Showing posts with label Borderlands. Show all posts
Showing posts with label Borderlands. Show all posts

Nov 4, 2009

Fallout 3 Arcade -- Borderlands Review

When developers attempt to combine video game genres, the resulting creation more often than not turns out to be at least an interesting piece of software, if not a wholly enjoyable one. In the case of Gearbox Software's new RPS (role-playing shooter), Borderlands, the final product is both interesting and enjoyable, even if it isn't as much of a comprehensive or diversified gameplay experience as other games at either end of its genre-blending spectrum.

Initially, Borderlands feels familiar yet novel. The game asks players to select one of four characters who each excel at a specific type of combat, based on their starting weapon and the skills that they will learn later on. The model follows traditional RPG and squad-based shooter conventions, with characters representing the heavy-hitting tank, the sniper, the all-around soldier, and a more unique infiltrator type. Any character can be specialize however the player chooses, though, because skills with the various weapon types improve based on usage, rather than pre-determined, level-based increments. Building characters that deviate from the normal archetypes may be ill-advised, considering their unique class skills won't be as relevant or useful, but because their skill trees include three differing branches and additional choices within each, it is possible to develop a character that focuses on a particular class-specific skill set, but also incorporates other classes' fortes (like my personal sniper/falconer with a minor in shotgunning).

Borderlands

Gameplay revolves primarily around accepting and completing quests for various non-player characters inhabiting the game world, Pandora. Many of these quests advance the game's main plot, and a greater number are available tangentially via bounty boards and at the whims of the aforementioned NPCs. While the satisfying shooting mechanics, solid-feeling weaponry, and copious loot collection provide plenty of fun, the goal-driven gameplay eventually wears on the player. Missions involve many similar objectives, like collecting varying numbers of items, reaching specific locations, or killing particular enemies, and the paths to these goals are filled with fundamentally enjoyable but inevitably monotonous gunfights against mostly the same enemies with very predictable AI. Perhaps the most detrimental aspect of the campaign is that the plot is paper-thin and players will rarely be eager to see where the narrative goes next, aside from meeting a few genuinely humorous characters.

When it comes to guns and equipment, the "bazillions of guns" claim is in no way a lie -- there are more variations of the seven basic gun types, grenades, and shields than anyone dare attempt to count. Finding new weapons is always an adventure, as players will constantly compare the power, firing rates, accuracy, capacity, zoom capabilities, and elemental effects of any new pickups, at the same time enjoying the different guns' visual appearances. The game also incorporates a color-coded rarity rating system for all equipment, with less common items usually performing better and banking more money when sold. Fortunately, inventory management is streamlined and simple, so weeding through this immense arsenal won't become a laborious process.

In fact, very little in Borderlands is a huge challenge, and players can muscle through much of the game. A number of factors contribute to this, including the aforementioned AI and marginally-complex mission structure, which let players essentially run and gun straight through to their mission objectives in a relatively straight line at a mostly unreserved pace. Additionally, players will rarely find themselves strapped for cash because of the incredible availability of weapon drops, all of which can be sold at any in-game vending machine, and the caches of money that litter the landscape.

Borderlands

Cooperative play is a huge part of Borderlands, and can either make things easier and more enjoyable or frustrating and difficult. In local split-screen mode and online games where players have headsets to communicate, working together is great fun, even when the game ramps up the difficulty to account for the added team support. Using complimentary character skills and team-affecting abilities is very satisfying, and if you're like me, the constant desire to be the most productive and deadly on your squad will be motivational and engaging. On the other hand, playing with no means of communication is like hammering your toes to the floor (that means it's not fun). Some players are clueless, will behave counter-productively, and will make you want to quit the game. Luckily, you can do just that and hopefully find a game with less impaired teammates.

No matter how you play the game, Borderlands' striking animated art style, with bright, high-contrast visuals, is immediately appealing, and makes Pandora a place that you want to dive headlong into. Everything, from enemies to items to environmental structures, is clear and easily distinguishable, even though many of the game's assets lack truly intricate detail. The style is very similar to the newest Prince of Persia game, but with less epic background vistas and less impressive special effects. It looks great overall, but one glaring issue in Borderlands is the disturbingly obvious texture pop-in, which makes each new area look like someone simply dumped watercolors onto every surface until the definition improves many seconds later. It's a jarring effect that happens upon entering a new area or starting the game; if it occurs at other times, it's far less conspicuous.

Borderlands will suck players into a huge world that is just begging to be explored, but exploration isn't one of the game's strong suits. Players will undoubtedly have a great time with the different character builds, weapons, and multiplayer squad configurations, but will also be served lackluster narrative and mission structure that temper the experience. Overall, it's absolutely worth playing, however, as there is no other game that achieves cooperative RPS gameplay equivalent to what's presented here.

Jun 10, 2009

Skill Trees & Sniper Rifles -- Borderlands Preview

Borderlands

Creativity and innovation are growing themes in today's videogames industry. Gearbox Software and 2K Games' Borderlands is yet another genre-bending gaming experience that looks to offer plenty of both. Dubbed an RPS, or role-playing shooter, Borderlands draws just as much, if not more influence from massively multiplayer RPGs than from team-based shooters.

Players choose from four classes -- the tank, the hunter (a sniper class), the siren (a magical class), and the standard, well-rounded soldier -- before jumping into a large, open environment to accept, complete, and report on missions from various non-player characters throughout the game world. Operating alone or in a group of up to four cooperative players (split-screen, local area network, or online), players will gain experience points and level up, improving skills via a three-track tree that is different for each class.

The primary quest track will take roughly 20 hours to finish, while completionists will be able to spend over 100 hours completing side missions, fighting procedurally generated enemies, and collecting massive amounts of loot and weaponry. The game will also feature a dueling system and arena battles for more competitive players.

One of the most interesting aspects of Borderlands is the way it dynamically builds all of the players' enemies and each of the game's "millions" of guns out of the smaller parts that make them up. For example, a certain family of enemies may consist of many individuals, each modified with specific player-killing physical characteristics -- blades, guns, acid spit, flame breath, etc. -- as well as elite, supercharged versions know as "bad asses." Weaponry is composed in much the same way, out of the component parts of each gun. In this case, though, attributes such as firepower, accuracy, capacity, range, and others are also assigned at the time of weapon generation. For grenades alone, there are over 100 possible types. Because of the vast range of possible weapon configurations, a color-coded rarity system quickly alerts players to the relative value and efficiency of each one.

Also quite evident when first looking at Borderlands is its visual style, colorful animated art reminiscent of the comic-influenced XIII or the more recent Prince of Persia. Heavy, inked outlines and bright, caricatured models give the game a striking look, and the real-time day/night cycle displays the world in a wide range of light conditions during play.

Borderlands is scheduled for release this October on the PC, PS3, and Xbox 360.