Jack's
back! And he's still a tool. In fact, according to the new
Borderlands he was always
a tool – no personal tragedies or cruel twists of unbiased
fate needed here, as jerks are born - not made - in whatever galaxy Pandora is located (actually, that's pretty
universal, isn't it?). Gearbox's latest trip to the trippiest
planetary system in known space isn't exactly Shakespearean tragedy –
Jack's hubris serves him unbelievably well and there's no
downfall to be found here – but at least we get to see the bad
guy's journey from wisecracking A-with-a-capital-Hole to the
mass-murdering malfeasant we've come to love. And hey, it's a
trilogy now!
I
asked a friend not long ago if he was excited for the 'new
Borderlands' and he scoffed, saying “It's not really
a new Borderlands”. In a way he was right, though I think perhaps
he meant it in a manner less cordial than this game deserves.
Borderlands: The Pre-Sequel
certainly does not reinvent the wheel, but it does thicken the
series' already lively mythology and offer up a generous new helping
of all the things that makes Borderlands
so damned good – guns, explosions, jokes, and fun. Perhaps
inevitably, it also strong-arms the audience into a darker, more
deranged place thanks to the downward trajectory of the characters,
not to mention a handful of disquieting scenes that sent me to bed
early with a glass of warm milk. Alas, TPS
tends toward gimmickry and falls a bit shy of it's predecessor's
highest of high water marks quality-wise, but the quibbles are
largely forgivable when weighed against the sheer volume of shoot-'n-loot that is Borderlands' beloved hallmark.
Honestly,
we should be happy Borderlands
even made it this far. When Gearbox Software released the original
in 2009 it was largely an experiment – a hybrid shooter/role-player
that mixed non-stop gunning with level grinding, skill trees and
meticulous item management. It might have crashed and burned, or
bulwarked the $5 bins in your local game store for years to come.
But Borderlands found
an audience in people who enjoyed the irreverent tone of the game,
the glitzy action, and the ability to tailor chosen characters to
their own play style. Add to that the thrill of the LOOT:
thousands of weapon combos and the tantalizing carrot that every item
recovered was potentially rare, potentially kick-ass and potentially
never to be seen again and you had an addictive brew for sure.
The
Pre-Sequel takes us back a few
years to when Handsome Jack was simply Jack (or 'John' to his hated
superiors) and had not yet donned his facsimile face mask or
displayed a proclivity for pure evil. Little breadcrumbs from the
last game – mostly in the form of audio recordings and the dialogue
of supporting characters – had maybe suggested
Jack's past was muddled and his descent into villainy not the result
of mere megalomania. Eh, not quite. But TPS
treats players to a backstory that shows Jack in a (kinda)
sympathetic light and makes his hateful mein in the last game
(almost) understandable. It also fills in the gaps of what is
probably the most interesting time in the series' mythology, the
period shortly after the Vault is opened but before Jack uses it's
vast Eridium reserves to become the mad tyrant of Pandora. If
there's a tragedy here it is the infection on prequel-itis and the
sense that we missed out on a more interesting Pandora-based chapter
in favor of an entirely new setting; the developers debuted some new toys but told a more cookie-cutter tale in the process.
The
action shifts to Pandora's volcanic moon of Elpis, loaded – nay,
brimming – with Aussies, as well as the Hyperion
Corporation's Helios space station, the H-shaped monstrosity
ever-looming in the skies no matter which direction you turn. Jack,
a lowly and unappreciated Hyperion engineer, has summoned Vault
Hunters to him in secret to exploit what only he knows to be the vast
potential of the Vault's contents. The Dahl Corporation has other
plans, however, and invades Helios with an armada of ships and an
army of space-suited commandos. As Jack's new hire it falls to you
to help liberate the space station and strike back against Dahl
before proceeding toward the riches of the Vault.
What
follows is standard Borderlands
fare: blasting from one waypoint to the next with Schwarzeneggerian
zeal while ticking off a list of little chores in service to the
larger story. Do not EVER expect a switch or lever to work correctly
the first time, and if you think you're going to cross any stretch of
land or – God help you – a bridge uncontested then you don't know
Borderlands and you
might, truthfully, be happier playing Mario Kart. It's
cool, though, because you're going to need all those kills to level
up one of four new classes of playable characters, each for the first
time an actual participant in the story with a history – or future
role to play – in the series. Veterans of the DLC The
Secret Armory of General Knoxx
will remember Athena, the assassin from the defunct Atlas
Corporation, while Borderlands 2
devotees will recognize both Nisha, the foul-tempered pistolero, and
perhaps most famously Wilhelm, the cyborg enforcer who earlier
appeared as an evil boss. Rounding it out is Claptrap, the beloved,
bumbling trashcan-on-a-unicycle robot that is the unmistakable mascot
of the series. How did it take this long to make that dude a
playable character?
Something
else fans will remember from prior games and DLCs: pacing, which
continues to be a problem despite the more focused story and the best
efforts of developer 2K Australia. The character's elaborate skill
trees demand prodigious leveling – more than can ever be achieved
in one playthrough – which most of the time is achieved with long,
sloggy slow parts during or between missions where respawning minions
are mowed down like wheatgrass and seemingly mundane tasks are
arbitrarily stretched to absurd time-chewers. Side missions help
push the XP up considerably, but in the case of TPS
they seem truly extraneous and forced in what is otherwise supposed
to a be beat-the-clock
kind of story. But padding your level becomes
indispensable since the story quests surge up in difficulty and you
find yourself more overwhelmed and outgunned than usual if you try
bulling through the main campaign in one shot. The effect is that so
much time elapses between the milestones of the narrative you often
forget what it was you were supposed to be doing and – more
importantly – why you were doing it. By the end of the second act
it is apparent the game is suffering from Phantom
Menace-like symptoms as it burns
hours telling a story that doesn't need to be a told, a systemic
problem of ALL
prequels despite the industry's love of them. The requisite 'big
villain' is of little consequence ultimately and her evil scheme
never comes to pass anyway. Yet Pandora hangs like an overripe
grapefruit in the background, the split in her southern continent
visible from space as it spews magenta energy from the newly breached
Vault. It's mocking us, reminding us of just how much story there is
just over there...if
only you can make it past still another jammed door or blown bridge.
The
visuals are eye-popping and often bombastic – the last-gen
platforms are definitely getting a workout – but with the caveat
that we're in a more truly 'alien' environment than we're used to
seeing in this series. Gone are the scintillating glaciers and
windswept highlands of Pandora, the rocky coasts and sun-baked mesas.
Elpis is a dark-skied place veined with garish stratum, snowy
fissures and bizarre colors; only the bright yellow Helios station an
exception. It can be bleak and decidedly 'foreign' at the same time
and it made me yearn for the more naturalistic environments of past
games. Fortunately the gameplay is smattered with familiar faces and
references enough to stave off the worst homesickness – ex-Vault
Hunters Lillith and Roland are here again as Jack's allies, an ironic
turn that Borderlands players know won't last long.
Noticeably absent is the most familiar face – a real face –
in the Borderlands series, that of actress/model Britanni
Johnson as Angel, the Artificial Intelligence guide whose ethereal
live-action close-ups keep you company throughout the first two
games. A puzzling omission, as this story takes place after Angel's
first stint (and a tantalizing hint that she isn't really a computer)
but before the stunning revelation in Borderlands 2 that she
is, in fact, Jack's super-powered daughter, brutalized and enslaved
by him for his evil purposes. Where on Earth (or Pandora) is that
story???
In
the end I still had a lot of fun despite my quibbles (and really,
that's what games are about and Gearbox understands that). Kudos to
voice actor Daemen Clark (sp) for once again playing Jack with such
cocky abandon, and to the developers for probably the coolest and
most inventive skill trees to date – Claptrap's VaultHunter.exe
action skill alone is worth a second playthrough. But I couldn't
stave off my long-standing animosity toward pre-anything to enjoy TPS
perhaps as much as it deserved. Jack was the most interesting
character of Borderlands 2 precisely because he was
mysterious, his crazed take on the universe and his utter amorality a
slap in the face of simple decency and a challenge to one's natural
sense of order. But really, folks, when you ask 'Where did that
loony come from??', you're speaking rhetorically. Having the
question actually answered, especially in a plodding, piecemeal
fashion, detracts from the character just as all excess of backstory
detracts from any hero – or villain – worth your time.