theradicalchild: (Borderlands Psycho)
Tiny Tina's Wonderlands

Dragon Quest of The Fatemaker

I discovered the Gearbox Software-developed Borderlands series during the last decade, becoming enamored with its combination of first-person shooter and RPG gameplay to the point where I happily replayed the titles on multiple consoles to which they were ported, among them being those for Steam via my trusty Steam Deck. One of the expansion packs for the second game featured the story character Tiny Tina leading a Dungeons & Dragons-esque fantasy campaign setting, for which Gearbox would develop a successor and Borderlands spinoff entitled Tiny Tina’s Wonderlands, which provides an experience on par with the main entries.

The map system is an improvement over those in the mainline Borderlands.

Upon starting a new game, the player must create a character termed The Fatemaker, who can be of one of several different classes. The gameplay remains like the main Borderlands games, with the player able to wield up to four firearms of various types (initially two), wear different item enhancements, and use a skill inherent to The Fatemaker’s class that needs to recharge. The spinoff’s “Save Your Soul” system also mimics the main series’ “Fight For Your Life” mechanics of being able to kill an enemy after losing all health to revive, failure resulting in revival at the last checkpoint and losing some money.

There are a few differences, which include the ability to wield melee weapons, cast magic that requires time to recharge, and, upon reaching a certain level, being able to select a secondary class that grants The Fatemaker an additional Skill Tree alongside their base one. As in the Borderlands games, leveling nets the player a skill point they can put into one of The Fatemaker’s skill trees, alongside a point they can invest into one of their base stats. The looter shooter mechanics work well as in the mainline Borderlands games, with some quirks like not needing to repeat phases of multiphase boss battles like that against the final boss. However, issues still carry over, like needing a steady trigger finger and losing all health without an enemy to kill to revive.

Wonderlands’ main weaknesses lie in its control. While there are a few improvements over the Borderlands games, like the in-game maps being three-dimensional and rotatable, which accommodates the multilayered stages, many areas are of questionable design to where I didn’t bother with whatever sidequest objectives were there. However, positive aspects from the main Borderlands titles return, like fast travel and objective markers, another improvement being that saving and quitting the game most of the time preserves The Fatemaker’s location. Still, other issues exist, including glitches (with objective markers occasionally disappearing in my playthrough) and unskippable voiced dialogue (which seems endemic to Western RPGs), and the game’s usability could have been better.

One area where glitches kicked in.

Narratively, Wonderlands is a parodic take on fantasy-themed RPGs, with plenty of humor (although some of it is toiletic) and references galore to other media such as the Star Wars franchise and the Smurfs. The campaign setting backstory is also well written, with some of it revealed through scrolls obtained throughout the game world. There are some areas where the writers could have been more creative, like calling the main antagonist something other than “Dragon Lord." Moreover, given the unskippable voiced text, the narrative frequently feels forced down the player’s throat. Regardless, the plot is an enjoyable draw to the spinoff.

While some nice tracks fit the game’s fantasy setting, most of the music is unmemorable, aside from a vocal theme song played during the ending credits. However, the voice performances are largely superb, including Ashly Burch as the titular game master, Will Arnett as the Dragon Lord, and comedienne Wanda Sykes as Frette the robot, one of the tabletop RPG’s players. Regardless, a dearth of memorable music seems endemic to most Western roleplaying games.

Like the main Borderlands titles, Wonderlands utilizes a cel-shaded visual style, which looks fantastic and even more colorful in its fantasy setting, with only a few minor issues regarding choppiness and collision detection.

Finally, the spinoff is about on par with the main series regarding playtime, around forty-eight hours, with plenty of lasting appeal through different difficulty settings, achievements, sidequests, various classes, the myriad sidequests, a playable epilogue, and so forth.

In summation, Tiny Tina’s Wonderlands is an enjoyable offshoot of the Borderlands franchise, keeping what has been fun about the looter shooter series while introducing some new elements and occasional improvements. The lighthearted writing often stands out, as do the voice performances, pretty graphics, and the deluge of supplemental content. However, many of the issues from its parent series recur, like a necessary trigger finger, some annoying glitches, occasional irritating level design, the unskippable voiced dialogue, and the lack of memorable music. Regardless, fans of first-person shooters owe it to themselves to chance this excellent spinoff.

This review is based on a playthrough of a digital copy downloaded to the reviewer's Steam Deck and played with the Dock on a television, Clawmancer as his beginning class.


Score Breakdown
The Good The Bad
  • Nice twist on Borderlands looter shooter gameplay.
  • Humorous plot and writing.
  • Good voice performances.
  • Pretty visuals.
  • Tons of extra content.
  • Requires steady trigger finger.
  • A bit glitchy.
  • Some annoying level design.
  • Unskippable voiced dialogue.
  • Dearth of memorable music.
The Bottom Line
A great Borderlands spinoff.
Platform Steam
Game Mechanics 9.0/10
Control 6.5/10
Story 8.0/10
Aurals 8.5/10
Visuals 9.0/10
Lasting Appeal 10/10
Difficulty Adjustable
Playtime 48+ Hours
Overall: 8.5/10

Diablo IV

Dec. 13th, 2023 10:59 pm
theradicalchild: (Demon Goat)
Diablo IV

Las Lágrimas del Reino

Back when my brothers and I were obsessed with the works of Blizzard Entertainment, we discovered the first of their Diablo series, with whose sequel and expansion I would spend significant time, given the multitude of classes. The third Diablo game wouldn’t see release until a decade after the second, and the fourth game, Diablo IV, would have a similar wait before it came out. The fourth entry, as a few other video game series in Japan and the West have, leaps into an open-world setting, like Nintendo’s Zelda and Pokémon franchises. Does it do so well?

The fourth game occurs half a century after the third in Sanctuary, where cultists summon the new antagonist, Lilith, daughter of the demon Mephisto, who seeks to fill the power vacuum created by the decline of angels and demons across the land. The narrative has varying cutscenes depending on which character class the player selects, along with plenty of texts that reveal backstories, sidequest subplots, and a well-developed central plot. A few narrative gaps still exist between the third and fourth games; however, the story remains engaging throughout the experience.

Players can select from five classes: Barbarian, Sorcerer, Druid, Rogue, and Necromancer, each with their unique ability trees, and choose a difficulty, accommodating to gamers of divergent skill levels. Regardless of whomever the player selects, all have a health orb whose depletion means death (in which case they can resurrect at the expense of a tenth of their equipment’s durability), a fixed number of potions with which they can recover their health (with upgrades to this amount found sporadically through Sanctuary’s dungeons), Spirit that the use of many abilities consumes (and which standard attacks can gradually recover), and many skills with a cooldown time before they can use them again.

Killing enemies earns the player experience, with foes frequently dropping money and treasure. Before reaching fifty levels, leveling gives players a point they can put into their class’s respective tree to unlock various abilities and bonuses. If players wish to do so, they can pay to reset points and redistribute them however they please. Players stop earning skill points when their character reaches the mentioned threshold. At that time, their Paragon Board unlocks, with its points acquired at fixed times while advancing to the next level and allowing for increased stats.

In towns, the player can repair their equipment (which doesn’t seem to wear down regardless of whatever combat they’ve seen, except upon death), replenish their potions and health, purchase new gear, and so forth, like in prior games. The mechanics work well, with plenty of quick action and rewarding exploration; however, players can’t pause the game, and the potential to waste a lot of time against bosses exists (though depleting their health to fixed amounts will cause them to drop health potions). Regardless, the fourth game nicely fuses elements from the second and third entries.

Control, however, could have used improvement. Among the primary issues is that one needs a constant internet connection and a PlayStation Plus membership to play Diablo IV in the first place, which is ridiculous since I had spent $60+ for my physical copy. Even so, there are a few quality-of-life features such as subtitles for the voiced dialogue, adjustable text size, helpful in-game maps with objective markers, the ability to skip cutscenes and through some dialogue (though the latter feature isn’t available during “cinematic” scenes), the option to exit dungeons instantly after completing them (though some exceptions exist), and readily-available teleportation across Sanctuary, even when the player is far away from a teleport point. As mentioned, however, the game is unpausable, along with other issues like the absence of an in-game measure of total playtime, the vagueness of a few sidequest objectives, and how the game doesn’t preserve the player’s current location whenever they quit the game and restart later. Ultimately, the fourth game could have interfaced better with players.

While the soundtrack features good instrumentation and has some callbacks to prior Diablo games, the fourth installment’s music is otherwise unremarkable, given the lack of memorable tracks and overreliance upon ambiance, which seems typical of most Western video games. However, the voice acting and sound effects shine brighter.

Diablo IV executes its visuals nicely, with realistic art direction for the human and nonhuman characters and players able to customize their protagonist’s appearance. Different equipment also affects character looks, with the environments and colors being believable, the weather and illumination effects gorgeous, and the critical story scenes having an engaging cinematic style. However, the typical imperfections of three-dimensional visuals abound, like poor collision detection, blurry and pixilated texturing, and occasional choppiness.

Given the lack of an in-game clock, assessment of total playtime is difficult. However, I sometimes used my watch timer and estimated I finished the game in over seventy-two hours, consisting of significant time exploring Sanctuary and completing sidequests, although advancing the main quest doesn’t take long. Replayability exists with the vastness of the game world, which I hadn’t fully mapped, countless sidequests, achievements, and so forth. However, the need for a PlayStation Plus membership to continue playing, which I immediately canceled upon finishing the main quest, will deter many from devoting additional time to the game.

Ultimately, Diablo IV was an ambitious production from Blizzard and nicely accomplishes its transition of the series to open-world format, in my opinion, even better than other major video game franchises that have done the same despite their “universally positive” reception. The gameplay is fun and rewarding, the narrative is intricate regarding its backstory and “present” plotline, the visuals are top-notch, and plenty of extra content can occupy players endlessly. However, issues such as the need for a constant internet connection and PlayStation Plus membership to play, various interface problems, and unremarkable sound prevent it from “game of the year” status. Despite its faults, it warrants a playthrough from those who enjoyed its predecessors and is one of 2023's better releases.

This review is based on a playthrough of a physical copy purchased by the reviewer as a Druid.


Score Breakdown
The Good The Bad
  • Variety of classes to choose from.
  • Lots to explore in Sanctuary.
  • Well-developed narrative,
  • Nice graphics.
  • Plenty of lasting appeal.
  • Requires constant internet connection and PlayStation Plus membership.
  • Quitting the game doesn't always preserve quest progress.
  • Lackluster soundtrack.
The Bottom Line
One of the stronger major releases of 2023.
Platform PlayStation 4
Game Mechanics 9.0/10
Control 6.0/10
Story 9.5/10
Aurals 7.0/10
Visuals 8.0/10
Lasting Appeal 8.5/10
Difficulty Adjustable
Playtime 72+ Hours
Overall: 8.0/10
theradicalchild: (Borderlands Psycho)
Borderlands 2

Bowling for Pandora

The year 2009 saw the release of 2K Games and Gearbox Software’s Borderlands, which received critical acclaim for its hybrid first-person shooter/RPG gameplay, ultimately leading towards a Game of the Year Edition. Three years later came the game’s first sequel, Borderlands 2, which itself would receive a GOTY version, in keeping in tune with major well-received video game releases, alongside a port two years afterward to the PlayStation Vita, and other platforms such as the Nintendo Switch. The game itself provides an experience on par with its predecessor.

The action-based first-person shooter/RPG gameplay of the first Borderlands sequel largely resembles that of its predecessor, with the player able to wield a variety of weapons that consume different types of ammunition, the player able to restock their supply at vending machines if they have the money, and able to equip a shield that takes damage until it runs out of energy and the player’s character’s health receives damage instead. Fortunately, if the player’s character runs out of health, they have the opportunity for a few seconds to score a kill, in which case the player’s character revives with partial health and shield energy.

If the player does die, however, they revive at the last checkpoint at the cost of less than a tenth of their current money with damaged foes restored to total health, a generous price to pay for death compared to other RPGs such as the Dragon Quest games that take half the player’s money, and other Japanese RPGs that take the player back to the title screen or forces them to sit through all the unskippable company screens over and over. There isn’t much to complain about except the frequency of death and skewed difficulty curve, but otherwise, the gameplay helps the sequel.

Control, however, is more of mixed quality. While the central and side mission objectives are clear, getting lost is no problem, and helpful maps can prevent players from becoming lost, there are some hiccups with the Steam version that include the game not loading correctly, the lack of a suspend save, and the potential inventory space problems (though players can expend Eridium to expand the maximum number of items they can carry in Sanctuary). Ultimately, the developers could have spent extra effort to make the sequel more user-friendly.

Speak softly and carry a metal arm
Theodore Roosevelt revived as a cyborg

The writing in Borderlands 2 is generally solid, with the player controlling one of many different Vault Hunters on the planet Pandora, the original game’s setting, alongside the always-clear storyline objectives, despite some minor grammatical errors and the narrative feeling forced down the player’s throat, given the unskippable text.

As seems to be the case with most Western RPGs, the soundtrack leaves something to desire, being barely noticeable throughout the game, but some good tracks are present, and the voicework and sound effects are above average for the genre.

Borderlands 2 utilizes a cel-shaded visual style like its predecessor that looks pleasant for the most part despite some bland textures and dithering of scenery that tends to occur immediately after the player loads their game or revives at a checkpoint.

Finally, the sequel will last players a while, its main storyline taking around forty-eight hours to complete. However, the endless array of sidequests and achievements can boost playing time beyond that amount.

Overall, Borderlands 2 is a solid sequel that hits most of the right notes. The looter/shooter gameplay is just as enjoyable as it was in its predecessor, the narrative is superb, the visuals are beautiful, and plenty of lasting appeal exists. However, it leaves room for improvement regarding its control (notably the absence of a suspend save) and unmemorable soundtrack. Regardless, those who enjoyed the original game will likely enjoy its first sequel, and I would gladly continue to play new installments of this franchise.

This review is based on multiple playthroughs of different console versions, most recently the Steam version as Zer0.


Score Breakdown
The Good The Bad
  • Great looter-shooter gameplay.
  • Excellent writing.
  • Pretty visuals.
  • Plenty lasting appeal.
  • Some glitches in Steam version.
  • Inventory management can be a pain.
  • Soundtrack is largely unmemorable.
  • A few visual hiccups.
The Bottom Line
A great sequel.
Platform Steam Deck
Game Mechanics 9.0/10
Control 5.5/10
Story 8.5/10
Aurals 7.5/10
Visuals 7.5/10
Lasting Appeal 10/10
Difficulty Depends on Character
Playtime ~48 Hours
Overall: 8.0/10
theradicalchild: (Metroidvania)

The Alloy of Law

The Czech Republic (uncommonly called Czechia) is a relatively young country in Europe, half of the peaceful dissolution of Czechoslovakia in 1993, and, surprisingly, a marginal contributor to the world’s videogame industry culminating in the annual Czech Game of the Year Awards. One Czech developer most gamers are very likely unfamiliar with is the two-person Attu Games, whose first title was the puzzle platformer Toby: The Secret of the Mine. Their second game was the Castlevania: Symphony of the Night-inspired Feudal Alloy, which is surprisingly good for an RPG developed by only two people.

Feudal Alloy follows the journey of a robot named after the game’s developer, Attu, who searches throughout an interconnected world for ten medals owned by the antediluvian robots at the retirement facility where he works. The plot isn’t elaborate and doesn’t receive a conclusion until the player finishes the game, with the locket collection subquest a surefire missed opportunity for further narrative development. While the game’s unique robotic medieval setting shows promise, it goes unfulfilled, seeming an afterthought, perhaps a drawback of the minimalist development team.

Fortunately, the gameplay serves Feudal Alloy well, the player outfitting Attu with stat-increasing robot parts and a sword, only initially able to execute a forward or upward slash with his weapon. However, the player ultimately receives new abilities that allow him to perform actions such as a dash that can send him safely to the back side of an enemy, shoot electromagnetic pulses in different directions (necessary to down some barriers), and so forth. Attu has two primary stats: oil, serving as his life, and temperature, which dictates how many times he can attack without overheating and being temporarily unable to act.

Attu can gather parts from defeated enemies for money to purchase bombs necessary to break some barriers and make certain foes vulnerable to standard attacks, oil vials to restore his health, coolant to allow him temporary infinite use of commands, and equipment. He can also acquire experience for sporadic leveling, where the player can purchase abilities from one of three skill trees allowing increased attack power, heightened defense, or an improved cooling system, the last tree having a magnetic ability letting the robot collect parts from downed enemies.

One quirk of Feudal Alloy is that there are only two genuine boss fights throughout the game. However, several points abound necessary to advance where Attu must battle enemies that spawn from retracting chambers for several rounds. The game is friendly to players when they die, with Attu respawning at the last save point with no experience or money lost. These account for a satisfying battle system, with only minor shortcomings like Attu's inability to slash his sword when kneeling (although he does get the ability to release an electromagnetic pulse in said position).

Treasure ahoy
The game looks gorgeous in motion.

Control is smooth, with players in each subsection acquiring maps showing Attu’s current location, and while the game has an inventory limit, I never reached it in my playthrough. As in the RPG Castlevanias, skills can assist exploration of the massive, interconnected world, with some barriers, for example, downed by electromagnetic pulses. Granted, one can get lost in the gameplay zones, and a minimap would have been welcome since the in-game maps aren’t detailed. Other absent quality-of-life features include a suspend save and sortable items. Glitches in the Steam version with the rumble feature exist also, and the game could have interacted better with players.

The music is one of the much better efforts for a Western RPG, unsurprising given Europe was home to many an excellent classical composer. The soundtrack includes riveting Celtic medieval tracks that rarely give way to silent moments, but more variety would have been welcome. The sound effects are believable, and Feudal Alloy’s aurals well accompany the gameplay experience.

The hand-drawn visuals are also pleasing, looking much better in motion than YouTube videos would have one believe, with new equipment, for instance, affecting Attu’s looks, alongside a nice variety of enemy robot designs. While some foes look similar, they aren’t mere palette swaps, the framerate additionally staying consistent, with little to no slowdown or choppiness. There are some oddities, including the instant disappearance of uncollectible monster parts at times, but otherwise, Feudal Alloy is a visual treat.

Finally, akin to other Metroidvanias, the game is generally short, from eight to sixteen hours, depending upon whether the player wishes to unlock all achievements. However, there isn’t much lasting appeal afterward, and finding every elusive treasure chest to achieve all can be frustrating, given the lack of in-game tracking on how many unopened are in each area.

Overall, Feudal Alloy, considering its development by only two people, is surprisingly good, given its great Metroidvania gameplay, the fitting soundtrack, and the fluid visual style. Granted, those unfamiliar with its subgenre might find it easy to get lost in the large, interconnected world, the narrative is lackluster, and there aren’t nearly enough reasons to play on well after completing the game and most achievements. However, fans of the niche videogame genre will likely find plenty to celebrate in what this reviewer considers one of the first good releases in 2019.

This review is based on a playthrough of a digital copy downloaded to the reviewer's Steam Deck to the canon conclusion, with all but one achievement earned.


Score Breakdown
The Good The Bad
  • Great Metroidvania mechanics.
  • Pleasing soundtrack.
  • Nice visual style.
  • Can be easy to get lost.
  • Paper-thin plot.
  • Little lasting appeal.
The Bottom Line
Not a masterpiece, but still decent for a game developed by two people.
Platform Steam Deck
Game Mechanics 9.5/10
Control 6.5/10
Story 5.0/10
Aurals 8.5/10
Visuals 9.0/10
Lasting Appeal 3.5/10
Difficulty Moderate
Playtime 8-16 Hours
Overall: 7.0/10
theradicalchild: (Borderlands Psycho)

Borderlands: The Pre-Sequel!


The Moon Spinners

The year 2009 saw the release of the Gearbox Software-developed and 2K Games-published Borderlands, which caused quite a stir given its hybrid shooter and RPG mechanics, and its success would lead to its transformation into a franchise that would see several rereleases and remasters, as had been the trend for videogame developers seeking to fill their wallets through nostalgic appeal. Among the later entries of the franchise would be an interquel between the first and second number titles, titled Borderlands: The Pre-Sequel!. I’ve played several iterations of the game, first on PlayStation 4, then on Nintendo Switch, and most recently, on Steam, the last version my review covers.

Upon starting a new game, the player can choose among several characters, each with their own strengths and weaknesses. Gameplay largely resembles that from the first chronological Borderlands game, with the player’s character initially able to wield two equippable firearms, although this ultimately expands to four, and the chosen protagonist can also wear a shield, grenade modifier, class modifier, and, given the game’s outer space setting, and oxygen modifier. The Pre-Sequel’s oxygen gauge one could consider the equivalent of classic Western RPG systems such as the food mechanic in the early Ultima titles, and it luckily doesn’t hamper the game.

The chosen protagonist’s oxygen modifier also allows him or her to get a boost in the air and slam below to deal damage to surrounding adversaries, which can really come in handy in oxygenated areas (since using said slam or boosting costs some of their oxygen) against multiple ground foes. Of course, as in the other games, the player can shoot their guns at antagonists to get experience and occasional drops such as new weapons, money, ammunition, and health recovery vials. As in The Pre-Sequel’s brethren, moreover, damage from enemies initially goes to the player’s shield before damaging their health, with death coming whenever HP reaches zero.

Fortunately, like other Borderlands titles, the game is nice to players when they die, allowing them a window of opportunity to kill an enemy near death to revive with some shield capacity and health, and one strategy I really found handy was keeping a bazooka on hand, given their high damage capability, to kill foes more easily when close to demise. Should the gauge that appears during death expire, the player’s character revives at the last checkpoint, with some of their money lost (less than ten percent), a fair penalty, especially compared to the harshness of death in many Japanese RPGs. One character ultimately gets an alternate death mode with a better opportunity to kill foes and revive.


Even the title screen hints at the game's beauty.



As in other entries of the franchise, each character has a unique combat skill that lasts for a minute or two and takes some time to restore, with Wilhelm, for instance, able to summon two drones, one which gradually heals him and the other which attacks the enemy. Leveling fully restores the player’s shields, health, and action command cooldown (although gaining levels happens more slowly compared to many other RPGs), and gives the player a skill point they can invest into one of three skill trees, more powerful skills accessed as they invest points into lower-level skills. Class modifiers can give bonus points to these skills, some actually being fairly useful and critical to completing the game.

Other notable features of the game mechanics include the grinder, where the player can combine three firearms or other equipment (though these have certain limits depending upon the rarity rank) into another of the same type, sometimes with bonuses (and using moonstone, a material also occasionally gained from killing enemies, can increase the chance of a rank up), which definitely helps ease the stress of inventory management, since the number of items the player can carry and store in a facility in Concordia (one of the only towns players encounter in the game) is finite, albeit increasable, along with ammunition capacity.

The mechanics definitely work well, with the difficulty being relatively above average but certainly manageable, especially with the right equipment and abilities, although there are a few occasions, such as one boss towards the end, that drove me to seek help from the internet. Another thing to keep in mind is that certain foes are weak to the different elements that weapons can inflict: shock, freeze, burn, and corrosion. Those unskilled with first-person shooters will also need a steady trigger finger to appreciate the game fully, and there is some repetition should the player die and fail to revive. Despite these issues, the battle system very much serves The Pre-Sequel well.

Control does have its positives, although to a lesser extent. While the boosting and slamming system via the oxygen modifiers can be fun to mess around with, they account for some horrid level design, and while there are in-game maps, The Pre-Sequel doesn’t have separate ones for different floors of areas; a few sidequests, thus, can be hard without a guide. A suspend same would also have been nice, since saving and quitting the game doesn’t preserve the player’s current location. Glitches aplenty also arise occasionally, at least in my experience playing the latest version via my Steam Deck. Juggling inventory space can also be problematic, though players can increase limits on holdable items and storage in Concordia, and players can mess around with the Grinder there, as well. There are a few other bright spots, however, such as the clear direction on how to advance the central plotline and most sidequests, fast travel, and easy menus, though things could have certainly been better.

The narrative, however, very much serves The Pre-Sequel well, although, despite its setting mostly between the first and second numbered titles, some players may be lost in terms of continuity, and a refresher on events from the first game would have been nice. There are plenty of colorful characters, and the sidequests add decently to the plotline, with a few aspects paying homage to the Star Wars franchise. The script is also reasonably mature, and the clear direction mentioned is a definite plus to the story. However, it does feel somewhat forced down the player’s throat, given the unskippable voiced dialogue, but is otherwise good.


Oxygen tends not to be an issue throughout the game.



There are a few good tracks in The Pre-Sequel’s soundtrack, such as the track in the opening level and others that very much fit the game’s lunar setting, not to mention the ending theme, and the sound effects very well aid the outer space atmosphere of the storyline, with breathing and laser effects, among other things. The voice acting is also well above average, with a few characters having Australian dialects, although more memorable music would have definitely been welcome. Regardless, the aurals very much help the game more than hurt.

The same goes for the graphics, with a cel-shaded style similar to other Borderlands entries and character models that are both anatomically-correct and look well-designed. The colors are bright and vibrant, and the environments, except for some occasional dithering and blurry, pixilated textures, are more than believable, very well conveying an outer-space atmosphere. The enemy designs are nice as well, as is the overall art direction, although there’s also some choppiness and dithering at times. However, there is a graphics enhancement patch for the Steam version that really makes the game look like a million bucks. Ultimately, The Pre-Sequel is a definite visual treat.

Finally, one can finish the game in somewhere from twenty-four to forty-eight hours, although there’s plentiful lasting appeal in the different characters, side missions, the Steam achievements, the Badass Rewards gained from achieving certain conditions such as killing a certain number of enemies with specific kinds of firearms, and Vault Hunter mode accessed post-game, although the game’s glitchy nature may deter players from wishing to go through again.

All in all, Borderlands: The Pre-Sequel! is a solid interquel with many things going for it such as solid shooter-looter mechanics, the entertaining storyline and dialogue, the good voice acting, and pretty visuals. However, it does have issues of which mainstream players need to be aware such as the need for a steady trigger-finger, the frequent glichiness, the general lack of memorable music, and the fact that the story might not seem well-enough connected to the game’s chronological precursor. Regardless, I very much enjoyed what time I spent with the interquel Borderlands game, and wouldn’t hesitate to recommend it, especially to fans of first-person shooters.

This review is based on two playthroughs, one of the digitally-downloaded version through the code included with the Borderlands Legendary Collection first as Wilhelm, and another as the Doppelganger with the Steam version as played on a Steam Deck, mostly on television but sometimes portably.


Score Breakdown
The GoodThe Bad
-Great looter-shooter gameplay.
-Nice story with lots of humor.
-Good sound.
-Beautiful visuals.
-Plenty lasting appeal.
-Requires steady trigger finger.
-Glitchy, even with latest version.
-Not enough links to first game.
-Not enough memorable music.
-Some technical issues with graphics.
The Bottom Line
A good but glitchy interquel.
PlatformSteam
Game Mechanics9.0/10
Control7.5/10
Story9.0/10
Aurals8.5/10
Visuals8.0/10
Lasting Appeal9.0/10
DifficultyDepends on Character
Playtime24-48+ Hours
Overall: 8.5/10

Torchlight

Feb. 26th, 2023 04:39 pm
theradicalchild: (Woolfy Darkness)

Luz de las Antorchas

Given the critical acclaim of Blizzard Entertainment's Diablo series, it was only natural for there to be imitators, among them being Runic Games' Torchlight, which saw its digital release late in 2009 and retail release the following year, its creators actually behind the first and second games in the Blizzard hack-and-slash franchise. Is it a pale imitator or plagiarism at its finest?

Much like the original Diablo, the player can choose from different classes upon starting a new game, including the Destroyer, which specializes in melee combat; the Alchemist, which specializes in magic; and the Vanquisher, which specializes in ranged attacks. The player can also choose and name a feline or canine companion for the protagonist, not to mention a difficulty level. Afterward, players begin the game in the titular town of Torchlight, where they can perform functions such as shopping for new equipment and items. When ready, the player can venture into the multifloored random dungeon (although floors stay in their current state like in Diablo) to battle enemies, gather new equipment and items, and teleport back to town with a magic scroll to sell equipment, report on sidequests, and perform other tasks.

Gameplay is similar to the Diablo games, where players can physically attack enemies or cast mana-consuming magic with different effects, with foes occasionally dropping money, items, and equipment. Control can vary depending upon the medium the player uses, with the Steam Deck's trackpads in portable mode helping greatly yet admittedly taking some getting used to, but the controls are customizable. Players naturally earn experience from killing enemies, level-ups sporadically happening, in which case they can increase various stats by five points (most weapons and armor having stat requirements) and invest one point into different skills native to or shared among classes. Killing "named" adversaries also earns players Fame, which, when raised enough, results in extra ability points. Some items, like in the Diablo games, require the player to identify them with a consumable scroll.

The game handles death quite well, with players receiving several choices like paying money to revive at the beginning of the current floor or returning to the town with no penalty, fairer punishments, unlike many Japanese RPGS. One superiority versus the Diablo games is that the player can give excess items to their pet and send them back to town, after which they return after a fixed interval with the money gained from the items' sales. One skill into which players can invest points reduces the time pets need to be away, and this neat feature counters the need to go back to Torchlight often. Aside from the learning curve associated with playing the game on the Steam Deck, the mechanics work surprisingly well.

Control is solid also, with a linear structure that keeps the player moving in the right direction and a more generous, but still limited, inventory space than in the Diablo titles, alongside the ability to send a pet to town to sell surplus goods. The convenience of town scroll portals is another positive aspect, as is the need not to retrace steps when breaking from the game. Ultimately, Torchlight interacts surprisingly well with players.

As with most RPGs in which the player customizes their protagonist, the story can feel light at times, yet each class has varying story scenes, and the narrative never feels forced down the player's throat, which is a good thing. The dialogue is well-written, there is enough story for a game of its meager length, and on the whole, the plot certainly doesn't disappoint.

The music creates a nice ambiance, although the tracks aren't exactly catchy. However, the sound effects and voicework are near-note perfect, so the aurals still rise above average.

The 3-D graphics contain plenty of polish and don't detract from the experience, either, with different equipment affecting the protagonist's appearance, fluid animation, beautiful dark environments, and fitting colors. However, they can look slightly blocky and blurry-textured when seen up close, yet look great most of the time during the gameplay when the player keeps the camera well above the various environs.

Finally, one can finish the game in around twelve hours, with an extra dungeon having seemingly infinite floors providing excellent lasting appeal alongside achievements, the different classes, and sidequests.

On the whole, Torchlight, given its solid hack-and-slash gameplay, tight control, great sound, polished visuals, and infinite lasting appeal, is a very positive experience and is, as I stated before. "plagiarism at its finest." There are some minor issues, including the general unmemorable nature of the soundtrack and the light-handed narrative, but the other areas compensate for that. Those on the fence can play a free demo before considering buying the whole game, with a great chance that they will do so and experience what is perhaps one of the gold standards of its subgenre.

The reviewer played the digital version of the game on the Steam Deck in portable mode as an Alchemist.


Score Breakdown
The Good The Bad
  • Superb hack-and-slash gameplay
  • Safeguards against repetition.
  • Potential varying story.
  • Solid audiovisual presentation.
  • Endless lasting appeal.
  • Not shy about deriving from the Diablo series.
  • Story somewhat light.
  • Most music unmemorable.
The Bottom Line
One of the gold standards of hack-and-slash action RPGs.
Platform Steam Deck
Game Mechanics 9.5/10
Control 9.5/10
Story 9.5/10
Aurals 9.5/10
Visuals 9.5/10
Lasting Appeal 10/10
Difficulty Adjustable
Playtime 12+ Hours
Overall: 10/10

Biomutant

Jul. 19th, 2022 09:58 pm
theradicalchild: (Ranger Rick)
Biomutant cover art.jpg

After Earth, But Good

Depending upon how players define the term, open-world videogames can possibly date back to the 1970s, given the existence of titles with limited boundaries, nonlinear gameplay, and no concrete goals, although developers wouldn’t elaborate on the concept until games became more complex in the ‘80s, with early RPGs such as the first Ultima trilogy being possible examples. The turn of the millennium would see the idea expand even more, with non-RPG cases such as the commercially-successful Grand Theft Auto III. Games such as The Legend of Zelda: Breath of the Wild many critics deemed “revolutionary” for open-world games, and other companies would attempt to rival it, among them being Biomutant.

The game begins in a post-eco-disaster world inhabited by anthro mutant characters, the player customizing a protagonist when starting a new game. Regardless of whatever form they take, they have excellent backstory largely revealed in the initial hours of the game, and the Green Aesop narrative never feels ham-fisted. The storytelling style is also interesting, with the characters speaking in squeaks and grunts, the player’s Automaton translating the gibberish dialogue, although given the wait times between the babbling and the translations, the plot slightly feels forced down the player’s throat. There are also some grammatical errors in the dialogue, but generally, the plot helps the game far more than hurts.

Luckily, solid gameplay backs the narrative, with the player’s character able to battle enemies with melee, ranged weapons, or a combination of both. Players receive different kinds of skill points when leveling that can unlock “magical” abilities or physical skills that necessitate a combination of different button presses. New weapons the player can craft from various base materials, with equipment upgradeable as well, and there are plenty of goodies obtainable from the sidequests, which generally have good direction and are trackable in-game. Different difficulty settings accommodate players of different skill levels, and aside from a few annoying enemies, including one of the four “World Eaters” they must defeat to advance the plot, and long loading times if the player’s character dies, the gameplay is far from tortuous.

Control, however, is the weakest aspect of Biomutant. While akin to most Western RPGs the game is fairly liberal about when and where the player can record their progress (aside from during missions involving the seizure of rival tribes’ outposts), and the direction on how to advance sidequests and the main plot is largely clear (except for maybe one or two instances), the aforementioned long loading times abound, along with the lack of a minimap and occasional irritating level design. Regardless, this area could have definitely been far worse, and has plenty redeeming aspects.

Western RPGs in my experience tend not to have memorable soundtracks like their Japanese counterparts, and Biomutant is no exception, largely reliant upon ambience, although there is occasional music that sounds decent, the sound effects are good, the gibberish is mildly-adorable, and the constant narration from the Automaton is perhaps the aural high point.

The visuals two have many things going for them such as the customizable appearance for the player’s character, the vibrant colors, the good environments, diversity in character models, and the main character’s appearance changing with different equipment. However, there is a great deal of environment popup, dithering, and blurry/pixilated texturing when viewed up close, although the game is definitely far from an eyesore.

Finally, a straightforward playthrough can take anywhere from twenty-four to forty-eight hours, although there are plenty things to extend playtime such as the myriad of sidequests, a New Game+, and PlayStation Trophies, but the annoyance of one particular boss fight may mildly deter supplemental temporal investment.

Overall, Biomutant is definitely a more-than-serviceable open-world RPG with solid gameplay, the always-welcome ability to record one’s progress most anywhere, a decent environmental-themed narrative, good voice acting coherent and gibberish, nice graphical presentation. It does, however, have issues with regards to its long loading times, unmemorable music, and visual hiccups, although the game is another instance where I vastly disagree with mainstream videogame critics, and I actually preferred playing it to the ballyhooed Breath of the Wild, and in my humble opinion, Biomutant is sure to scratch both those open-world game and anthropomorph-centric RPG itches.

This review is based on a playthrough of a physical copy purchased by the reviewer to the standard ending.

The Good:
+Great open-world gameplay.
+Save (mostly) anywhere feature.
+Good audiovisual presentation.
+Plenty lasting appeal.

The Bad:
-Long loading times.
-Story a bit derivative.
-Soundtrack unmemorable.
-Some visual imperfections.

The Bottom Line:
A great open-world Western RPG.

Score Breakdown:
Platform: PlayStation 4
Game Mechanics: 9.0/10
Controls: 7.0/10
Story: 8.5/10
Music/Sound: 8.0/10
Graphics: 7.5/10
Lasting Appeal: 9.5/10
Difficulty: Adjustable
Playing Time: 24-48 Hours

Overall: 8.5/10

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