![]() ![]() Firefights in previous Borderlands games mostly took place on a single plane, where players strafed around and sought cover on the same level as the enemies firing at them (with the exception of things like elevated walkways, of course). Just skipping down the moon's rocky surface with this double jump is almost worth the price of admission on its own, to the extent that the few short sections of the game that take place in "normal" gravity seem pedestrian in comparison.įurther Reading Review: Borderlands 2 sure does provide more Borderlands, all rightIt might sound like a minor change, but this one modification makes the already-worn Borderlands formula feel just new enough to make all the difference. The addition of an oxygen pack early on in the proceedings grants a slight double jump, allowing for even more height and the ability to change direction quickly in mid-air (even without that move, characters are enjoyably maneuverable when arcing through the sky). A single leap can go two or three stories high, extend for dozens of meters laterally, and leave a player airborne for three to five seconds. More importantly, though, Elpis has a lower gravity than Pandora, giving players an exquisitely high and floaty jump. It also gives the developers an excuse to give the majority of non-player-character moon-residents an Australian accent, which really emphasizes the "otherness" of the location (if Australia is Earth's "down under," I guess Elpis would count as Pandora's "up over"). This adds a bit of rustic, craggly charm to the setting. I mean that quite literally-the vast majority of the awkwardly named Borderlands: The Pre-Sequel takes place on Elpis, the moon hovering ominously in the skies of Pandora, the planet from the first two games. So more power to the team at Gearbox and 2K Australia for taking that formula and leaving it on solid ground while they traveled to the freaking moon. It's just that, even after only two games, Borderlands was already feeling like the kind of franchise that was going to stick to a predictable, proven formula, perhaps for decades-the kind of series where if you'd played one game, you'd feel like you played them all. It's not that the Borderlands games are bad-on the contrary, they provide some of the most finely tuned, all-out shooting insanity this side of the Serious Sam series, especially when played cooperatively with friends. The 2012 sequel to the 2009 original largely provided more of the same mix of shooting action, RPG-style leveling, and a ridiculously huge selection of ever-more-powerful guns. ![]() ![]() Game Details Developers: 2K Australia, GearboxĮven though it only has two games to its name, Borderlands was already kind of feeling set in its ways. ![]()
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