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- BORDERLANDS THE PRE SEQUEL STORY HOW TO
- BORDERLANDS THE PRE SEQUEL STORY MODS
- BORDERLANDS THE PRE SEQUEL STORY SERIES
Some grant you accuracy and damage bonuses while airborne, while others give you an entirely different set of buffs depending on whether you’re in vacuum or atmosphere.
BORDERLANDS THE PRE SEQUEL STORY MODS
Freezing enemies solid with cold-based attacks and burning them to a crisp with the new laser-class weapons feels great, but just wait until you see some of the mods that come on the Oz kits that keep you breathing in space. It becomes so easy to put space between you and your enemies that sniping becomes a more viable option, and being able to bound over cover to slam down behind your foes’ cover makes getting up close and personal easier, and more satisfying than ever. Coming to grips with my elongated jumps took a while, but once it clicked, I started using my new freedom to deadly effect. Not the new Stingray hovercraft – which handles like a wet mop with a ceiling fan strapped to it – but the new low-gravity mechanics are a success. The Pre-Sequel has a few other tricks up its sleeve too, and most of them work out. Just reading some of the other characters’ high-level skills made me think, “How does THAT work?” A copy of whatever gun I’m holding appears in my off-hand? I turn into a walking nuclear bomb? I just had to try this stuff out. Oh and I have chance of actually griefing my teammates with my action skill (serves you right for joining my game without an invite.jerk). By rapidly reloading, I can get a variety of big buffs that have explosive results, but at the cost of some health and accuracy. I happen to be a compulsive reloader with a mild death wish, so his Boomtrap skill tree seems to have been made just for me. Borderlands’ mascot robot Claptrap, now playable for the first time, is the best example. In fact, everyone’s skill trees are flush with abilities that reward specific playstyles with powerful temporary effects, like mini achievements you unlock over and over. Those who love a more anarchic, unpredictable approach to combat will get all the mayhem they’d like out of it. Athena’s shield allows her to go all Captain America on fools, but Claptrap’s is by far the craziest, granting him different abilities depending on the situation at hand. Nisha’s washes the screen in classic Western sepia, turning her into a godless, gunslinging killing machine for a short while, which is a bit more straightforward, but no less satisfying. Not only does one of them go on automated bombing runs against nearby enemies, but the other hangs back to heal him, or even your allies with the proper skill points invested. Wilhelm’s flying drone duo, Wolf and Saint, really stands out. Their action skills feel wildly different from one another, and from any of the vault hunters that have preceded them. The Pre-Sequel delivers a whole lot of that, starting with its four new playable characters and their positively nutty skill trees.
BORDERLANDS THE PRE SEQUEL STORY SERIES
Things do pick up in the latter half of the campaign, but this sort of buck-and-stall pacing has plagued the series for years, and it gets harder to forgive with each iteration.īut once The Pre-Sequel hits its stride, we get down to what Borderlands has always done best: the bullets start flying, the loot starts dropping, and joyful chaos ensues. In a game about shooting and looting, I should be doing those things almost constantly, but in The Pre-Sequel there were times when 10 or more minutes could easily pass without me doing much of either.
BORDERLANDS THE PRE SEQUEL STORY HOW TO
Apparently neither the Hyperion or Dahl corporations know how to make doors in space, because almost every single one you need to go through requires you to throw a breaker or manual override somewhere back in the area you just slogged through. The Pre-Sequel is cardinally guilty of this one. I just don’t want to walk towards a diamond on my mini-map for god knows how long to get to where the fun is.Īnd I really don’t want to go on a multi-step wild switch hunt to trigger said fun once I get there. The early hours on the moon were particularly trying, since everything is incredibly spread out, and every low-gravity jump takes seemingly forever. The inadequate waypoint system that doesn’t save you from going in circles while looking for your next objective, the boring trek back to your quest-giver at mission’s end… it’s all still here. This is part of a problem Borderlands has had since the beginning, and The Pre-Sequel hasn’t solved it. It’s a good thing too, because those laughs were often all there was to carry me through the long stretches of purposeless wandering around with barely anything to fight.