Thursday, February 20, 2014

Thank you, Gearbox, for Borderlands 2

This is a love letter to the developers at Gearbox who created one of the best experiences on the planet.  I’ve spent my fair share of time, energy, and money searching for ways to relax with friends, and bring smiles to all of our faces, and the Borderlands franchise has hit the mark time and time again.  Gearbox has recently announced its final DLC pack, Borderlands 2: Son of Crawmerax releasing April 15, 2014.  I wanted to take an opportunity to thank everyone involved in the project for their effort and energy, and list some of the things that I have loved about Borderlands 2 since its release a year and a half ago.


Excellent Writing: Humor at every turn is a component that makes this game far better than its competitors.  Entire articles have been written about our love for the new set of NPCs, from our beloved Ellie to Mr. McShootyFace, and that human connection is because every aspect of the universe is designed to entertain.  Some games have stumbled upon funny gameplay, enemies (from beasts, to badasses, to major villains), hero dialogue, NPC dialogue, mission objectives, sound effects, etc. – but Borderlands is the first that I’ve seen infuse comedy into all of these facets and more.  I’ll be honest, not all of the DLC dialogue was amusing to me, but I appreciated the gameplay and enemy design, and loved that comedy was still high on the list of development priorities throughout the entirety of the project, and that no design choice undermined the story(s).  

Visual and Auditory Aesthetics: The “hand-drawn” look of the characters, vehicles, and buildings allowed for greater visual appeal while likely making it easier for the programmers to build and populate the world on polygon frames, while allowing for greater depth and detail (not that building a game world is easy, of course).  The sights and sounds of the universe matched, including volume based on distance, intercom distortion of voices, and the list goes on.  These designs are so good that they often appear invisible, allowing the player to focus on the story and gameplay.  For example, having the mission dialogue continue after the player walks away is an ingenious move, so that the story (and comedy) is heard as the player heads back to the action.  I missed some of the dialogue the first time through, with my multi-player party snatching up missions in sanctuary and having the audio cut off by another mission, but thankfully most of the missions were designed to replay that audio when the mission was selected again.  This kind of care was given to so many aspects of the game that it rises above the rest.

Game Engine and Mechanics: This game produced user-friendly controls with mechanics that were enjoyable to repeat for hours.  The mission goals which were clearly signified, and a tutorial-ish first few missions allowed the player to get accustomed to the feel of the universe.  I’ve heard a few comments through blogs about the cars for Borderlands 2, but I don’t really understand their complaints.  For the most part, the cars were used for optional missions, and were incredibly fun to use as a one-player-per-car, and the teleport to car ability allowed a group to easily stay together.  The only way to smooth out the passenger shooting experience for combat is to drive extremely slow alongside the enemy, or put the player in a parasail…which, now that I’ve said it, sounds kinda awesome.  I wish that were possible.

Cooperative Play: The desktop co-op experience was extremely enjoyable, both for long and short sessions.  So enjoyable, in fact, that I would recommend Borderlands 3 be produced with an A.I. sidekick during solo play (one of the main characters as A.I. or a stock NPC like Deathtrap).  It’s worked well for other games to better scale difficulty for co-op, and I hope it is worth the effort to develop that portion of the game.  Yes, I know that Borderlands 3 is not in development, but if there’s a vote to have the franchise continue, count me in.  Can I vote twice?

Dynamic Gameplay Instead of Puzzles: There were a few puzzles which needed a minute or two to solve, such as the giant ramp into the buzzard’s nest in the dust, or a set of tricky levers needed to open a door, but most of the puzzling were on optional missions or an optional part of a required mission.  Other games spend large amounts of money developing intricate puzzles for their gameplay, but they often lose their appeal after the first time through, and have a lot of difficulty scaling to multiplayer.  It was intelligent planning leaving the heavy puzzling to Metroid and Zelda; it made Borderlands 2 easier to pick up and set down than their puzzling counterparts.  Borderlands 2 chose to continue focusing on dynamic game play, with a diverse group of enemies, each with their own movement and attack patterns, in order to keep the players engaged.  It worked.

Mission Choice: Borderlands 2 offered so many wonderful optional missions that it made the experience change with each play through of the game.  My first visit to the caustic caverns was awe inspiring, as it lent insight to the main story, and created a complex and challenging set of enemies to battle in a multitude of environmental obstacle courses.  I wish that the mission menu included more than two icons to label the missions; the gear and vault symbol do well to differentiate between story and optional missions, but as a party leader, I would have loved to have a few additional icons to give more information: whether it is a car-focused, puzzle-focused, or shoot-em-up style mission icons, or even just a “recommended” optional mission for when the party needs to level before proceeding back to the story.


Borderlands 3: Android "Mal 3.0"


First: Borderlands 3 is not in production at this time, but I wanted to propose a new playable character.
Mal was a great NPC in Borderlands 2.  It seems a logical step to make him an unlockable PC if there is a Borderlands 3.  Why Mal 3.0?  Why not 2.0?  Well, if you’re going to make a third game, it’s better to be consistent with naming, so use the number 3.  Plus, it opens up options for the original Mal.  Is he a formal villain now, sending hordes of Mal 2.0 bots against you in order to steal your loot?
Just as importantly, what would he say?  Mal is such a strong character; nearly everything he says could be comedy gold.  I’m a huge fan of the Borderlands universe, and would love to see the humor-first writing style continue.  I’ve gone over what I liked in Borderlands 2 in another article. (I’ll edit this part to include a link once it is posted.)
Below is an outline of what a Mal 3.0 skill tree might look like, with many abilities similar to the robots in Borderlands 2.  I did not do any extensive calculations to make sure that the abilities are fair and balanced.  In fact, I left many of the percentages blank because balancing a non-existant class in a game is nearly impossible.  Plus any skill tree created for Borderlands 3 would likely look entirely different.  However, if you notice any blatant problems, feel free to leave a comment, and I will make some corrections.  Thanks, and enjoy.

Disruption: Mal 3.0 shields instantly fill, and he gains 10% speed per level.  At the end of activation (including if ended early), Mal deals damage equal to his grenades as an Electric Shield Nova, and his shields instantly deplete. Activation is ended early either by the user, or if the shields are depleted during Disruption.  Character is unable to jump during Disruption.

Passive: loosing health causes Mal to -%movement speed for a short time equal to half of his missing health %. Fight for your life speed is similar to other characters.

Assault
The Android’s Assaut Tree focuses on maximizing damage with mixed melee and gun combat.
Skill
Tier
Levels
Effect
Augment
1
5
+2% Elemental damage per level
+2% of grenade damage as electrical damage per level
Power Share
1
5
Hitting an enemy with melee or grenades during Disruption creates a shield booster, works once on each enemy, up to one enemy per level. (15% shield recharged)
Slam
2
5
Disruption melee override: turns activating Disruption into a dash and melee shield slam with +% damage per level on the first melee attack. 
Survival
2
5
Extend fight for your life +%
Surviving fight for your life drops a 15% shield booster per level.
Charge
3
5
Melee damage deals +% electrical damage
Steel Gams
3
5
Standing fight for your life: you may move or shoot, but not simultaneously.
+% movement per level
Power up
4
5
Kill Skill: Killing an enemy adds a stack for a short duration. 
Maximum one stack per level.  Killing another enemy resets timer.
+% cool down reduction per stack.
“Luck”
4
5
Every missed or deflected bullet you shoot adds 2% to the next melee attack you make.  Max % = Character Level.
Overload
5
5
During Disruption, bullets deal +% electricity damage but steals % shields.
Programming
5
5
+low% team kill skill duration per level
+% electricity damage to melee attacks per level
Barrage
6
1
Reloading fires an electrical laser at the nearest enemy, dealing damage up to your melee attack, based on % of missing ammo in the clip.


Battery
The Android’s Battery Skill Tree focuses on utilizing his power core for upgrades, including shields, critical hits, and rocket launchers.  Beware of rogue robot!
Skill
Tier
Levels
Effect
Boost
1
5
+8% Shield Capacity per level.
Precision
1
5
+6% Weapon Swap Speed and
+4% Critical Hit Damage per level.
Hull
2
5
+% chance per level to deflect bullets while shields are full
+% chance per level to absorb bullets while shields are depleted
Reflexes
2
5
Kill Skill. Killing an enemy increases your reload speed by % per level for a short time.
Vigor
3
5
Kill Skill: Killing an enemy gives +10% shield recharge rate and -10% recharge delay per level.
Bolt
3
5
The last shot in your magazine deals an additional 12% damage per level and costs 3% of your shield per level. 
-% magazine size per level.
Mounting
4
5
+% Rocket Launcher reload speed
+% Rocket Launcher ammo capacity
+% Rocket Launcher accuracy
Reboot
4
1
After disruption, shield is instantly recharged equal to % the damage dealt with the explosion. AND/OR when an allies shield is depleted, recharge it 30%
Quicken
4
5
Critical hits cause +0.8% health regen for a short time.
Invigorate
5
5
Kill Skill: Killing an enemy grants 1.2% life steal (which may only be applied to the shields) for each level for a short while.
Quicken
5
5
Reloading grants -% recharge delay for a short while.
Power Shot
6
5
When shields are full, +% of gun damage, but –low% of shields (like amp)


Manslaughter
The Android’s Manslaughter Skill Tree has a little defense, a little offense, and a little rock and roll.
Skill
Tier
Levels
Effect
Constitution
1
5
Reduce the duration of fire, electric, and slag.
Perseverance
1
5
Up to +low% health regeneration per level
Up to +low% movement per level
Based on missing health
Protection
2
5
Using a grenade activates deflection shield for a brief time.
+% deflection while active per level
+% duration per level
Vengeance
2
5
While shield recharge delay is in effect,
Up to +% gun damage per level based on total health
Training
3
5
+% magazine size per level
+% fire rate per level
Excitement
3
5
Kill Skill: Killing an enemy gives +% cool down reduction for a short time.
A kill with a critical hit doubles the duration.
Resourceful
3
1
Disruption explosion can be thrown like a grenade. (Exploder’s head)
Effects match that of your equipped grenades, but still do electrical damage.
Stamina
4
5
Kill Skill: Killing an enemy gains +% ammo regen in magazine per level.
If magazine is full, gain +low% health regen per level.
Focus
4
5
+% SMG accuracy per level
+% SMG recoil reduction
Rage
5
5
During Disruption, +20% Magazine size per level
Fear
6
1
You may use Disruption during fight for your life.
OR taking electricity damage causes -100% shield recharge delay.