“If it ain't broke, don't repair it.“
When a gaming formula comes together in spectacular and commercial form, there's a nasty practice of the gaming industry to tighten its grip across the functions and stay comfortably within their box provided possible (usually when the money stops flowing in). Borderlands 2 will be a vast improvement over its predecessor in a variety of ways, so much in fact that the community began salivating for expansions and DLC to help keep things fresh. Larger than the normal DLC pack, although not quite its very own game either, Borderlands 2: The Pre-Sequel! is something among that gives little innovation, but overflows with everything else that made BL 2 so entertaining.
If you've played Borderlands 2, things will seem very familiar here. You run around huge open areas on Pandora's neon moon Elpis. You'll still shoot my way through sight, from bandits to nefarious space beasts, and the game’s core combat maintaining the satisfying mix of anarchic gunplay combined with RPG elements. And yes, lots of loot explodes out from every chest, cabinet and enemy you destroy. It’s an engaging loop of shooting and looting that – despite spending 18 hours completing the primary campaign – I found myself drawn to, ready to take a look at new characters and undertake the much harder True Vault Hunter mode.
The regions of the moon that you can explore are in fact quite impressive in dimensions, and there continue being lots of hilarious side missions to tackle, although some of the areas are extremely similar and drab. To put it bluntly, you won't feel shortchanged through the Pre-Sequel, but there isn't much in the way of recent gameplay methods or functions which make the Pre-Sequel fully unique which is own.
There are a few new elements to keep the combat from getting too dull within the later chapters. Because of the moon's low gravity, players quickly gain the opportunity to do double-jumps that give a brand new vertical angle to combat. Much like Halo matches or Destiny's crucible, players can begin jump-strafing and vaulting over enemy groups to combine things up.
While low gravity bakes an ambient switch to how you approach Borderlands’ combat, the various character classes make up the backbone of methods you are taking part hanging around, and the roles within the Pre-Sequel are significantly different than previous games. Athena the Gladiator can serve as the defensive core in the team, using a huge, rapidly-recharging shield that they can use to soak up bullets and chuck around Captain America-style to down her enemies. At higher levels, she will use her knife to show herself right into a homing missile of pointed mayhem. The now-playable Claptrap, still as upbeat and comically stupid of course, comes with an action skill that randomly assigns insane, random status effects to the remaining team, causing cursing and laughter all simultaneously. Each class is markedly distinct, providing multiple, completely different experiences that encourage a second, third, and fourth playthrough.
Most of the writing is on point too. The planet is as wacky and hilarious as always, and Jack's tale about his descent into madness and rise to power is a which worth telling. Surprisingly, he's some genuinely funny moments too, and there's a certain charm which permeates every corner of the game world, specially the side missions where you'll meet some downright hilarious (and demented) individuals.
Clocking in around 16 hours for the whole campaign, Borderlands 2: The Pre-Sequel! is an additional fun romp using the hyperbolized, sensational realm that Gearbox brought us into. It may not be the quantum leap improvement that BL 2 was within the first, however the humor, characters, and the commitment of the cavalcade of interesting weapons is more than enough of an excuse that i can return in to the world of Handsome Jack and the future of Pandora.