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Review: Tiny Tina’s Wonderlands

It’s… okay. Which is actually kind of an accomplishment given the risks Gearbox took with it.

Functional and inspirational.

Tiny Tina’s Wonderlands (TTW) is a non-baseline Borderlands game with the same general conceit as Tiny Tina’s Assault on Dragon Keep, a DLC from Borderlands 2. The eponymous Tiny Tina is running a Bunker & Badasses (e.g. D&D) game and all of the action takes place within that setting. The first few guns are repeating crossbows and there is actually a dedicated melee weapon slot that is useful to most characters, but there are eventually regular guns, rocket launchers, etc. The grenade slot has been replaced with Spells though, which is basically what grenades have turned into in the series anyway.

What is interesting though is how… distilled the Borderlands experience is in this game.

I hope there’s no vehicles in Borderlands 4.

In the mainline titles, you spend a lot of time working through certain locations, and then traveling vast distances via vehicles to reach the next biome. In TTW, the overworld is literally a tabletop you navigate your bobblehead figurine around. It didn’t take me long to realize that I actually preferred this method of getting around Borderlands – the vehicles were always the weakest part of the gameplay.

Walking in tall grass in TTW will sometimes spawn enemy figures, but if you punch them before they fully form you can avoid the random battle. Getting into these battles (or any of the side-quest dungeons) presents you with one of a half-dozen arenas filled with random themed opponents (e.g. pirates, skeletons, sand-sharks, etc). There is nothing to “explore” in these specific areas, so you just blast away until the meter says you have killed enough to move on. Again, basically Borderlands.

To be fair, there are actually a lot of traditional, hand-crafted areas of the game that do feature a lot of exploration. Not only are these areas large, they are also seeded with special loot D20s that will permanently increase your loot luck each time you find one. There are other collectible widgets too if you so desire. A few of these areas are completely optional side-quest zones, which is kind of impressive when you consider that they can easily be skipped entirely.

Another thing that worked out well was the class system. You choose a class at the beginning and see a traditional Borderlands talent tree. Once you reach a certain stage in the game though, you get to multi-class. In the mainline games, each character had 3-4 talent trees, sure, but their main ability and general role was locked down. Here you could mix and match and take some classes in radically different directions.

Having said all that, there are a few things that bring the experience down.

First, character and gear progression is locked behind the main story, rather than levels. What this meant is that I was stuck with just two weapon slots until level 15+ which just felt awful. Considering that you can pause the game at any time and swap out weapons in the menu just meant I had to constantly interrupt the action once I ran out of ammo of a particular type.

Second, TTW continues the unfortunate series tradition of punishing you for doing side-quests. Everything scales with your level, from enemies to rewards, and since side-quests can grant you unique weapons, you are either getting a neat weapon to use for half and hour or “saving” the side-quests until after the main story is completed, so you can guarantee a max-level roll.

This side-quest is illegal in Florida.

Finally, while the quality of the Borderlands series writing is an acquired taste at the best of times, the disadvantage here is that the story doesn’t “matter.” For as widely panned as the Borderlands 3 plot is, it at least moves a narrative forward. I actually like Tiny Tina’s character (and humor) in the series but TTW doesn’t really explore anything new. “She’s lonely.” Okay. “People don’t stick around.” It’s a cave. “She’s just 13 looking for friends.” Yeah, as established in Borderlands 2 & 3, the DLC, and the Pre-Sequel.

It really wasn’t until the credits at the end that I sort of realized what was really going on with the game. No, not some extra post-credits reveal – the devs just thanked everyone for playing and explained that they built the game during the pandemic while working from home. Suddenly the whole “power of friendship” throwaway storyline, the bold design decisions (e.g. cutting the overworld, etc), and the truncated post-game support made sense. Regarding that last point, the mainline games typically allowed you to do a New Game+ equivalent so you could farm Legendary drops from specific bosses and/or negate the penalty for doing side-quests below level cap. In TTW, that doesn’t happen. Instead, you can play in Chaos arenas against random enemies waves with random buffs for your random loot. Similar, but very much not the same.

So, yeah. If you’re not a fan of the series, this won’t change your mind. If you are a fan, this is… fine.

Impression: Necromunda: Hired Gun

In a word: jank. But the good kind. Mostly.

Necromunda: Hired Gun (N:HC) is a run-n-gun, arena-based looter-shooter set in the Warhammer 40k universe. You play as a cybernetically-enhanced mercenary taking contract-killing jobs deep in the bowels of the eponymous Imperium hive world. And you also have a dog. And that dog can be cybernetically-enhanced.

The gameplay is… well, jank. Cool jank, but jank nonetheless. After about the first mission, your character unlocks a bevy of amazing movement capabilities. These abilities include double-jumps, wall running, power slides, and even a grappling hook. However, these maneuvers become downright required mechanically – several of the player upgrades include 50%+ dodge chance while wall running, for example, or even that your guns become more accurate and have aim-assist… while wall running. That said, the movement is not as tight as, say, Titanfall: when you power slide off a catwalk, your character instantly drops to the lower level in a sudden abandonment of physics.

Despite this focus on movement, the maps are not all that set up for you to take much advantage of these maneuvers, up to and including many instant-death zones for you to fall into. Sure, that makes the environments feel more real and dangerous. On the other hand… jank.

The gunplay is also not really that tight. There are several classic Warhammer 40k weapons available, but several of them are downright awful. Enemies have near-perfect aim and you will be taking constant damage, so the entire gunplay element requires you to be in close range to take advantage of DOOM-esque self-healing by rapid enemy takedowns. This makes longer-ranged engagements (and the corresponding guns) functionally impossible. So you end up being laser-focused on close-quarter weapons like shotguns and the like.

As mentioned previously, this is also a looter-shooter. You will acquire a lot of incrementally more powerful guns that you can customize with various mods and relics. You can also farm cash with side missions to assist with upgrading your cybernetics and special powers. For as many powers you have available, I did find it quite odd how limited you end up being with accessing them via hotkeys (there is 1 total). You can pause time to select from the full menu but that breaks the game flow a bit.

To be honest, the weird feeling of the world and overall game design snapped into place once I read the the developers of this game were the same as EyE: Divine Cybermancy from a decade ago. I don’t expect anyone to have ever played that but it was basically a radiant-quest Deus Ex meets Warhammer 40k meets… developer dreams exceeding their grasp. It wasn’t a great game, but it had a lot of ideas and they did their best to execute on them. Same thing here.

Ultimately, I do find Necromunda: Hired Gun serviceable in the “shoot people in the face” department. Boot it up, play a mission or two, and put it down. My copy came from a recent Humble Bundle that got discounted down to $6 instead of $12. If yours didn’t, well… maybe it’ll come to Game Pass.

Review: Outriders

This past weekend I completed Outriders via Game Pass. The game is basically an over-the-shoulder, cover-based, arena looter shooter. Think 3rd-person Borderlands or Destiny.

…and that’s it.

No, really.

OK, fine. There were two interesting things going on that kept me playing to completion.

First, the story. Or more specifically, the main character’s “Renegade Shephard with Charisma as a Dump Stat” schtick. I’m not certain if the writers were trying to make the main character into a badass anti-hero and overshot the mark, but the end result is so bad it loops back around to good. I kept expecting to see an attempt on character growth, or becoming a leader, or any of the other tropes in the genre, but nope! Your character basically doesn’t give a shit about hostages, is painfully awkward when NPCs share their trauma, and is content shooting first and never bothering with questions.

As far as plot goes, it’s all grimdark trauma-porn, but not the fun kind.

The other piece that was interesting was the crafting mechanics. As a looter shooter, you get a lot of loot, of course. One thing you can do though, is deconstruct the items you receive to unlock the ability to add the special properties of that item onto another item. For example, if a gun Freezes enemies, you can deconstruct that gun and replace any future gun’s existing ability with the Freezing ability. Epic/Legendary items can have two properties, but you can only swap out one of them. Additionally, Epic/Legendary items have higher-tier effects, which you can place on regular items to make them more competitive.

Really though, only the concept alone was interesting. The actual looting experience was pretty terrible, on par with the foundational problems with Borderlands. You have levels, guns have level requirements, and enemies get exponentially stronger the further you progress. This means that whatever cool items you receive will be useless trash within an hour of gameplay, and you will be scrambling for green replacements for your purples soon enough. While the above crafting system lessens the blow a bit, it never feels great to continuously get weaker, and the drop from 2-slots to 1-slot is especially painful.

I completed the game’s story despite it becoming progressively less interesting, and then immediately bounced off the endgame loop in disgust. You are intended to go on repetitive sort of strike missions and face waves and waves of the same sort of enemies you have fought all game. If you play solo, you will die almost instantly outside of cover, and death resets the entire mission. It is clearly intended to be played in a group, but… why? Destiny 2 is mechanically better and Outriders is not an MMO wherein you might expect to rewarded in some fashion in the future. “Borderlands!” Closer, but the Borderlands series has additional DLC content and is much more kinetic and less swingy besides.

In any case, you don’t have to take my word on it: Outriders is still on the Game Pass.

[WISP] The Division

(e.g. Why I Stopped Playing: The Division)

I can show you precisely the moment I decided to stop playing The Division:

TheDivision-BossSponge

I’d like to read the Tom Clancy book about taking 6+ bullets to the face…

There is nothing particularly special about this “boss” character. I had actually died to him once already, as he has a machine gun and is able to just keep firing for like 30 seconds as he walks around your cover and mows you down in a realistic way. Having respawned, I was able to safely stay at my pictured elevated position. I was compelled to take this screenshot because I just shot this dude 5 times in the face with a sniper rifle, and he still has a sliver of “armor” left.

I have had a tone issue with The Division almost from the beginning. This is not a game where you are shooting zombies. You are not even shooting infected people behaving erratically. You are shooting “looters” or “Cleaners” (who are trying to burn the infection out) or gang members or prisoners who broke out of jail. Granted, all of your enemies appear to be killing innocent civilians or otherwise impeding efforts to maintain law and order. But… The Division (thus far) made no attempt to even address the wholesale slaughter of people trying to survive in a government quarantine zone.

TheDivision-Beauty

A very, very pretty quarantine zone.

I bring this up because “motivation” is hugely critical in cover-based shooters for me. The core gameplay in these games is so banal and simplified, there is often nothing else to go on. Stay in cover, peek and shoot. Leave cover, die. The Division technically has some additional elements like special powers, and is definitely geared towards small-squad teamplay, including a trinity of sorts.

But otherwise? Peek and shoot. And 100% of the missions up to the point I stopped playing had been about killing people for vague reasons. Even when you are rescuing hostages, there is no sense that A) the hostages were actually being ransomed, or B) the hostages will be better off going back home.

I was actually going to quit playing two weeks ago, but Alex posted this live-action video in the comments. That was… kinda compelling, and set me in the right frame of mind for getting back into the game.

…at least up until I kept encountering these predictable boss characters, with their predictable face armor which takes a half-dozen sniper rifle rounds to remove.

I understand that the game is a looter shooter, and things are not supposed to make too much sense – not quite sure how a new holster is somehow giving me extra armor, but whatever. It would be quite the boring game if the first rifle you picked up from the body of an enemy was the same one you used throughout the entire experience.

But… I just can’t do it anymore. The Division just piles up too much unsupported nonsense and my suspension of disbelief cannot bear the weight. And if I don’t respect the setting and don’t care about the story, there is zero reason to play a cover-based shooter. So I’m not, anymore.

Space Ninja Janitor

Warframe was going so great. All the way up until I wall-ran into the payslope and slid back down on my space ninja ass.

The problem I currently have is that all of the blueprints I have available require materials I do not have enough of. In my specific case, it’s Plastids. While mobs do drop some resources, your primary source of most everything are breaking containers and opening lockers. This is essentially the equivalent of breaking clay pots in Diablo. But hey, it’s a looter shooter, right? No big deal.

Let me tell you, there is nothing more disillusioning than a space ninja terminator walking around at normal speed breaking open containers and opening lockers.

Warframe is about leaping through the air and slamming into the ground, knocking your foes aside. Warframe is about drawing an energy sword from the void and instantly slicing five enemies in half. Warframe is about dodging attacks and taking down tough bosses and then escaping as an infinite amount of enemies try to block your path.

I was not expecting Warframe to be a JRPG in which you perform the equivalent of pressing X on everything to discover hidden Elixirs.

Alas, this is a F2P game with cash money solutions to the problems it arbitrarily introduces for that express purpose. I can buy 300 Plastids from “the Market” for 30 Platinum, and $20 will get me 370 Platinum. So… $1.67ish? Warframe will periodically give you 50% and even 75% off Platinum purchases for 48 hours coupons, so technically the price can be a bit lower than that. At a certain point, it absolutely makes more sense to pay to skip the parts of the game which require you to not play as a space ninja terminator. Both money and time are fungible, after all.

…then I remember that these designers do this shit on purpose.

For now, I will ignore my empty crafting queue and continue progressing through the story missions as best I can. There is technically a “resource extractor” that I can purchase with in-game currency that will presumably collect things like Plastids while I am away. It also apparently takes damage and could blow up if I do not retrieve it fast enough, e.g. leave it running for longer than a day. Because of course it does.

If I end up burning out from having to use the same weapons and classes I am stuck with, well, that’s the designers’ fault. I’m 25 hours into the game and am still hunting down the final blueprint that will allow me to “craft” a new class. Once that occurs, I’ll reevaluate and see where things stand. Considering that I only have two Warframe class slots by default, and have to pay Platinum to open more, things might get a bit cramped.

Warframe of Mind

A while ago, I mentioned Warframe only in passing as a slick F2P loot grinder featuring space ninjas. Since that time, I gave it another shot to hook me, and hook me it did. It has now become my “I don’t know what I feel like doing” and “I only have 30 minutes to play” game.

I am still early on, but the general gameplay loop is finally big enough for me to slip through. The missing components were blueprints. As you might imagine, blueprints are necessary to construct new things like guns and other weapons, but also entirely new Warframes (e.g. classes). Once you have a blueprint, it will let you know how many of what resources you need to construct it – which might include components that themselves require blueprints – along with the Credits necessary to get started.

Credits in particular are a concern, as they are used for blueprints and upgrading the mods you get. In the beginning, I was spending pretty freely, for lack of anything else to spend them on (since I had no blueprints). Now? I’m pretty broke. While you can continue the story to unlock missions with greater Credit rewards, enemy levels continue to increase, which means you need to spend Credits upgrading your mods to have a chance, and so on. At some point, you have to grind/farm.

(Or, you know, pay real cash money, but nevermind.)

Luckily, Warframe doesn’t make things too painful. Every 20-30 minutes, there will be an alert on a specific map that grants bonus cash and occasionally a mod or blueprint as an extra reward. I have also discovered a few player-controlled areas which give generous Credit bonuses. Fundamentally, grinding isn’t too painful in Warframe because the moment-to-moment gameplay is fast and exciting. The minute that changes, the whole edifice will collapse in on itself, but until then there are plenty of “excuses” to jump/leap/bound/wall-run around maps like a goddamn space ninja terminator.

Ironically, something like Guild Wars 2 would normally have been my go-to game for incremental progress, but the expansion zones needing so much “Mastery XP” means that if an Event Train starts, you need to stay on-board lest you miss a significant chunk of progress. So, ultimately, the more serious I treat GW2, the more fun of a release Warframe becomes.