home the lifelessness.
It’s quite the achievement that Tales of the Shire even fails to make Gandalf seem interesting; sure, he offers some hijinks and at least a few salient moments, but it’s a shallow attempt at capturing the wise yet whimsical wizard. Oh, and don’t get me started on the pitiful attempt at recreating a Gandalf firework display, because that truly is a crime against the source material. Seriously, 5-10 peony fireworks and nary a squib, cracker, or backarapper? That should be considered criminal.
That being said, some characters feel more Hobbit-specific in their caricatures. I loved Hobson, Bywater’s bumbling tradesman who will try to fob off any junk he finds to locals, and Delphinium, the herbalist who lives in the shadow – and lingering grief – of her deceased mother. While I wouldn’t go as far as to call these better-rounded characters dynamic, they at least pack a bit more of the heart and depth needed to make me want to interact with them.
Befriending your neighbors is a pretty central part of the game, so you’ll need to put aside any feelings of apathy towards them and muck in to build your relationships. The main way of doing this is through shared meals, hosted at a variety of locations around Bywater and with different party sizes, to win their favor. On the day of a shared meal, you’ll receive in your letterbox a hint at their food preferences; any meals or flavors they’re craving, which can help to raise friendships quicker.
These are, for the most part, fine, and cooking is most definitely the most fun activity in Bywater. It’s pretty basic, although it does get more complex as the game progresses when new recipes and tools are unlocked; even so, it’s pretty easy to master.
Time goes by so slowly
Your new home of Bywater, is an interesting backdrop for a cozy adventure. Thematically, it hits all the right notes; rolling hills, pastoral beauty, and relatively organic-feeling, and I must give it at least some credit for winning me over later in the game. Navigation is intentionally slow-paced; there’s no map overlay, so after pinning your destination or quest to follow in the map menu, you have to follow a series of bluebirds that perch along pathways to point you in the right direction. For the first few hours, it’s grating at best, unhelped by the abundance of dead ends, impassible objects, and steep slopes you can’t walk down, but over time, you learn the layout and shortcuts for yourself. It’s one of the best ways the game teaches you patience, and it reminded me of my own experience learning the lay of the land when my mother moved to the countryside.
The same can’t be said for the game’s wider pacing issues, however. Some days crawl by, and having run out of things to do, those days often ended with my Hobbit Peony waiting at her bedside for night to fall to start a new day. Other days see a litany of villager requests stuffing your mailbox in the morning, ready to send you on a chain of fetch quests that will often take you across all four corners of Bywater; it would be better if the game paced these out better, as I was able to blast through a majority of the main plotline by the end of my second season in the game.
Best bit: cooking up a storm
While there’s room for improvement even in my favorite part of the game, I did enjoy cooking. The minigames themselves are relatively fun, but I particularly like how it gives shape to the day, particularly when you find you need to nip out to grab ingredients from across Bywater. These more purposeful, time-bound tasks made hosting a treat.
Another oddity in the game’s pacing is the guild feature, which comes into play relatively late in the main storyline progression. As part of Bywater’s quest for township, you create groups for each of the four main activities, and every day, the group leader will post new requests. You can pin up to 10 requests, which, once fulfilled, will gain you progression points towards group mastery. However, it comes in so late in the game that you feel incentivized to just grind through these to unlock perks like a bigger backpack and additional cooking stations, which feels contrary to the wider pacing.
Never mind the fact that, on top of this, there are a lot of bugs and optimization issues – or at least, there were in my Xbox playthrough, but from what I’ve seen online, these are still present months after release for many players.
Skipping around town for too long leads to frame rate drops, characters in the background of conversations stutter about the screen, and quests can sometimes bug out if you go to sleep mid-way through, making some days a mad panic to complete it all before the clock strikes midnight. My game also fatally crashed upwards of ten times during my time with it, requiring me to play my day from scratch – and you can imagine from my desperate desire to finish this game how frustrating it was to lose a full day’s work.
Home is where the existential crisis is
There are some parts of Tales of the Shire I unabashedly enjoy, and chief among them is home decoration. You begin the game with a humble smial that, over time, unlocks and expands, but from the get-go, there’s a good amount of personality you can add to the rooms. You’ll receive furnishings and decor as gifts from neighbors as you go about your lives together, but you can also head to town to shop for more. Character creation isn’t quite as fun, but there are some really fun items in the mix and, if nothing else, their existence makes saving and spending money a little more worthwhile.
While you adventure and quest about Bywater, you can find fishing spots and plants to forage, as well as villagers to trade with. Some take your hard-earned cash for useful ingredients, seeds, and decor, while others will trade for their favorite ingredients. The early game makes this quite challenging; your only avenue for earning money is selling whatever you find or farm, and I quite enjoyed the grind. Unfortunately, the game scales weirdly, meaning it’s very easy past a certain point to rinse the local economy.
The chief culprit here is farming due to the perplexing choice to let vegetables grow out of season. You have to plant them at the correct time of year, and they’ll certainly bear fruit more quickly during those seasons, but as soon as you unlock more farm space and flowerbeds, you can easily abandon in-depth farming strategy and support your voracious appetite for home-cooked meals with easily farmed and watered vegetables.
Of course, you’ll still need to forage and fish for more specific ingredients, but a fair amount of meals can be prepared with just farmed goods and purchased goods; the game could do with slightly higher stakes here, as it quickly became easy to cheese my way through.
It’s far harder to cheat your way to financial success with foraging or fishing, however. There are several designated fishing spots around the map, and while some do offer slightly rarer fish, most spots seem to generate the same species. Annoyingly, these aren’t stackable, and with a very limited 10-slot inventory space, you’ll probably find yourself heading to town to sell up your haul or back home to restock your pantry pretty often. This limitation makes some of the more rural fishing spots a real pain, but thankfully, you can pretty much ignore them without any real penalty.
The long and short of it is, almost everything I like about Tales of the Shire comes with a caveat, and it makes for an incredibly mixed bag experience. It certainly feels like, post demo, they had the opportunity to rework much of early reviewers’ criticism, but that was by and large ignored to the detriment of the end results.
Should you play Tales of the Shire?
Play it if…
Don’t play it if…
Accessibility
There are some accessibility features, but not an all-encompassing selection. For example, you can change text size, adjust camera sensitivity, and toggle auto-assist features for both the camera and the cooking station gameplay, as well as difficulty. There’s controller support, but with limited remappable buttons, and a major oversight is the lack of a sprint toggle here. Add to this the lack of a mini-map, poor performance, and frequent crashes, and you have yet another mixed bag for Tales of the Shire.
How I reviewed Tales of the Shire: A Lord of the Rings Game
I played over 25 hours of Tales of the Shire on my Xbox Series S, completing the main storyline and quests and significantly progressing my villager relationships and guild quests. I played on my Sony KD-49XH8096 TV using Logitech Multimedia Z200 speakers and a standard Xbox wireless controller.
I used standard settings, comparing the experience to other popular farming and life sims like Stardew Valley, Disney Dreamlight Valley, and Palia, as well as indie titles like Coral Island.
First reviewed October 2025











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