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