Don't you just love having a pet?
In the first Borderlands you could satiate your need for a cuddly companion by playing as Mordecai, the sniper expert who was always accompanied by Bloodwing. Depending on the skill tree you chose, Bloodwing's abilities ranged from deadly to unfairly deadly. I went for unfairly deadly. It was awesome.
So far in Borderlands 2, though, the closest thing you could get to cuddles is Axton's turret. The turret is something of a stand-in girlfriend. But regardless of Axton's cute nicknames and weird love for her, the turret isn't comparable to something more personified.
Enter Deathtrap, the hulkish amalgamation of hovering metal scraps that whispers ominous catch phrases while doing your dirty work. Gaige—the character you play as who controls DT—is a Mechromancer, and Deathtrap is your science project turned bodyguard.
Gaige herself feels like a cross between Lilith—with her red hair and spunky attitude—and Tiny Tina—with her small frame and the whole "being an insane genius" thing. Deathtrap makes her a very powerful character, maybe more so than any of the other four vault hunters.
Gaige is a strong, versatile character and a welcome addition to the new set of vault hunters in Borderlands 2. She even adds to the enormous list of easter eggs already in the game, which a cursory glance at her skill trees will prove. She's like an outspoken, pixie Pippi Longstocking with a can-kick-ass attitude. And she has a giant, fearsome robot on her side that can shoot laser beams at her enemies. But really this new class is all about the mech component, as your coolest skills will at least in some way involve DT. And that's wonderful, because he feels like my big, cuddly, bear bodyguard and I love sending him to slaughter anyone or thing that stands in my way.
This is also the first time developer Gearbox is introducing a character whose skill tree can be specialized to accommodate the needs of a less skilled first-person shooter player. The Best Friends Forever skill tree focuses on alleviating the stress of damage to your health, shields, and even crappy aim. You can train Deathtrap to regenerate your (and your teammates') shields, and you can program your guns to ricochet bullets off the ground where you shot it to bounce to the enemy where you meant to shoot it.
As an experienced first-person shooter player, I still found the tree entertaining and useful without being too hand-holdy. The benefit of regenerating health on a full magazine isn't so far from how I chose to spec my siren, Maya, to heal under certain similar met circumstances.
That's not to say that Gaige, the Mechromancer class, was built as a strictly introductory character. In fact, she's simultaneously the newbie class as well as the hardcore class. The Ordered Chaos skill tree is a bit more complicated to understand, but gives the player more to consider in the midst of murdering bandits and bug creatures.
Let's dig into this skill tree a bit.
Do you get in the habit of reloading your gun immediately after a firefight cools down? I tend to do that, to be at my most prepared for the next firefights that I'll surely face. But with the Ordered Chaos skill tree, you'll want to reload as little as possible. If you let the magazine empty and reload itself automatically, you'll gain a stack of something called anarchy. This means that your accuracy is slightly lowered, but your hit damage is slightly raised. Continue to let your gun reload on its own, and you gain more anarchy stacks, meaning further decreased accuracy and further increased damage. By the time you start racking up until the 80s, 90s and more, you'll barely be able to shoot Face McShooty point blank in the face. But when you finally do, you'll do upwards of 1k damage [update: I should mention this was at a roughly level 20 character who was doing far less damage].
Or you can specialize the anarchy tree to use up anarchy stacks for a buff that increases accuracy and fire rate for your weapons. But you'll be continuously sacrificing your stacks of anarchy while that's activated. So instead of conserving the stacks to rack up the damage you can do, you can opt to let the stacked anarchy give you these buffs. Best of all is that you can turn anarchy stacking on and off by simply changing up how you play based on your needs.
The in-between skill tree—Little Big Trouble—is all about elemental damage, particularly shock damage. It was my instinct to play with that tree first, because I like to wrap enemies in slag and shock them with electricity. I built this tree to include a shock wave, which sends out a circle of electricity around me every time I would reload. I'd get into the habit of running up to enemies while reloading to make use of that skill. Many cackles were had.
Perhaps the niftiest detail that Gearbox included with the duo is that depending on how you spec Gaige, Deathtrap will be adorned very differently. He'll have blades on his back, and stickers on his chest that reflect which tree you've decided to upgrade your Gaige in.
Remember how in my review I said that your Maya may be different than my Maya? That variety in a single character I attested to goes even further for Gaige. You can specialize her and DT to the point of playing in a completely different style.
Playing with the noobie tree, I hung back more to let Deathtrap regenerate my shields and ward off threats. I'd shoot at ceilings above where I knew enemies were so that my bullets would ricochet to shoot them. Playing with anarchy, though, I had a happier trigger finger, thirstily hunting for my next target. I'd play a minigame with myself to see how high I could get the stacks up to (it's sometimes hard to resist reloading on instinct). I also opted for a shotgun with a smaller magazine, that way I'd be reloading a lot more often and therefore building anarchy stacks a lot quicker. That middle skill tree that focuses on elemental damage forced me to keep the extra damage possibilities in mind. I'd have to remember to use a certain weapon or rely on a certain ability (like reloading) that I loaded up with extra damage.
The selection actually makes me a little nervous, wanting to play a combination of all three at once. Decisions are hard, guys.
But once you make your decision, one thing will remain true: Gaige is a tough chick, and her companion Deathtrap even more so. He can be a little slow to catch up with you (though that can also be upgraded in a specific skill tree) but he can float up to reach places you can't. And he stays out on the field with you for a long enough while to wipe out plenty of enemies. Sometimes too many enemies. Like when he killed a boss before I could even go up and look at it in its ugly face. I wanted to see its ugly face first! But you know what, Deathtrap? I wouldn't have it any other way.
The final raspberry (I don't like cherries as much) on this cake is that Gearbox decided to release the DLC early. So while it was originally slated for an October 16th release, players on all platforms—Xbox 360, PS3, PC—will be able to download the Mechromancer by the end of today (October 9th). And you should, because she's great.
Gearbox finally revealed the tinkerable skill tree for the upcoming Mechromancer class. Go play!
The DLC will be available on October 16th, but you can learn more about the noob-friendly and hardcore-friendly skill trees that make her quite the versatile character class.
Personally, I'm just excited for the robot companion!
Gaige's ECHO recording journeys continue today with a newly released episode by developer Gearbox Software.
Today's digital journey reveals that Deathtrap got some upgrades: no legs, more hover. But not everyone shares Gaige's love for flying robots with laser beams attached to their friggin' heads.
Hey, I can do easter eggs, too.
Gaige will be the next playable vault hunter in Borderlands 2 when the Mechromancer DLC releases on October 16th.
She comes with a metallic companion named Deathtrap, and this just-released ECHO recording explains Gaige's science project codenamed Project DT. Hmm. Deathtrap. DT. Beating people up. I wonder...
Halloween is coming up surprisingly fast. If you find yourself seeking a gaming-themed costume, have you considered perhaps being Handsome Jack?
Reader Jeffrey Broome directed us to this papercraft mask he made, featuring the villain of Borderlands 2. Not only is the mask fairly impressive-looking on its own, but he's also shared the pattern and instructions for printing and assembling your own.
It's a complex piece of papercraft that he warns won't be easy for beginners to assemble. But for the right party? Totally worth it.
Handsome Jack papercraft mask [Gearbox forums. Thanks, Jeffrey!]
I don't put too much stock in grenades in Borderlands 2. They never seem to do enough damage, and aren't as direct and to-the-point as a good solid bullet to the face.
But I might put a bit more stock in them if I had a grenade like this one, as uploaded and demonstrated by 5haow5. It's a legendary MIRV/Bouncing Bettie hybrid grenade mod that can be farmed from the "Wilhelm" boss in "End of the Line." Looks like I'd better make a return trip to that crashed train… I haven't been farming this game at all, and clearly I've been doing loot wrong.
Editor's Note: The mysterious person known as Superannuation keeps on digging and keeps on finding things—gaming things—you should know about. All of the information that follows is sourced and in the public record. Secrets hiding in plain sight? It happens all the time.
DICE appear to be expanding their horizons to mobile devices with the seeming intent of bringing Battlefield franchise to mobile devices, according to job postings that went up on the developer's site last week. The FPS series has appeared on mobiles twice before — a version of Bad Company 2 and a multiplayer-oriented Battlefield 3 spin-off that was removed from the App Store because it was broken — via Spanish mobile developers Digital Legends, but DICE has never actually developed a mobile title in-house. (And there was also Canabalt-inspired take on Mirror's Edge handled by Australia's IronMonkey Studios.)
An opening for a mobility usability designer states that DICE is looking to "construct a world class gaming experience" that "is optimal in terms of accessibility and immersion for mobile and touch screen devices." Additionally, the copy on the application programmer posting says "it is [DICE's] ambition to expand outside the HD platforms and deliver the same quality experience on mobile devices," and the mobile team is "a small team within a major franchise [Editor's note: presumably Battlefield, because what else have they got?]."
The Stockholm-based studio also has a mobile online programmer posting whose responsibilities include "[integrating] mobile platform[s] with existing online and backend systems" and working on "online features such as authentication, matchmaking, server browser, statistics, etc. for DICE’s future products." This may hint that DICE wants to give the multiplayer-only Battlefield mobile game another go, but perhaps this time create something that ties to the Battlelog ecosystem where a player can collect XP and stats from matches on the go that feed into their console experience and vice versa a la FIFA's EA Sports Football Club feature.
Finally, DICE is hiring for a mobile Frostbite engineer who "will be part of a team focusing on bringing Frostbite to mobile platforms and work closely with game team customers and the Frostbite team to deliver an engine as great on mobile platforms as it is on traditional HD platforms." Although Frostbite was initially just the engine for the Battlefield franchise, the engine is now the backbone for an increasingly diverse array of EA titles like Need for Speed, Command & Conquer and Dragon Age III — could we see complementary mobile experiences for those franchises that tie to console or PC counterparts, or at least more ambitious mobile spin-offs (i.e. a Dragon Age game that riffs on Infinity Blade)?
Wisconsin developer Human Head Studios' seems to be bleeding talent — something that could throw their future as a AAA developer into doubt. Last month, the studio's COO — who was "leading the company in Business Development, Product Development, Marketing and PR" — and development director left.
Those who either departed or were laid off since the beginning of the year include: the company's HR manager, a game programmer, a level scripter, a lead graphics programmer, a lead programmer, a QA person, a technology programmer, an associate producer, a character and lighting artist, a combat designer (apparently technically still at HH, but contracting for another studio in another state), and an audio director. In all, that is 13 notable people who left a studio that had a headcount of around 50-70 at their peak.
Despite Human Head and Bethesda's insistence that Prey 2 is still a thing that will see release at some point, thirty-something developers are probably not enough manpower to handle development of a AAA open-world sandbox title with far more complex systems and more content than your typical linear action game, especially if Prey 2 still has a ways to go quality-wise as the publisher claims. Also, recent passive-aggressive tweets from Human Head employees do not exactly inspire the much confidence that the contractual dispute between the developer and Bethesda has even been resolved at this point.
The Prey developer did, however, recently release its first free-to-play game for Android — a cartoony tower defense title — to absolutely no fanfare, and Human Head is also trying to get a Rune sequel off the ground.
A handful of CVs appear to lend credence to Eurogamer's recent report that suggested the recently shuttered Sony Liverpool studio was working on two next-generation PlayStation 4 titles—a radically different Wipeout title and a Splinter Cell-esque stealth game—at the time of closure.
One former Studio Liverpool environmental artist states on his CV that he worked on both an "Unannounced third-person" game for Vita and "Unannounced racing game" for an unspecified "Next gen" platform during his fifteen months at the studio. Another artist says some of his work involved "an as yet, unannounced platform."
A former Liverpool programmer, describes the binned efforts as "multiplayer multiplatform projects." Another programmer mentions working on "an unannounced future racing title" after wrapping up work on Wipeout 2048 for the Vita.
Lastly, a former senior designer indicates that the studio was working on a "3rd person action/beat-em-up for Playstation Vita" before they ended up bringing Wipeout to the portable, and following Wipeout 2048's completion, he "moved onto an unpublished 3rd person action/stealth game."
Finally, a LinkedIn profile of a former art director at EA Mobile's Romania studio says he worked on an unreleased iPhone version of the classic Bullfrog strategy franchise Populous. Depending on one's point view this could be tragic or welcome news. Would this have been a fairly serious iOS port that represented the brand's original vision, or some sort of bastardization built around freemium gameplay?
It is perhaps worth noting that the Populous name did show up on a supposed EA Partners internal marketing wiki earlier this year. Since EA Partners' purview is externally-developed titles, the game alluded to in that Wiki is likely not the one EA Romania worked on, and there still might be a chance that the brand could be reduced to a social game.
Read more Assorted Scoopery! Secrets lurk within.
Borderlands 2 is a game that lives by its co-op—t's fun to play the game solo, but it's even more fun to play with friends. It's even more fun to play with a friend in the same room.
The PC version of the game is truly fantastic, with great graphics, snappy load-times, a ton of tweakable options and a much-improved interface. But it doesn't allow for split-screen co-op—if you wanted to play with friends, you had to do it online. Well, until now.
Over in the official Gearbox forums, user Sycdan has posted this thorough step-by-step guide to playing the PC version in split-screen. It involves installing sandboxie, IndieVolume (which costs money but which you can try for two weeks for free), and running the game in windowed mode. You'll also need two controllers that your PC recognizes, naturally.
I haven't tried this, as I mostly live a sad and solitary video game life, but the whole thing looks viable, if a bit hacky. Given the way that Steam's big-picture mode has made PC gaming more of a living-room thing, it'd be great to see more and more PC games offering split-screen gaming right out of the box, just like their console brethren. Soon, I'm sure. Until then, where there's a will, there's a way.
PC (Steam) "Split-Screen" Guide [Gearbox Forums via PC Gamer]