![]() ![]() It gave me another weapon to control directly, as opposed to Wilhelm's drones, which were more “set it and forget it.” Determining just how different they are to play with is the type of thing that requires much more than a short demo, but I can say that Athena's special ability was more interesting. I got to play with Athena, whose special ability is a Captain America-type shield you can use to block damage or launch at enemies, and Wilhelm, who can launch two drones at the same time, one offensive and one defensive. It was definitely satisfying to shatter frozen enemies and watch them float away in bits and pieces, but from what I saw it was more about the cool visual effect than it was about new strategic opportunities.Īnd then there are the new characters. The ice weapons were presented as the other huge game changer. There are new weapons, of course, with wild spread patterns, and, most importantly, a freeze modifier that allows you to encase enemies in ice and shatter them. The Slag effect from Borderlands 2 is replaced with a bleeding effect, which makes enemies more vulnerable. There were plenty of other little differentiators in Borderlands: The Pre-Sequel. It's never really a concern, but double-jumping will drain oxygen, so there's some kind of limitation on how often you can use it. Your character also needs oxygen on the surface of the moon, which you can collect from most enemies and other sources. ![]() When I was overwhelmed, out of grenades, not equipped with the right gun, and still waiting for my special ability to cooldown, I leaped into the air, and used the stomp attack to give myself some space. The butt stomp, too, feels like a natural and welcomed addition to the tools that are already at your disposal. The faster, freeform movement meshes nicely with a game that consists almost entirely of putting bullets into things while side-strafing, giving you a whole new axis to dodge incoming fire. It made Borderlands more twitchy and airborne than ever, and I liked that. I felt like my experience with arena shooters such as Unreal Tournament, Quake III, and even Titanfall was useful here. The second time through, I approached the scenario with guns blazing and jumped from spot to spot, holding down the fire button throughout and stomping when appropriate. With a little patience, I was also able to shoot their helmets off and watch them die as they ran out of air, another cool detail that makes the new setting matter. When I first went through a complex overflowing with soldiers mounted on aliens, I thinned their ranks from afar before I felt it was safe to move in and finish them off. I played through it twice, and while I went through the same battles, enemies, and key locations, each playthrough felt different enough because I took a different approach. The short demo consisted of a huge open area on the surface of the moon. ![]()
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