- Joined
- Jul 11, 2020
Sure, sure, there was all the DLC, and of course the OG Vault Hunters have played major roles in all subsequent main titles, too. But I mean specifically the big tentacle monster thing, and how - at the time - it was completely pointless. You spend all that time looking for a Vault, only to have it mean nothing in the end. That was annoying back in the day, sure, but it was a uniquely crappy ending, the kind of crappy ending that you could point to in any discussion about crappy endings. Retconning the tentacle vault to have more significance than it did, while it certainly makes the ending a little less crap, also robs it of precisely that which makes it special.In BL1 ending's small defense, the game kind didnt "end", more like told you that the adventure goes on through the DLCs, which it actually did. The DLCs of 1 are actualyl pretty impactful to the lore, The Armory of General Knoxx concluded with the Crimson Lancers being crushed by the Vault Hunters (setting up them becoming the Crimson Raiders in BL2) and Athena would wander off into an unknown fate until TPS happened. And Claptrap, who started the claptrap revolution in its own DLC, became Fragtrap in TPS who returned to being regular non-stairs climbing Claptrap in BL2. The Moxxie Dome one introduced Moxxie who would become a staple in the series. The only "inconsequential" one was the Dr Ned Zombie Island, which you could say it simply had no hanging ties and characters to return or its non canon as its possibly a story Markus told to kids.
They advanced the "bare bones" lore the game had, which BL2 and TPS ran with it. There is something to be admired in there, even if the vanilla ending just "ends"...at least gaining more context in BL2 with the Hyperion satelite (HJ was there since the beginning...)
The characters are alright by me, none of them were unlikable or anything. I just wished that they had more impact as they kind of disappear during cutscenes as the game cant make up its mind if we are watching it from their POV or from a cinematic angle. They kind of try both and they constantly contradict the other.
And I should say that I didn't really HATE any of the new Vault Hunters in BL3, I just didn't find any of them worth playing as for any extended period of time - save for Septiceye, and even he took me longer to settle on than usual. Which is odd, because 1, 2, and tPS all had lots of characters I clicked with right away - Lilith and Mordecai in 1, Gaige, Zero, and Salvadore in 2, and Claptrap, Nisha, Wilhelm, and Aurelia in tPS. When i picked up BL3, I thought I was going to click with FL4K and Moze right off the bat, but it didn't happen.
No, the only character I hated in BL3 was, ironically enough, Lilith. Everyone else I disliked, I was either just mildly disappointed with (The Twins), indifferent towards (Ellie, most of the Hunters), or bitterly ambivalent about (Tanis, one of my favorite NPCs, who began veering into Lilith territory).
Same goes with the characters I liked, really. It was great to see Tina, Mordi, and Brick back, but they were criminally underutilized. I didn't hate them, just hated the fact you didn't get to do much with them. Claptrap was OK; not his best work, maybe a little better than BL1, but nothing to write home about. Gaige I love, and I think a Lovecraft Hammerlock DLC could have been brilliant, but again - somebody thought it was a cute idea to turn her into a wedding planner. Maya I liked, but... yeah. And Ava was cool as shit, but now the only thing I have to look forward to now is her horrible, sadistic murder at some point in BL4. Nobody likes her, players or journos, so I think Gearbox killing her off is inevitable.
And the cutscene thing? I don't like cutscenes in Borderlands, even when they're done competently (they are not done competently in BL3). I think cutscenes rob Borderlands of precisely what makes Borderlands work "as a story" - the fact that it DOESN'T like to break up the action with cutscenes. You get plenty of fluff and story, but in 2 and tPS especially, the story is delivered in the background, mostly as radio voiceovers while you're still running around doing fun stuff. It doesn't take control away from you and say "sit down and shut up, player, it is IMPORTANT STORY TIME now p.s. gamez can b art". And the few times they do break into cutscenes, they always made sure it was for GOOD REASON - like, for example, the ending to Assault on Dragon Keep, which was a legitimately sublime moment; sad and beautiful, a dagger of emotion piercing the heretofore jovial adventure at precisely the right instant, turning what would have been one of the funniest and most creative bits of DLC in gaming history, into the funniest, and most creative, AND ALSO most touching bits of DLC in gaming history.
Now, though, it feels like the writers are swinging in the opposite direction - away from games-as-games, and towards games-as-scripted-movies. Now they're really keen on making me drop my controller so I can listen to their stupid story.
Tales from the Borderlands is gentrifying my campy space-apocalypse gunporn.