Striking an enemy isn’t just a means of putting distance between you and whatever got close here. These swords, daggers, axes and more have their own stats like the guns do, indicating things like damage dealt and speed of strike. In Tiny Tina’s Wonderlands, the melee weapon gets its own gear slot so that every character class can have a bash. A Cut Above?Ĭlose quarters combat hasn’t ever really been an aspect of Borderlands outside of the few characters that specialise in it (I’m looking at you Zer0). Both classes have a focus on melee attacks and the combination of increased critical chance and frost damage made close quarters combat really spicy and enjoyable. On my first run, I chose to start with a Stabbomancer before later choosing to add the Brr-zerker class as a secondary. Eventually you’ll be able to add a second class to the character which means you can diversify your build to strengthen up weaknesses or really double down on the best aspects of your character. For example, the Spore Warden can create frost cyclones or summon an Ethereal Bow.Įach class also has its own development tree with abilities and perks to unlock as you level up. These are abilities you can perform after a cooldown that’s tied to the class theme. Each class comes with a persistent ability, like increased Critical Hit chance or the Enraged skill, as well as 2 “Action Skills”. Others focus on dealing particular elemental damage. Some have companions that fight alongside you. There’s 6 to choose from at the start of the game and each comes with their own strengths. Once you’re happy with the aesthetic, you can choose a class. There’s just the Fatemaker that you can make look however you want in an impressive create-a-hero suite. There’s no Sirens or Operatives or Gunzerkers. The primary difference is that instead of choosing from the pre-defined characters that come with their own abilities, here you get to craft your own. There are a few interesting differences that do offset Tiny Tina’s spin-off adventure from the Borderlands proper, aside from the fantasy D&D theme. It’d be very easy to pass Tiny Tina’s Wonderlands off as more Borderlands 3 but in a fantasy setting and a different coat of paint. The respawn system is exactly the same, as is the map, the inventory system, the loot colouring, the respec machines, the XP system – I could go on but you get the picture. Spells replace grenades but they now work a lot like the teleporting ‘nades in Borderlands 3. You’ve got guns – what feels like an infinite variety of them, each with their own stats – that make numbers pop out of enemy heads as you plug them with bullets arrows. The game play formula that Gearbox have used for every Borderlands game is adapted wholesale here. When Tiny Tina’s Wonderlands was announced, the titular character’s voice actor Ashley Burch said “People that love Borderlands will find lots of elements to love about Wonderlands”. There’s depth here though, something we’ll get into later… Bordering on Borderlands Your mission is simple – take this evil doer down. The set-up is simple: After the Dragon Lord is freed from his D20-styled imprisonment, he sets out to take over the Wonderlands by dethroning the current monarch, Queen Butt Stallion. As the player, you take the role of the unnamed “Fatemaker” whose created character will be the centre of the story. Around the table, acting as fellow players and guides to the adventure, are Captain Valentine (voiced by Andy Samberg) and Frette, a violently impulsive robot (voiced by Wanda Sykes). The explosives-obsessed lead character has managed to entice a new group of players to her Bunker and they’re going to be subjected to her unique brand of role playing violence. It’s the same teenage version of Tiny Tina we find here (rather than the older version of Borderlands 3).
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