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