Tuesday, February 2, 2010

Borderlands

Back in 2008 I was playing a heck of a load of Team Fortress 2 and was very much looking forward to Valve Software's upcoming 4 player co-op game: Left4Dead. And I remember having a conversation with a friend of mine about Left4Dead saying that it was a great idea. After all, co-op against zombies by the people who had made my current favourite game ever?
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I also remember saying how I wished there was more of a story planned and that I was disappointed with the number of weapons I'd seen in the video footage. To which he replied "But isn't that... like... Borderlands?"

Ever since I've been hankering after the release of this, reading their forums, watching the vids and hoping that it was as good as I was imagining it would be. So now I've had it for a few weeks and I've played it a fair bit so I feel I can now supply that answer: It's marvellous!

Starting at the beginning, lets explain exactly what we have here. Borderlands is a first person shooter at heart: you run, you shoot, you kill the bad guys. However it also has roots in RPG titles in regards to it's "looting" of items, which is basically picking up everything and anything you can find that might be useful. The reason the looting is important is to do with the number of weapons available in the game. Literally thousands, perhaps hundreds of thousands of unique weapons are possibly attainable and you'll easily come across more than you can remember during a playthrough.

Borderlands: Click for larger image"How is that possible?" you may ask! Well it's all done by having several different weapon types (ie, pistol, shotgun, etc...) that can have several different stats (damage, accuracy, etc...) and also different add-ons (scope, melee weapon, etc...) so with all of the different possibilities it makes sense that there are that many combinations.

So this can drastically alter a playthrough, for instance you might have a really good pistol to start with during one playthrough, but on another you quickly get a great sniper rifle. It changes how you play and thus the gaming experience involved.

Enemies are a problem however, there are approximately 10 standard bad guys in Borderlands (personal non scientific count there!) which can get quite repetitive. I've heard each enemy is also randomly generated in terms of their stats but it wasn't too noticeable. You do, however, get the occasional Baddass bad guy who is far tougher than their standard counterpart. These enemies and any "boss" characters you come across yield far better loot than others, so check their drops carefully! (ooer)

The gameplay itself was one of the high points for me, aside from changing mouse sensitivity to reduce the mouse-smoothing that you can't turn off, movement was nice and looking down the sights of a weapon to shoot felt perfectly natural. In some ways it very much reminded me of the gameplay from Farcry 2, all the way down to the respawning bad guys, although this wasn't quite as bad!

Elven Legacy

Elves have had a mixed reception in the past, from the higher beings in the Lord Of The Rings stories to Evil Glamour creatures in Terry Pratchett books. Not to mention their spooky obsession with Christmas, so With all of these interpretations I'm not quite sure where I stand with Elves in general.
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This game has it's own take again; this time they're an extremely proud but surprisingly angry group of peeps. The plot revolves around a mage who has uncovered dark powers that the Elves were guarding and now they need him stopped. Sagittel, an experienced Elven general, takes a bunch of raw recruits along with him to stop the mage...and hilarity ensures...

Ok, well not hilarity, but you should get the idea. There are a couple of attempts at humour but overall I think the story takes the game a little too seriously. Sagittel himself is a little too proud and constantly argues with every other character in the game. This at least means he's consistent as a character, but tedious and predictable to watch.

The gameplay consists of turn based strategy with a hexagonal based battlefield, the kind found in most turn based strategy games. It works well, but then again this is tried and tested stuff. Something I did appreciate was the map controls which I found intuitive and easy to use and didn't interrupt my limited tactical train of thought! Left click on unit, left click on destination, left click on enemy to attack; It sounds simple but some strategy games can really beat around the bush with it all. I did miss having a mini map though when my units were more spread out.

It reminded me very much of my table top games I played in my teenage years. In fact I think I've always preferred turn based battles to real time strategy because of that. I somehow find comfort in being able to move and fire before the enemy has even spotted my units. I'm being generous because, as usual, I'm pretty rubbish at anything that requires tactical thinking.

And that's a total understatement! In short: I'm Rubbish.

Elven Legacy Screenshot : Click for larger imageThat doesn't mean Elven Legacy wasn't enjoyable for me, far from it and contrary to most strategy games I've played, I felt really drawn into the story! The missions all had similar goals, which is almost unavoidable I suppose, the designs were all unique and related perfectly to the situation. But each one really felt like a small part of the journey described in the talky bits between missions. This was mostly due to the detail of the landscape consistently looking like an advanced tabletop war game. It looked especially good during levels where you approach obstacles such as walls and fortresses to conquer.

Graphically there are not massive poly counts or the latest in shaders going on. This wasn't such a problem, I've always been more for playability rather than over compensation with graphics. The "everything must be brown" approach wasn't used here, which I was glad about as I like to recognise the units instantly rather than having to check by clicking or zooming in.