Reviews
[Review] More of the Same is Just About Good Enough For ‘Borderlands 3’
Playing Borderlands 3 is a little like studying the American Civil War.
Let me explain.
When I was in high school, one of my classmates trotted out the old Confederate canard that the Civil War was fought over “states’ rights” during a history class. Our teacher challenged him. There was a natural arc, he said, to studying the Civil War. At first, when you knew almost nothing, you knew, at least, that the Civil War was about slavery. Then, when you began to understand a little more, you started to see the complexities of the conflict, the economic factors at play, the nobility, the sense of duty, the desire for self-determination. And then, when you had studied the Civil War in great depth, you understood, once again, that, yep, it was about slavery.
The third mainline entry in Gearbox Software’s loot-shooter series has inspired a similar bell curve since its initial reveal in March. The gang was all there in that reveal trailer. Lilith, Brick, Claptrap and even Rhys from Telltale’s spin-off, Tales from the Borderlands. The advertising once again, trumpeted the inclusion of “over a billion guns.” The trailer revealed four new Vault Hunters, all of whom neatly slotted into the roles the first game established a decade ago. As so many critics, fans and casual observers noted back in March, it looked like more Borderlands.

But, when I got hands-on with the game back in May, I was impressed by the differences. A story that took players beyond the lawless desert planet, Pandora (or its moon)! A space station hub reminiscent of Eva’s Hammer from Wolfenstein II: The New Colossus! A new pair of baddies poised to potentially provide interesting commentary on the dangers of the influence “influencers” wield! That, plus a ton of quality-of-life changes, had me excited to see the nuances of the new direction Gearbox was taking with the series’ biggest entry yet.
But, now, with 40 hours of Borderlands 3 under my belt, I can tell you that that initial gut reaction was correct. It is more Borderlands. But, for the most part, it’s also better Borderlands.
So much of what Borderlands has always done well has reached its pinnacle here. The series’ comic book aesthetic has never looked better. In fact, on PC, with the settings cranked as high as my Predator Helios 300 could handle, this game looks jaw-droppingly good. The lines are finally crisp enough. The art is finally detailed enough. This is the first game in the series that you might actually mistake for a comic book panel (and a great photo mode ensures that you’ll be able to capture the best moments for posterity, from a more cinematic third-person perspective).

Even more importantly, the combat in Borderlands 3 is the best the series has ever delivered. In part, this is due to Gearbox’s excellent decision to allow players to replace their grenade slot with a second action ability. So, as Zane the Operative, I could summon a drone and sic it on an enemy, then hide behind the safety of an energy shield, laying down suppressive fire all the while. Or, I could create a double of myself, call up the drone, and stay out of combat entirely. Each of these abilities has its own skill tree and, as the game progressed, I unlocked new skills that tweaked each ability in interesting ways. Eventually, switching places with my body double would create an explosion AND regenerate my shield. Borderlands 3 is the most impressively deep RPG that Gearbox has created yet, and the combat soars as a result of the increased specificity.
The improved art plays a role here, too: the guns look fantastic, especially in action. They rattle as they fire off a barrage of bullets, smoke as they overheat, shine with an impeccable detail that simply wasn’t possible in 2012. The number of gun manufacturers this time around has expanded to nine, and each produces weapons with interesting strengths and weaknesses. As always, you’ll need to equip weapons and shields with certain perks to give you an edge in the tougher battles.
And there are plenty of tough battles. Borderlands 3’s boss fights vacillate wildly between the best and most creative in the series, and the most frustratingly badly designed — fights that, on solo, will leave you with no recourse but to overlevel them and brute force your way through. The best fights are thrilling dances that task you with dealing consistent damage to the heavy-hitters while managing a variety of smaller enemies. You’ll run, gun, use your abilities, stop very quickly to open crates and retrieve health and ammo. All of this feels more frenetic and smooth than ever because Gearbox has added the ability to mantle, slide and slam down on enemies heads from mid-air. These fights are frantic, but strategic, requiring split-second decision-making, that still manages to feel like important decision-making.

However, those boss battles are often hamstrung by design that feels downright hostile to players attempting to hunt Vaults by themselves. The series’ “Fight For Your Life” mechanic — which gives you a small window of time to revive yourself by getting a kill while down — is at it’s best in this game, with a movement speed that’s been helpfully increased since Borderlands 2 (and will make it even harder to return to the original’s frozen-in-place “Last Stand”). But, certain boss battles — specifically, the optional fight against the electric-charged scumbag Killavolt and a very-not-optional late game battle — hit you with unavoidable AOE attacks and fail to reliably provide the enemies you need to kill to bring you back from the brink.
These design issues are exacerbated by bugs. When I searched for help on the Killavolt fight, I found that some players seemed to encounter the version of the battle that I did — one with an unavoidable, lengthy AOE and scant enemies — while others had no such problem. Two guides I checked made no mention of these major issues, and message board threads were divided on whether these issues are even in the game. During a different battle, a boss who can follow the player out of the primary arena, disappeared from his chamber, and I had to search the surrounding area until he turned up. More than once I had to abandon a mission because the waypoint disappeared, or because an object I needed to collect vanished from the world. This wasn’t game-breaking — whenever I returned later the missions were working fine — but it was annoying.
The writing in this game will likely grate on you, as well, unless you have a very specific sense of humor or play with the sound off. Borderlands 3’s script has been widely panned by critics (and on Twitter) but the team behind the writing had the unenviable task of maintaining Borderlands’ identity in an era that feels, and in many ways is, utterly different from 2012. Some critics, and I’m among them, have outgrown a taste for humor that punches down. Others have circled the wagons around this kind of offensive humor with a ferocity that suggests they believe that their right to make fun of marginalized communities without any consequences is enshrined in the Constitution. Borderlands 3 has scrubbed slurs from its script. You won’t encounter a “Bullymong” and “Midgets” have been rebranded as “Tinks” (so named, according to Gearbox CEO Randy Pitchford, because they tinker, constructing turrets to do their fighting for them on the battlefield).

That’s good! I’m glad they took those slurs out! But, now that genuinely offensive humor is no longer risk-lessly financially viable, the writing team behind Borderlands 3 has opted to double down on dick and poop jokes. The goal here seems to be to retain the semblance of edge while removing any chance of actually offending anyone. The result is a game that is unceasingly puerile, still offensive but in the way that a 12-year-old’s loud burp at the dinner table might offend their parents.
Humor is hard to pull off, and that’s doubly true in a game as massive as this one. But, Borderlands’ penchant to turn every character into a one-note gag has never been more clear than it is here. It doesn’t help that Rhys and Vaughn, two characters making the jump to the big time after starring in Tales from the Borderlands, feel smaller this time around. In Telltale’s hands, they felt like fully realized characters. Here, they’re just jokes like everyone else. Same goes for the new villains, Tyreen and Troy Calypso, who are more ideologically interesting than Handsome Jack, but less three-dimensional.
However, Borderlands 3 borrowed something else from Tales: that game’s planet-hopping wanderlust. While previous Borderlands games were mostly confined to one dusty/moon-dusty/snow-dusty desert planet, Tales was a hero’s journey, sending its characters on a trip around the stars. Borderlands 3 has likewise broadened its scope, beaming players down to a mountain monastery, a neon cityscape, a swampy jungle and more. Each feels legitimately distinct and while they sometimes feel like glorified corridors, they mostly succeed. The Louisiana-inspired Eden-6 is a particularly memorable, and even evocative, open world sandbox.

Well, kind of. Borderlands 3 still is basically an open world game — you’re free to ignore the plot, explore the world and tackle side quests at your leisure — but continues to divide its world into levels. When the first game launched in 2009 you could chalk this segmentation up to technical limitations, but in 2019 it feels bizarre for the galaxy to be cordoned off by pale blue barriers and load screens. It’s one of many ways, some good and some bad, that Borderlands refuses to change. You still spend a third of your time opening crates, comparing stats and managing an unwieldy inventory. You’ll put up with an onslaught of meme-y humor. Despite recent innovations in loot-shooter enemy design in games like The Division 2, you’ll still fight an army of bullet sponges.
Most of what this game has to offer hasn’t changed since 2012. It’s more Borderlands. Decide how you feel about that.

Borderlands 3 review code for PC provided by the publisher
Borderlands 3 is out now on PS4, Xbox One, and PC
Movies
‘Recluse’ Review – Harrowing Haunted House Horror With Lots Of Skeletons In Its Closet [Tribeca 2026]
A haunted house story is tense, terrifying storytelling when it’s properly executed. There’s been a growing tendency in horror to blend together harrowing haunted house stories with traumatic homecomings. A family member’s illness or death triggers a return to something dark that was intentionally left behind. Recluse hits all the tropes that one expects to find in this type of horror film, yet it manages to push this story in a daring, disturbing new direction that uses sound as a superpower.
It’s a unique lens to experience a familiar story about family secrets, generational trauma, unresolved grief, and the importance of not just legacy, but preservation. It’s a hell of a directorial debut from Henry Chaisson that’s guaranteed to get under the audience’s skin as they’re dragged through this painful, toxic tale.
Recluse is a gothic haunted house story where an isolated audio engineer, Joan (Sasha Frolova), returns to her family’s estate to check in on her father after he suffers a terrible accident. Joan suddenly discovers something much more sinister that paints her family’s tragedies in a very different light. Chaisson’s debut functions as a fascinating companion piece to this year’s undertone, which does a lot of the same things.
These two films make for a fascinating case of parallel thinking that tackles comparable subject matter through a similar lens, albeit in a bigger, less claustrophobic story in Recluse’s case. In fact, it’s the perfect horror film for anyone who was let down by undertone and didn’t feel like it brought enough to the table. It’s a considerably more conventional horror film, but this isn’t meant to denigrate its high quality. Recluse may hit some familiar notes, but it’s a scary, well-crafted haunted house horror story that goes for the jugular.

A gripping mystery that involves the tragic, unresolved circumstances that surround Joan’s mother teases a chilling connection to the recent horrors that have afflicted her father. Joan desperately tries to put these pieces together and give her family some sense of grander peace before she’s pulled under and becomes another victim of this festering curse that’s systematically worked its way through the Wyatt family. By doing so, Recluse digs into some deeper commentary on collective trauma, a very literal look at the “sins of the father” adage, and how one selfish decision can ripple through generations and fracture off into different dilemmas. By the end, Recluse has brilliantly flipped the powerful concept of legacy on its head by illustrating the horrors and sense of entitlement that can be born out of this idea.
A legacy is just another name for a curse under the right context.
”Listen” is a simple but powerful command from Joan’s father that she briefly obsesses over. In a way, it becomes Recluse’s grander mission statement, whether it’s in response to Joan listening to the people in her life, the signals that her body and mind are telling her, or the world’s greater whims. It’s important to reconnect with these grounding pillars, especially when it feels like control is slipping away.
Recluse excels with how audio and soundscapes can create entire universes that are full of rich details that transport individuals to these environments. There’s also a level of objectivity when it comes to audio recordings and the evergreen permanence that they’re able to provide. Joan’s career as an audio engineer makes sense for someone who wants to cling to hard evidence and proof of existence. It provides great insight into Joan without ever getting lost in contrived exposition.
Joan’s entire life is built around audio engineering, and so it makes sense that Recluse features excellent sound design that really goes above and beyond with its production elements. All of the sound design is expertly handled and turns the film into something special. These auditory elements intuitively keep the audience on edge so that they’re more susceptible to the actual scares that eventually strike. The smallest sound effect gets turned into a crushing, cacophonous assault. It’s a really effective way to build terror. Writer/Director Chaisson also handles the film’s music, which achieves a sublime, unnerving dissonance that further heightens the free-floating anxiety.

The story at the center of Recluse is slightly generic in some respects, but the film’s visual language and tone make it feel distinctly memorable. It also doesn’t hurt that the home that Joan returns to is basically an eerie art studio that’s full of contorted paintings. Recluse never struggles to generate mounting dread and terror that pump through every scene. Powerful, thoughtful cinematography consistently reinforces the film’s themes. Joan is constantly reflected in different surfaces or viewed through mirrors. She’s also often confined to tight, constricting framing that all speaks to her refracted identity during this moment of loss and her attempts to regain agency and control by making sense of something that’s seemingly unexplainable.
Recluse is full of truly disturbing visuals that make it seem like Joan is lost in a dream that turns out to be an extended nightmare. It’s a surreal journey reminiscent of invasive psychological horror like Silent Hill, with a touch of Sinister and Hereditary thrown in for good measure. There are so many individual frames that could endlessly fuel urban legends and creepypastas.
It does a great job with how it presents Joan’s fragile state of mind, where chilling flashes of the past sneak up on her and unresolved trauma manifests into unsettling imagery. There are endless shots that are obscured in darkness, or shadow is creeping in from the corners of frames like a suffocating force of nature. It’s very rare that a scene is fully lit. It leads to a very lonely, isolating atmosphere that’s easy to get lost in.
Chaisson’s debut stands out from the many other high-minded haunted house horror films without succumbing to the same pretensions that often drag down these stories. It’s a grief-stricken character study that’s full of upsetting visuals that scratch at something visceral and raw. The horror elements connect, and the answers to its grander mystery provide an appropriate and believable sense of closure. Those who are looking for an atmospheric horror film that isn’t afraid to be different while still channeling something real will appreciate Recluse.
Recluse made its world premiere at Tribeca; release info TBD.

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