Game Ramblings #159 – Tiny Tina’s Wonderlands

More Info from 2K

  • Genre: FPS
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series X|S, Windows

It’s been a long time since I played a Borderlands. I loved the first couple, quickly fell off The Pre-Sequel and altogether skipped 3. However, this one pulled me back in with a somewhat more unique setting thanks to them diving full into Tiny Tina’s shenanigans. I’m not going to pretend that the writing felt like it was aimed at anyone older than 12 years old, but boy does the game loop still just work.

If I was to point at one thing that made this work so well for me, it’s that the typical Borderlands gameplay just slots right in. Those games already had elemental attacks, so there’s your fantasy magic. Those games already had alien creatures, so fantasy-focused characters just slot in. Those games had the sirens, so mages just fit in place. The core was there, so even in a completely D&D focused setting it all feels entirely familiar. Guns are perhaps a bit weird, but whatever it’s D&D. I’m sure someone has made it work.

That’s not to say that things felt stale though. The way I built out my character felt unique in a way that I don’t remember being able to push in previous games. I ultimately went with a two-class combination of the Spore Warden and Clawbringer class archetypes. The first of those is a poison summon-focused class with an emphasis on critical hits. The second is a fire/lightning summon-focused class with an emphasis on damage mitigation. The obvious thing to notice there is that I’ve got three elemental damage sources already, but it’s more than that. The crit + damage mitigation let me do silly things with stats.

Ultimately my character ended up being a glass cannon. All of my stats went into three things – crit chance, crit damage, and elemental damage. I did nothing with any mitigation stats so if I took damage I was more often than not dead. However, my increased crits meant I could save myself in almost all situations extremely effectively with a kill while bleeding out. If not, my mushroom summon could also revive me while my secondary wyvern contined to dish out damage. Also, because my summons had three elemental types I could build into a fourth (in this case, health drain) that helped me stay alive at a higher rate while still hitting enemy weaknesses. I furthered this by exclusively picking shield wards with low health pools but quick recharges, where my goal was to have its recharge be less than 2 seconds. Basically, I could probably take one hit but would need to be getting out of harm’s way, but could quickly rejoin the fight afterwards.

It’s a build that for me really hit into the strengths of how they setup the classes for this game. They really kind of just turned the ridiculousness knob a bit more and pulled out some unique combos that feel like they’re pushing the mechanical boundaries for the game in fun ways. It let me mould my gearing around my class setup, and in this case allowed me to treat the game as more of a cooperative experience despite playing in single player. It’s the kind of thing that really is truly unique to the Borderlands series.

I will give a shout out to their overworld change as well. Getting rid of vehicles is one of the best things about the metagame here. Rather than travel through miles of garbage to get to your main story locations, you have a relatively nice area to explore. It’s got a lot of side quests and collectables and combat encounters to do. However, it’s also much faster to get through. It’s a fairly common improvement that the game has shown. Everything here is much tighter. As an example, the side quests feel much better integrated into the story’s golden path, so you can do them as you wander through instead of going out of your way. They’re also generally more often substantial side stories rather than collection quests. The whole experience is very much Borderlands with less padding, and it’s to the benefit of the game.

That said, the screenshot above in which you seduce a drawbridge is indicative of my main problem with the game. The comedy just feels immature. Some of it is funny, but I found myself groaning instead of laughing more often than not. In a lot of ways, it really just made me feel old…..which might be true, but it’s not something that I ran into in past games. It’s things like the queen of the land being a unicorn named Butt Stallion, or seducing the drawbridge, or Torgue’s cursing being bleeped while being far more common under the guise of trying to stick to a teen rating. Rather than trying to hit a rating, it just feels like it was written for that level of audience. It was never egregious enough for me to not want to play the game, but the writing definitely was not helping the game for me.

This game feels like it’s going to end up on my long term short list. Borderlands 2 filled that role for a long time as the game I could hop into and just play for the sake of playing. Diablo 3 filled that role for a while, especially on the Switch. Of late that distinction has gone more towards games like Forza Horizon. However, this one may take over for a bit. It’s just such a well refined gameplay loop that it’s easy to hop in, and for me it’s made the series feel fresh again. In good news, gear hunting after the first play through also means I can just ignore the comedy and gear grind, which is probably what I wanted anyway.

Game Ramblings #158 – Lego Star Wars: The Skywalker Saga

More Info from Star Wars

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: PS4, Switch, Windows, Xbox One, Xbox Series

It’s been a bit since my last ramblings. I decided to do carpal tunnel surgery on both wrists at once, as one does. What that does is makes videogames surprisingly not very fun to play. When I was figuring out what I wanted to play first after getting my sutures out, this one was sitting there ready to go. It feels like it’s been forever since The Force Awakens, but the full 9 episode saga is here and it’s a lot of fun.

The Lego games have always just kind of been collectathons, but it surprised me how much this felt like a complete game, and not just a Legoified version of the movies like a lot of past games. There were some pretty obvious changes to the core combat mechanics as well as a much better expansion to the metagame between story segments that really made the whole thing work.

The biggest obvious change is that there’s ranged weapons everywhere! You’ve got blasters of every flavor, bows of all sorts, you can chuck your light saber like a whooshing boomerang. However, unlike The Force Awakens, which sometimes had ranged weapons but clumsy aiming due to the fixed camera angle, we’re now seeing a full third-person game. You’ve got all your typical trappings of shooters, such as ADS on the left trigger and full camera manipulation on the right stick. In doing this change, the game now feels like a modern title along the lines of something like a simple Ratchet & Clank, rather than a sort of clumsy Lego-themed isometric platformer.

The metagame is also just a lot more free flowing in a way that encourages the use of the typical large character roster of the series. You’ll jump between segments of free roam where you can use any purchased characters and segments of story where you’re restricted to relevant characters. In allowing the free roam segments, the game is doing a great job of slowing down the pace of the game in a way that is still fun. Where a typical Lego Star Wars title was around 10 hours, this one is about 20. While that is much longer, it now covers all nine movies instead of just a handful, so the pace slowing down is definitely necessary.

What you end up doing is completing a specific story segment, then being unleashed into what is essentially a movie-themed playground. Scattered around are all sorts of miscellaneous rewards, so it becomes a game of finding out how to get them all. Some spots are simply puzzles of choosing the right person to get to the glowing spot. Some of them are mini races or combat segments for a reward. Some of them are side quests where you interact with characters from the movies in fun ways in order to unlock them for play. However, the important thing is that it’s varied and quick to do. You’ll spend a few minutes per-reward, then move on to the next thing. It keeps things fresh so you aren’t stuck in one spot for long periods of time, but also provides a nice change from the purely linear story segments that you’re doing the rest of the time.

It’s also worth a mention that space combat is another one of the things that acts as a nice pace change. Some of the areas are Star-Fox inspired – such as the Death Star trench run – and some of the areas are distinctly open flight. Mechanically these are definitely simple. You’re basically firing a relatively large angle auto aim machine gun or firing a very generously homing proton torpedo. However, in all cases it’s another place I can point at where the segments are used as a way to breakup the pace of the game and keep the overall flow fresh.

Ultimately that’s the biggest thing about this title that I could point at as an improvement over past entries. You’re running through a bunch of story very quickly to cover nine movies, but it doesn’t feel overwhelming or boring at any point. Because the specifics of what you’re doing change so much, you don’t really have time to become bored with any specific type of gameplay. You kind of do one type of gameplay for a few minutes in a story mission, then go into free roam, then go into another story mission with completely different gameplay, then back to free roam. Because everything has some currency being given that allow you to get more stuff, it also never feels like you’re doing something unrewarding.

If you’re a fan of past Lego titles this is an easy recommendation. If you’re a fan of Star Wars this is an easy recommendation. However, more than that this feels like a much easier recommendation to the general game audience. This is a much more complete game than past titles. Rather than being a game that leans on its IP to be good, this feels like a generally good game that is instead boosted by its use of the IP. While the reports of severe development problems put a bit of a black eye on things, this game is showing a bit of hope that the Traveller’s Tales Lego series can be a bit thing again going forward.

Shelved It #16 – Gran Turismo 7

More Info from Sony

  • Genre: Racing
  • Platform: PS5
  • Also Available On: PS4

This one probably could have been titled Set Aside, because frankly that’s what I’m doing. I’m putting this one aside to return to it at some point. The driving experience is still far too good for me to not jump into this one periodically, much like past GT titles. However, everything around it is garbage – just flat out garbage, and it’s baffling that Gran Turismo continues to be like this, because a lot of the problems are not new.

Just on its own, the problems that came over from past games were enough for me to generally pull my very little remaining hair out. Gran Turismo has ultimately been well titled in the past as “The Ultimate Driving Simulator” because the racing experience has always been pretty bad, and it’s still bad here. In past entries, it was something I was largely able to ignore but we’ve continued to have Forza entries in intervening years that at the very least have fun racing, even if the driving experience hasn’t quite felt there. Unfortunately for GT, I’m kind of at the point where I would just rather be playing Forza.

The first obvious thing is that you’re never actually in what I’d call a race. You’re just in a chase. You start every race 20-30 seconds behind the leader, who’s a quarter lap or more ahead of you. You’re given a very limited set of laps to do your best to chase up to the front and try to get the “win”. However, all you’re doing is upgrading your vehicles to the class limits of the races so you can easily outclass the AI enough to get to the front. You’re never just starting an event from the line and going head to head against cars of equal measure. Again, it’s not racing. It’s chasing.

On its own, that sucks. And ya, I can do multiplayer if I want to race but frankly it isn’t why I play these games. However, the AI are also part of the overall problem. They simply aren’t trying to race. They’re just out driving. If you’re next to them and in their perceived line on a turn? Fuck you they’re running into you. If you’re ahead of them and their braking pattern doesn’t match what you want? Fuck you they’re running into you. They just stick to their preset racing line and don’t react to what’s going on around them……which might be fine, but they also rubberband. Their braking is clearly unnatural. Their acceleration is clearly unnatural. Their ability to do things in turns without losing traction is clearly unnatural. As a combination of things on top of the fact that you’re trying to rush to the front ASAP, it results in a frustrating mess of dodging unpredictable and unnatural cars at high rates of speed.

Which again, it sucks, but I expected it. This is Gran Turismo. It’s always fucking been like this. Just like past GTs, the menus also still suck. Things take far too many clicks to get through. There’s far too many layers deep to change simple things. Modifying your car’s setup is still in weird spots. Restarting a license event when you don’t quite hit gold is still slower than I want it to be. But again, these are all things I expected. I knew that all of this stuff was going to be the case going in, and I wanted to play it anyway because the driving experience part of the games is what always drew me in. So they went ahead and added more problems anyway.

Simply put, the game shipped with barebones content on the single player side. There just isn’t really the wide set of unique races that past games have had. Rather than being a wide array of manufacturer specific races, there’s a handful for a couple of companies like Porsche, then a handful of country specific events. The rest are largely class type races. You’re completely missing out on the wide array of lower power races like the old Mini Cooper or K-Car races. You’re missing out on some of the fun endurance events that encouraged tuning less exciting vehicles to go for as long as possible without needing refills or tire changes. It’s just missing the interesting random stuff that made expanding your garage fun.

Which doesn’t really matter, because the economy is completely busted. Get a duplicate car? Too bad, they removed selling it. Car prices? Now modeled after realistic car values rather than being set to some gamified practical price. Have fun with your $400k Skyline. Don’t like the changes to driving dynamics if you apply engine mods? Too bad, they’re permanent. Buy a new engine, often as expensive as the car was to start with. Want to put a set of racing tires on your car? Well about 75% of the races don’t give you enough money to do that through one try, so lmao start grinding. A lot of the public is pessimistically noting this as a consequence of microtransactions trying to be encouraged, and there’s probably some bean counting going on to prove that out, but frankly a lot of this just feels like bad design.

Ultimately, this was all capped by the game forcing an online connection, even in single player mode. The development team claims this was to prevent hacking in multiplayer, but that feels like a copout. People that want to play in multiplayer will accept some form of restrictions, be that an online-only profile, multiplayer being distinctly separate, etc. Make that distinction and keep it on its own. Don’t let it affect the single player. Frankly, the single player could be balanced much better without the online chain around its neck.

All of these little things are basically making me put the game down. Sure, the driving experience is still as fun as ever. Doing hot laps for shits and giggles in a Miata is great. It’s as close as I’m generally going to get to taking the ND in my garage out to these tracks, and I love it. However, everything around feel like the game is actively trying to get me to put it down. It has old Gran Turismo problems that have been ignored at this point for literal decades and adds new problems that just make the game insufferable to play, so this one is going back on the shelf until it starts to see some patches roll through.

Perhaps by then I’ll be playing Forza 8 anyway.