![]() The thrill of having the procedural stars align is gone, in favor of a flatter, more predictable system. With a little bit of dedication, anyone can have access to some of the best weapons in the game. Under the right circumstances, you could grind out enough tokens for a legendary weapon in under an hour, which negates the need to farm these weapons from bosses elsewhere. The key here, though, is that these missions are short and repeatable. It takes 613 to buy a legendary, Torgue-brand weapon. Torgue tokens are randomly dropped by powerful enemies, but they’re also rewarded to industrious Vault Hunters for completing missions. Torgue tokens, a new currency introduced by the Campaign of Carnage, changes that: you can now buy legendary, orange-level weapons right out of a vending machine. Loot drops - in addition to boss farming - have been a huge part Borderlands’ continued success, the games’ internal random number generator driving players ever onward in search of the perfect gun or grenade mod. ![]() This happens largely in conjunction with other designs inherited first from PC role-playing games and then from MMORPGs. Torgue’s Campaign of Carnage: (PC, PlayStation 3, Xbox 360 )ĭeveloper: Gearbox Software, Triptych Gamesīorderlands is, by and large, about math, about procedurally generating things by filling in certain categories with certain values - fire rates, monetary value, drop percentages. Torgue’s Campaign of Carnage are addressing the fundamental question of what kind of franchise Borderlands wants to be.īorderlands 2: Mr. It’s also, I guess, a way to sell horse armor, alternate outfits, and snake oil to unsuspecting consumers.īut the long view of the two Borderlands 2 DLC campaigns to date will show that Captain Scarlett and her Pirate Booty and the more recent Mr. It’s a way to explore new areas of a game’s story or universe, or to fill in the gaps of some expository history. Or sometimes, DLC is a way to meet fan demands, to raise a level cap or introduce a weapons storage system into a loot-driven RPG. Sometimes those ideas pop up later in, say, sequels: it’s impossible to get from Dragon Age: Origins to Dragon Age II, for example, without incorporating some of the mechanics first introduced in Dragon Age: Awakenings. While Borderlands 3 has expanded upon its four Vault Hunters as opposed to adding new ones, its other DLC packs resemble Borderlands 2 very closely.The best downloadable content, in my experience, serves as a low-risk workshop to spitball and prototype new ideas. Fans will need to wait and see if another proper expansion comes, but even if it does not, there are plenty of interesting connections to be made between the post-launch offerings of Borderlands 2 and 3. While Borderlands 3’s upcoming Director’s Cut DLC could bring more story content to the game and function like another large DLC, Gearbox has said little about the expansion thus far. While Borderlands 2 featured a surprise fifth expansion, Commander Lilith and the Fight for Sanctuary, there is not a fifth Borderlands 3 expansion to compare it to as of now. Both DLCs balance character development and zany humor well, making them fitting conclusions to their respective season passes. Providing closure for Roland much like how Krieg’s DLC gives Maya a longer sendoff, Assault on Dragon Keep excels for more than its nerdy jokes and silly Game of Thrones references. Getting over the loss in the only way a child can, Tina’s game saw Roland come back to life and get a heroic sendoff. ![]() Aside from focusing on the fan-favorite Tiny Tina and featuring the great premise of a playable Dungeons and Dragons game (called Bunkers and Badasses in-universe), the expansion acknowledged Tina's grieving over Roland’s death. The same can be said for Borderlands 2’s Assault on Dragon Keep.
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