5/22/2023 0 Comments Borderlands the pre sequel quests![]() The story isn't really explained in much depth within the game, but the gist is that we've traveled to Elpis, the moon of Borderlands' previous settings (Pandora), and must duke it out with inhabitants in low-gravity combat. Four characters are available in the game: Athena (effectively Captain America), Wilhelm (tank-like assault weapons specialist), Nisha (sniper / pistoleer), and Claptrap (a dysfunctional robot infected with malware). Bickering between characters prevails, as always.ĢK Australia doesn't necessarily advertise Borderlands: The Pre-Sequel as a fully new game – it's not Borderlands 3 – and as such, the Pre-Sequel plays a bit more like a massive DLC pack that's priced at $60.Īs with the previous titles, BLPS allows for co-operative play with up to four total players. Borderlands: The Pre-Sequel is set in space, with most of the game taking place on a lightly-colonized moon with frontier-like stylings and characters. The game is billed as effectively “Borderlands 1.5,” taking place between the first and second games. BLPS is an FPS/RPG with some elements borrowed from the world of MMOs, though it is a co-operative FPS at its core. After hours of enduring backtracking, dull character progression, a lack of motivating storytelling, juvenile jokes, and forced, mind-numbingly boring traversal of desolate environments, we're here with the review: Borderlands is boring.īorderlands: The Pre-Sequel's name rings true to its marketed humorous slant. This is in similar fashion to our Watch_Dogs experience. Our experience with Borderlands: The Pre-Sequel (BLPS) began with innocent GPU benchmarking, but struck enough of a chord to warrant a full review. ![]() It's too much work, too far to walk, and that pit of lava is looking rather inviting right now. ![]() It's tough not to be hard on oneself when the prospect of holding “w” for a few minutes – because walking across a moon's surface requires shockingly little use of “s” – becomes too much to bear. We've discussed it before: Laziness developing within games is common, especially where backtracking or repetitious, unnecessary combat inhibit actual exploration of the game's world and story. The existence of “virtual laziness” is either profound commentary on the degradation of human nature or an example of poor game design.
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