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[Hands-On Preview] ‘Borderlands 3’ Feels Like More of the Same, But Could Be Bigger and Better Than Ever

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Most early takes on Borderlands 3’s initial reveal trailer occupied the—to borrow an analogy from another series that spends a lot of time on a dangerous desert planet—Beggar’s Canyon between, “It’s more Borderlands. Yay!” and, “It’s more Borderlands. Yawn.”

After watching about an hour of the early game and playing an-hour-and-a-half with a mid-leveled character, I can confirm that Borderlands 3 does, indeed, appear to be more Borderlands. It also, crucially, seems to be better Borderlands.

This hasn’t really come through in any of the trailers that Gearbox has shown so far, but almost as soon as gameplay began at the press reveal event in Hollywood on Tuesday (which was basically a dress rehearsal for the gameplay reveal the rest of the world saw live on Wednesday) it was clear that some important changes had been made to bring the series in line with the standards that modern first-person shooters have established. And if they weren’t immediately obvious, Gearbox CEO Randy Pitchford and Borderlands 3 Creative Director Paul Sage were onstage providing a running commentary.

Graphically, Borderlands 3 is like the game as a whole: more, but better. The thick, black outlines; the cel-shading; the colorful comic book character models — they’re all still here. But, give any object more than a cursory glance and the details start to pop. The rusty lilac-like flowers that flank Claptrap in the tutorial area flapping believably in the breeze. The wavy tire tracks likely left by a Bandit Technical imprinted in Pandora’s sand. The white masking tape holding together “General Claptrap’s” rundown antenna.

Fittingly, the (billions of) guns seem to have received just as much attention. The textured metal firing pin on the triple-barrel rifle the demonstrators used during the Tuesday reveal shone with an intricacy of detail that would likely have been impossible last time around. The white paint of the Tediore logo on one of the mega-corporation’s disposable (literally, you throw it when a clip is empty) SMGs realistically follows the cracks and contours along the gun’s chamber. Even before playable character, Amara, picks up a weapon, we get a quick look at her newly detailed hands, painted with black fingernail polish and a Siren’s purple body markings; cracked with bold brushstrokes at the knuckles and along the lifelines of her palms.

Quality-of-life changes have also come to the game’s familiar loot-and-shoot combat loops. Moving around Pandora has never been this smooth. Your Vault Hunter can mantle up surfaces now (instead of needing to bunny hop over waist-high cover), and sprinting into a crouch produces a satisfyingly Apex Legends-ish slide.

Care has been taken to make this world feel significantly more reactive. Cover now degrades as it takes fire (though time will tell how much that actually matters in Borderlands 3, a game that is not a cover shooter in any way other than that you shoot and there is cover in it). A point-blank shotgun blast reduced an enemy’s head to a shower of red chunks. During the gameplay reveal, the demo-er used Amara’s force push-style melee attack to hurl a combustible barrel into mini-boss Shiv, instantly killing him.

“That’s the first time he’s been able to kill him like that,” Pitchford, clad in a black shirt with a huge number ‘3’ in gold sequins on the back, marveled. “It’s cool when the cool stuff happens when you’re doing the live demo.”

And Vault Hunters will have more weapons in their arsenals this time around, both literally and figuratively. Literally, many of the weapons have alternate firing modes. A pistol that fires bullets, might also be able to blast off mini-rockets. A Maliwan elemental might switch between fire and ice damage.

“The players who maximize this feature will be able to have, like, double the guns of before,” Sage said. (I can’t do the math, though… what’s double a bajillion?)

Additionally, each Vault Hunter now has three action abilities — up from one in previous games—with each one residing atop a distinct skill tree. In the current moment in AAA, every game is an action RPG and every action RPG has to have three skill trees that you’ll be able to max out by the end of the game. Borderlands 3’s approach promises a greater degree of customization and, as a result, more interesting choices.

“If two people want to team up and play the same character, they’re likely to have completely different abilities,” Pitchford said.

Randy Varnell of Gearbox Talks Borderlands 3’s Story, characters, and replacing Handsome Jack.

During my hands-on time, I was eager to take control of Zane, the mercenary with an Irish brogue who has worked for every corporation under the sun, and the only character who, by sacrificing the grenade button, can wield multiple action abilities at the same time. These abilities. As I began the demo, I stood on the outskirts of the Meridian Metroplex, a massive cyberpunk city on the planet Promethea, bathed in neon pinks, greens and blues.

The city is controlled by Atlus, one of the mega-corporations that effectively function as nation-states in the world of Borderlands. This particular nation-state is under siege by the Maliwan corporation, known for (as mentioned above) creating weapons with powerful elemental effects. This is what a hostile takeover looks like in a world where corporations control entire planets. We learn quickly that Atlus’ CEO is Rhys, former Assistant Janitor for Hyperion, onetime Handsome Jack fanboy and protagonist of Telltale’s Tales from the Borderlands, and that we are responding to a distress call from within the metroplex.

From my vantage point, outside the city, these massive problems are invisible, save a few vid screens flashing “SEEK SHELTER” in alarm clock red and a garbled radio transmission that occasionally blinks up on my HUD. With Lilith instructing me, I slide under an overpass and begin moving towards the city, blasting away at skag-like beasts that occupy the tunnels beneath the main thoroughfares leading into the city. I empty a Tediore gun into one of these beasts, which Zane automatically throws when the clip is finished. It sits for a moment on the ground, targeting an opponent with a laser. Then it begins firing, sprouts a pair of tiny metal legs and chases the monster down, exploding on contact.

As I continue to move along the trough, a hulking, Big Daddy-like enemy, a “Pyrotech Heavy,” appears, spitting fire at me with a massive flamethrower. My shields and health quickly hit zero and for the first time, I sink to my knees. As in the games that came before, I have the opportunity to redeem myself and revive by getting another kill. The movement speed during these sections has increased in each game—in the first Borderlands you were rooted to the spot where you went down—and in Borderlands 3 your pace is roughly equivalent to your speed while crouched. I kill one of the monsters, and get back on my feet, but am quickly on my way to being overwhelmed again. This seems to be for Story Purposes, as Lorelei, a badass woman with a cockney accent and purple warpaint is quickly introduced, appearing alongside me to help fight off the remaining baddies. She, we learn, was the voice in those garbled radio messages and the source of the inciting distress call.

She offers to take me to Rhys, and we head to a Catch-a-Ride station to digistruct a vehicle. The customization options have been greatly expanded in Borderlands 3, offering variations on armor, wheels, guns, color, build material and modifications. Most significantly, you can eschew cars entirely in favor of a hovercraft or a big ass wheel. In the demo build that I played, hovercrafts were unfortunately not unlocked yet, so I opted to drive the wheel (the steering of which feels uniquely suited for the wobbly, kind of last gen feeling driving controls that Gearbox is sticking with in 3).

After battling some Psychos in vehicles—who will now jump on the hood of your car if you’re not careful—we make it to Lorelei’s hideout, where Rhys appears in hologram form. Rhys is desperate for help in the fight against Maliwan and is whiny and disappointed when he finds out that, nope, it’s just me, not the army he imagined. After making him sweat, I agree to help despite his attitude. I follow a waypoint that leads me to—and this was a big applause moment that appeared in both the live reveal and the playable demo— Zer0, the fan favorite Vault Hunter first introduced in Borderlands 2.

We team up to track down Gigamind, a mysterious object that Zer0 believes is a Maliwan AI possessing much of the corporation’s important information. Zer0 wants help tracking down an upgrade for his signature sword.

On our way to Gigamind, we’ve got to fight a bunch of enemies. The Heavies are back, shooting fire and dishing out burn damage with a powerful AOE attack. I take this fight as an opportunity to try out Zane’s dual action abilities, equipping his portable energy shield and body double ability, which allows me to create a doppelganger and then swap positions with it. I set up the shield and fire at a Heavy from behind it. Then, once its attention is drawn toward the shield, I swap with my double, teleporting behind my unwary opponent. I fire at him until he notices my new position and then blink back to safety.

I cycle between this tactic and straight-up running-and-gunning until I eventually bring the Heavies down. Zer0 and I move on, taking on some Maliwan bots as we go, lowering an energy barrier and opening our path to the upgrade for his katana. Zer0 uses his newly upgraded katana to cut through an energy shield and we head toward the waypoint where Gigamind has set up shop.

How does an AI set up shop, you might ask? Simple, Zer0 was wrong and Gigamind isn’t an artificial intelligence, at all. They’re a very material intelligence: a squishy pink brain in a glass helmet set on a diminutive green and purple frame. When I approach, Gigamind is sitting on a throne, but quickly descends, using flying saucer-shaped drones as stepping stones. In the fight that follows, Gigamind uses these drones as weapons, sending them soaring like a discus in my direction, riding them around the battlefield like a hoverboard and forming big emojis above their head. I dodge, bob and weave, and the little brainy boyo is quickly dispatched, exploding in a shower of loot.

“Vault Hunter, you are worthy of that name,” Zer0 tells me after the battle. “Good hunting with you.”

I return to Rhys to turn the mission in and the demo ends shortly after.

If you’ve played previous Borderlands games, you’ve seen much of what Gearbox is doing here. But, the world they’ve crafted this time around is bigger, more varied—I can’t wait to see more of Meridian and the jungle planet they’ve shown off in trailers—and more reactive. The story they’re telling, which takes aim at streamer culture, cults and, as always, mega-corporations has me more interested than ever before. And, the quality-of-life improvements make the game a tighter, more enjoyable experience.

However, this is an open world game, and so far we’ve only seen the intro and played one mission. Given that Gearbox is promising 30 hours of main story (and plenty more off the critical path) I’m curious to see how the tight core loops hold up across a massive game. But, right now, there seems to be a lot to be excited about.

Borderlands 3 is out September 13 on PS4, Xbox One, and PC.

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Previews

‘Silver Pines’ Preview: David Lynch Surrealism Meets Survival Horror

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The gaming world owes so much to David Lynch. “Twin Peaks” alone has inspired the premise and setting of so many games, from Deadly Premonition to Alan Wake, and its dreamlike tone is one that’s perfect for an interactive medium.

Silver Pines, the upcoming title from Swedish-based indie developer Wych Elm, is the latest in the lineage of Lynchian games, this time presenting survival-horror-style gameplay from a 2D perspective. While I’m not traditionally as hot on 2D games, after spending time with the demo, available now on Steam, I can’t wait to see more of this intriguing new world.

It starts out simple. After a brief, narrated dream sequence, you wake up in an empty diner in the small American town of Silver Pines. There’s a quick tutorial sequence that teaches you the game’s mechanics as you escape from the diner, followed by a phone call that sets up the premise of the game. You play Red Walker, a private investigator on the hunt for a missing musician named Eddie Velvet. It’s an elegant bit of exposition that’s delivered with a slightly dreamlike vibe, setting the tone for what’s to come.

As you begin to explore the titular town, you find it eerily abandoned, thanks to an evacuation order that’s caused the majority of the residents to take the ferry out of here. Empty streets and vacant buildings bring to mind Silent Hill, which is a great start in my book. There’s something really unique and special about small town horror like this, and Silver Pines is able to capture it immediately without feeling too much like a tribute act.

Navigating the Unique 2D World of Silver Pines

One of the things that impressed me immediately was how easy I found it to navigate the 2D space. Much like the indie classic Lone Survivor, you have a map that represents the space, and you turn down streets and hallways by pressing up or down at certain openings in the background toturnon the map. It seems like it should be incredibly difficult to follow directional shifts like this, but it becomes immediately intuitive, especially with the addition of diegetic signage that guides you without feeling out of place and handholdy.

I usually associate 2D games with more dynamic jumping and movement mechanics, but Silver Pines keeps things grounded, managing to find ways of creating navigation challenges without resorting to platforming tests that would feel out of place in a narrative like this. The map is particularly excellent in this game, as you can use a camera to add photos to it to help remind you what’s there. I love it when main characters mark up maps with locations of puzzles or items, and putting that power in the player’s hands was an interesting mechanical wrinkle that felt helpful and unique.

The other thing that gripped me from the start was the art style, which uses a slight cel-shading technique for the character models that makes them look hand-drawn. They really pop when compared to the backgrounds, which have a slightly different, but complementary, style to them. Wych Elm also shows off a masterful understanding of lighting, creating a shadowy look that’s never too dark to understand what’s going on.

The way the various layers of background and foreground give a parallax effect as you walk adds so much depth to every moment, making the imagery feel more dynamic. This game is treading familiar ground, with abandoned hotels and empty small town streets, but the unique look sets it apart enough to justify it among its peers.

Puzzles Balance Logic and Surrealism

Aside from just navigating the spaces, you’ll need to solve a variety of puzzles in order to progress. Many of them are just finding keys to open doors or figuring out which item is helpful in which situation, like an adventure game, but there were a few in the hour-long demo that gave me a level of satisfaction in actually figuring something out. Like the best survival horror games, the puzzles are an equal bit grounded in reality and slightly surreal, adding to the tone of the game. One of them gave me a Silent Hill vibe with its logic, asking me to win a BB gun shooting range mini game to get a pool key (which also teaches you how to use weapons).

While the game isn’t crawling with enemies, there are more threats scattered throughout the levels than I expected. Early on, you get a blade to defend yourself, which also acts as a key to cut through doorways blocked by cloth, and it’s just the right balance of effective and clumsy. There’s a surprisingly useful dodge that lets you slip past enemies. With the right timing, it’s not too difficult to survive one-on-one encounters, but it’s also not so easy that you can go on autopilot. Once multiple enemies get into the mix, it starts feeling more desperate, forcing you to make smart use of your stamina and weapon durability to survive.

A pistol gets introduced late in the demo, and that also felt surprisingly punchy, but its power was balanced smartly by limited ammo. One of my favorite gameplay elements of survival horror is ammo management, and it seems like Silver Pines is going to make that a core part of its combat experience, asking you to think carefully about which enemies are worth your precious bullets. This is further complicated by the fact that your gun can also be used to shoot padlocks to access previously locked areas, making it an even more valuable resource.

Enemy Design is the Demo’s Biggest Question Mark

Ammo and tape will be crucial to the continued use of your gun and knife, respectively, and there’s a quick little minigame for reloading and repairing that adds some tension to encounters. In addition to scavenging for resources, there was a vending machine I ran across where I could spend money to buy ammo or health kits. Be careful, though, the money is what you use to save at the payphone save points, so you don’t want to spend it all. It’s a clever variant on the classic Resident Evil-style ink ribbon system that makes your resource for saving a more abundant currency, but one that is used for more than just saving.

There were a couple of mementos that I ran across while exploring, and these can be equipped to provide specific character modifiers. I’m not entirely sold on the system yet, as there weren’t enough in the demo to really be able to craft a meaningful build, but with the surprisingly fun combat I’ve seen so far, I’m hoping that they will allow you to shape your playstyle in a way that’s tuned to how you like it. Any new wrinkles on combat are welcome, as it will need to find ways to keep fresh if it wants to stay compelling throughout.

As much as I think the combat is responsive and interesting, I think the enemies might be the weakest part of the game’s identity. This could also be a symptom of just seeing the early game, but so far, they are a bit more indistinct than I’d like, consisting mostly of shadowy people and bugs that didn’t have much going on. There was a boss fight that had a bit more of a menacing design, but I don’t know enough about the full shape of the narrative yet to see if the enemy design is in sync with the tone it’s trying to achieve. Right now, they just feel a bit generic, but I’m hoping things improve as it goes on, because they are pretty fun to fight for a survival horror game.

A Strong First Impression

Back to the opening thoughts about Lynch, the part that has me most interested in this game is the narrative. It’s simple so far, but there have been some surprisingly effective surrealist sequences that make me think this story is going to be something that will sink its hooks into me. One of the coolest moments of the demo involved turning off a light switch and being transported into an entirely different space, one dripping with dreamlike vibes. Even the choice to have the person you’re searching for be a musician adds a nice bit of texture to the narrative, putting a thematic focus on the game’s music in an important sequence involving a performance.

The cutscenes shift to a distinct painterly style, making them stand out without having to animate them, and it’s all brought to life with great voice acting. There’s even a little show you can watch in bits on TVs you pass, feeling a bit like a nod to Alan Wake II’s “Night Springs”.

I’m going to be honest, watching the initial trailer for Silver Pines had me feeling a bit sceptical. Not everyone can nail that Lynchian vibe, and when you try for that tone and miss, it can leave you with a narrative that’s either confusing or pretentious. Based on my hour with Silver Pines, I’d say they are on the right track, ready to deliver a surrealist narrative that draws from its inspirations while still carving out its own identity.

No word on the release date yet, outside of a vague 2026 timeframe, but I’ll be there day one to check it out.

Silver Pines is scheduled to release on the PlayStation 5, Xbox Series, Nintendo Switch, and PC via Steam.

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