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17 It's
2025 and I am playing a D&D Game...
19 <h3 class=
"datestamp">01/
02/
2025</h3>
23 ... and it's not Baldurs Gate
3; it is, however, equally
7/
10.
26 OK, now I've got my hot take out the way, let's talk about a fun
27 game from
2013 called Call of Juarez: Gunslinger that is very
28 much not the game I have been playing. I promise I'll bring it
32 The Call of Juarez series isn't particularly interesting outside
33 of this title. They're very average Western first-person
34 shooters from the late noughties and early
2010s. I imagine,
35 having not gone back to them, that they are also probably quite
36 racist. One of them is about two brothers fighting in the civil
37 war who desert as the 'war nears its end,' which sure sounds
38 like they were on the losing side.
41 Gunslinger, however, is different. It's actually a game about
42 storytelling. You're Silas, a cowboy sat in a saloon telling his
43 life story - the hook of the game being that Silas is an
44 unreliable narrator. As Silas tells the story, and the people
45 around him pick holes in his tale, the world you're playing in
46 changes rapidly. The launch trailer shows how that works, skip
47 to
1:
12 for the relevant bit.
51 src=
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52 title=
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59 And this is extremely cool, right? It feels futuristic, and
60 honestly it feels like kind of how the future of video games
61 should have been. But I don't think I ever saw this kinda thing
62 again? We have 'dynamic' worlds in some sense in that a building
63 will fall down, or a new route opens up somehow, but nothing on
64 the scale of the world shifting around the player.
67 And I do understand why. This, as with anything, is down to
68 budget. if you have a scene that changes as the story changes,
69 that's expensive. But it feels kind of revolutionary in a way
70 that, frankly, I don't think video games have felt in a long,
74 So yeah, Call of Juarez: Gunslinger. Cool experiment, fun game,
75 weird vision into a future that never was.
80 Tiny Tina's Wonderlands is a
2022 Borderlands spin-off that
81 <i>is
</i> that imagined future.
84 OK, preface, I know that one of the words in that sentence has
85 probably immediately turned off quite a lot of people reading
86 this. I am aware Borderlands is extremely marmite. I have played
87 most of the games and I would struggle to call any of them
88 "great" - they're competent shooters, they nail the
89 looter-shooter loop that so many games since have tried and
90 failed to imitate (Destiny has and will always suck, don't
91 start) and they are famously groan-worthy when it comes to
95 I played quite a few games in January and towards the end I was
96 itching for a shooter, ideally one fit for the Steam Deck. I'd
97 tried Borderlands: The Pre-Sequel before and bounced off it, but
98 I picked it up for another go on Valve's miracle machine and had
99 a great time. I think that game is helped by it being developed
100 by
2K Australia, a studio with Bioshock pedigree, so it's a
101 really really solid shooter; but it's also honestly pretty funny
102 when it gets to be properly Australian. it also leans heavily on
103 Handsome Jack, the antagonist of Borderlands
2, and inarguably
104 the series' highpoint when it comes to character writing. it
105 still has its 'cringe' moments, but I think it's generally
106 better written than
2 (and certainly
3) and also it has lasers.
110 After finishing that, I remembered I'd tried Tiny Tina's
111 Wonderlands on deck sometime in
2023. it didn't run
112 <i>great,
</i> muddy visuals and a very janky framerate making it
113 pretty painful to actually play. But hey, these things get
114 patched, and after a reinstall and some fussing in the settings
115 (specifically, turning FSR2 on and setting it to 'Balanced') I
116 ended up with a game that both looked pretty reasonable and ran
117 very well! It's
60fps most of the time, but does drop to
118 mid-forties when the vistas are big or there's an excessive
119 amount going on on-screen. But it's certainly playable.
122 With those fixes in place, I rolled a new character and dove in.
123 About an hour in, after the tutorial has concluded and you enter
124 the main town to find it ransacked, the game's magic trick
125 begins. Fighting your way to the centre square and freeing 'Butt
126 Stallion,' the kingdom's ruler (yes, I know. Unfortunately this
127 one is a Gearbox in-house production, with all that entails),
128 Tiny Tina, the DM of the game, tells you about the city
129 repairing itself in typical lyrical DM fashion.
132 And then the city changes around you. Fires extinguish, bricks
133 that had crashed to the ground float and repair into pristine
134 buildings. Rainbows sprout around the castle. It's honestly
135 pretty magnificent to watch.
138 This isn't actually the first time the game has pulled this
139 trick, but it;'s the first time your focus isn't on the combat,
140 so it's hard to ignore. Earlier, as youre fighting towards the
141 town, Tina describes a siege happening around you, and in an
142 adjacent field, siege engines, vast armies, ramparts and
143 defences materialise, a battle suddenly taking place where
144 before there was green grass and tranquil hills. She details a
145 ship full of skeletons and it shores up next to you, a fresh
146 barrage of foes to fight.
149 It's hard to overstate how magic this feels, and it's spread all
150 through the game. The grander changes to the world around you
151 are kept for story beats, of course, but this game being a tale
152 told at a D&D table is weaved throughout in other ways.
153 Borderlands isn't exactly a choice-heavy RPG, the main quest is
154 laid before you already written, and side quests can only really
155 go one way as well, with maybe a minor amount of variation. But
156 in that outwardly restricting framework is how the spirit of
157 TTRPGs thrives here. You can choose to seduce a character
158 instead of fighting them in one side quest; a D&D classic. Your
159 other friends at the table talk amongst themselves, arguing
160 rules or paths forward, making dice checks and complaining to
164 And honestly, I think it's an interesting way of adapting a D&D
165 session to a video game! Baldurs Gate and its ilk are
166 laser-focused on player choice in both the micro and macro, they
167 implement the rules and functions of a tabletop rpg as if
168 they're set in stone, the inarguable realities of these games.
169 But isn't the real magic of TTRPGs in the unexpected? Humans are
170 unpredictable; a video game is never able to expand the
171 possibility space in a way a human DM can.
174 So instead, Tiny Tina's Wonderlands doesn't try to. You're the
175 player character, but the players themselves are the others at
176 the table, improvising and adapting. The result is a game that
177 <i>feels
</i> closer to playing D&D than any CRPG ever could,
178 even if the choices are entirely out of your hands.
181 It means that these wild storytelling swerves can be designed
182 for. Baldurs Gate
3 couldn't have an entire ocean evaporate,
183 entirely changing the world, because, well - what if the player
184 chooses not to do it? By being strictly linear, the world feels
185 strangely more real than Faerun ever did for me.
188 That's not to say the spectre of budget constraints don't haunt
189 the game, mind. Unlike every other Borderlands game, the world
190 isn't contiguous, instead each 'adventuring area' is separated
191 by an overworld, which is designed to resemble a DM's map, with
192 miniatures dotting it. It acts kind of like a classic Final
193 Fantasy overworld. There's also the audiologs/comms of the game,
194 which appear on screen without even an ease-in fade - suddenly
195 there's a character's unanimated face in the top-right of your
196 screen as they speak.
199 And I will admit it's distracting. It feels like the cuts taken
200 to accommodate the wild creativity elsewhere can be pretty
201 brutal and in many cases stick out like a sore thumb. But
202 personally? I think it's worth it.
205 You don't get to take swings this big without sacrificing some
206 parts of the game that would usually have zero rough edges. But
207 I'd always rather a game be ambitious and occasionally cut you
208 with their rawness than be designed-by-committee, smoothed over
212 Despite ultimately being just another Borderlands, I will be
213 remembering beats in Wonderlands for far, far longer than
214 anything
2 or
3 offered up. And that's something that really
215 should be celebrated.
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