Taiku Reviews: Borderlands 3
Randy Pitchford fucking sucks.
Okay with that out of the way let's talk about Borderlands 3.
Borderlands is an FPS/RPG hybrid. Damage, health, defense, recoil, bullet spread, reload speed, and mag size are all determined by clear, raw numbers tied to the player, enemies, and the guns.
Every gun in the game is procedurally generated with its own level, manufacturer, and unique traits that ensure that almost no gun will be the same as the other. It can be overwhelming to constantly compare numbers to determine if you have the best loadout, but half the fun of an RPG is the gradual increase in power. It's also not 100% random, as stats are clearly defined by level, and certain traits are clearly defined by the gun's manufacturer. There's also several unique guns with baked stats alongside the procedural generation.
The guns themselves feel great for the most part. They're loud and hit hard, though you definitely develop preferences as you go. Any of the guns that require a charge-up, or you throw them to reload, just feel kinda gross to use, and I actively avoided them while playing.
That's the basic gameplay loop: Kill dudes, get gear, level up, kill stronger dudes, get better gear, level up, repeat. There's a 25 hour story mode, and after that is a mountain of endgame content and harder new game plus runs. Conceptually, I like this a lot. It's basically Diablo with guns, and is a good example of genre mixing done right... for the most part.
A common issue you run into with Diablo clones is the level gap; Maybe you're level 21, fighting level 21 enemies, but suddenly the next mission features level 25 enemies, so you need to do side quests to reach level 25 before you can progress. Borderlands is no different, as you run into quite a few of these. It's probably the most obnoxious issue with Borderlands, but I'd honestly call it a minor complaint. Overall Borderlands is good, but I'm unlikely to play it forever.
And... that's Borderlands.
Something interesting happened while I was playing. The way I write these reviews is as I'm playing a game that I know I want to talk about, I'll keep notes of the things that I like/dislike about it. And as I was writing a mental review in my head, I realized that basically all of my talking points could probably be applied to Borderlands 1&2. In terms of game feel, these are all basically identical to each other. But I'll come back to that.
For now, let's talk about Borderlands 3 specific improvements:
One of my biggest issues with Borderlands 1&2 (especially 2) is it felt like the game actively discouraged playing alone, to the point where some missions were damn near impossible to complete without a partner. The worst example of this is Wilhelm; a boss that constantly regenerates shields, can down you in three hits, and was just an overall nuisance to fight by myself. Granted, I think the hunter I picked wasn't great for solo play (Zer0), but fights like that reached a point where I seriously considered quitting because it was so painful to go through.
Borderlands 3 is the most solo-friendly game in the trilogy.
I played as FL4K, solely because being a pet class seemed the best for going it alone, but in-game I discovered that one of the traits he can spec into is constant regenerating health, to the point where he basically never has to pick up medkits. I felt unstoppable, and sure enough I basically was unstoppable.
FL4K made playing solo a breeze, but at a glance the other hunters seem like they can hold their own just as well. One of them has a goddamn mecha. And if that's not enough for you, Borderlands 3 also features a less-than-normal difficulty setting, which I ended up turning on at around the level 10 mark.
While I played through the game alone, Borderlands 3 is much more co-op friendly too; featuring an option for client-sided loot drops, and an option for level scaling to bring overleveled partners down to the same stats as the lowest-level in the group. It's a nice feature.
Other improvements include a Lost Loot chest in the hub world, letting you recover anything dropped or missed on your last missions, you can fast travel from any point instead of needing to visit designated fast travel locations, and it brings back the gore mechanics from Borderlands 1. I like a good squish when shooting my bad guys.
But there's also a lot of noticeable BL3-specific downgrades. Most notably...
Where's my goddamn bounty board?
Remember how I said there are noticeable level gaps as you play? Well, when you encountered one of these in BL1 or 2, you could travel to your hub world and pick a quest at your level from the ever-growing bounty board.
(EDIT: Borderlands 2 doesn't actually have the same bounty board. But it does show you side quests you haven't accepted yet in your general quest list)
BORDERLANDS 3 DOESN'T HAVE THIS
If you're underleveled, you're forced to backtrack through previous zones until you find a side quest that matches your recommended level, and they don't even show you on the map what level they are. You have to manually travel to every side quest to see its level and determine if it's worth doing. It's so baaaaad.
The death sequence is needlessly long. It was just as long in BL2, but all the first game had was a simple transition screen and you were back into the fray. 2&3 pan the camera to show your dead body, do the transition, then show your body being rebuilt before you can get control back to your character. It's just longer for no reason.
The UI is really frustrating. It's noticeably buggy, with temporary HUD elements like item stats (and even permanent elements like your quest marker) just not appearing for some reason. On top of that, when navigating menus, your cursor will just freeze; requiring you to back out & go back in again to unfreeze. Or maybe you'll try to equip a new gun and it just... won't.
Getting a full inventory can be frustrating too, as you'll want to compare prices of what you're carrying to drop the less valuable things, but item value is the only stat that isn't shown to you instantaneously. Instead it ticks up & down so you have to wait and see what it lands on before moving to the next item.
I have a bit of a love-hate relationship with this franchise. Since while I do love it conceptually, and it arguably does the subgenre best, it's also really annoying to play for a myriad of minor but omnipresent reasons that are consistent across all three games.
That's a good and a bad thing.
You ever hear the term, if it ain't broke, don't fix it? That's an okay thing to live by when you're an engineer, but game's aren't made by engineers. They're artistic products, and art is always broken. So to see these games have minor-but-glaring issues that have been present since the start of the franchise just never get fixed is really frustrating to see. I'd love to play these games forever, but those issues are so prevalent that it makes replaying them something I'll probably never do.
Despite all of their flaws, I do think they're worth playing at least once. But I doubt you'll want to keep playing them afterwards.