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PREVIEW<br />
Above Well, no one’s going to accuse it of being just another brown<br />
shooter. Even the most brutal of fights looks oddly cheerful here.<br />
“RATHER THAN WIDE<br />
OPEN SPACES, THE<br />
ACTUAL BATTLES<br />
THEMSELVES TAKE<br />
PLACE IN BIG ARENAS.”<br />
Above Those pesky Varelsi. The bastard children of twigs<br />
and ink splatters, out to extinguish all light from the universe.<br />
Above Miko’s manner and moves are inspired by martial arts<br />
movies. Because how else to humanise a mushroom?<br />
FACTRICK<br />
1. MINUTE MAN<br />
Over the course of a 20-40<br />
minute co-op scenario, your<br />
character levels up roughly<br />
every 60 seconds.<br />
2. DEADLY DIY<br />
You can build turrets on<br />
fixed locations in every<br />
map, enabling you to fortify<br />
your overall defence.<br />
3. FINE LUPINE<br />
The Black Wolf, an end-of<br />
level boss we glimpsed, is of<br />
almost Dark Souls-level<br />
physical stature. Erk.<br />
<br />
Okay, it’s safe to say Gearbox isn’t trying to<br />
out-Dickens Dickens with this game, but the<br />
backstory does at least tee up one of Battleborn’s<br />
most important elements: its massive roster of<br />
playable characters. We’ve seen just a handful so far:<br />
Rath the quasi-vampire, walking bicep depository<br />
Montana, and Marquis the gentleman death-bot<br />
join a mushroom, a combat droid, and an elfish lady<br />
with a thing for bows in this pre-pre-alpha version.<br />
While all characters have broadly the same combat<br />
options – one primary attack and a couple of<br />
specials – the variation between attack types and<br />
equipment is huge. Montana is shamelessly lifted<br />
(presumably using an industrial crane) from Team<br />
Fortress 2 and its Heavy, carrying with him a<br />
minigun the size of King Kong’s pepper mill. He’s<br />
packing Hailstorm ammo for a special attack that<br />
slows enemies, and has an ultimate ability called<br />
Mansformation which transforms him into a<br />
hulking great juggernaut for close-range damage.<br />
Conversely, the aforementioned mushroom Miko’s<br />
attacks are largely spore-based, either sending out a<br />
spray of toxic fungus or deploying healing mushroom<br />
matter to help out allies. His ultimate ability, Fungus<br />
Among Us, does both simultaneously. Each of the<br />
other characters is as different again, which makes<br />
combat in Battleborn resemble a hybrid of Valve’s<br />
TF2 and BASEketball. Weaponised objects<br />
of varying absurdity fly this way and that,<br />
abilities form domes over their affected<br />
areas… it’s quite something to behold.<br />
MARRIED TO THE MOBA<br />
Rather than the wide open spaces of<br />
Borderlands, Battleborn’s actual battles<br />
take place in arenas, connected in the larger<br />
game world via corridors that allow time<br />
for a spot of banter between teammates.<br />
And as you might expect from Gearbox<br />
at this point, the banter is right on the<br />
mark. It’s hard to be genuinely funny in a<br />
videogame, and Battleborn does it without<br />
coming across as try-hard. But its unique<br />
approach to level design, along with the<br />
pacing of enemy appearances, is markedly different<br />
to PlayStation’s current crop of shooters, and it’ll<br />
take many hours of play to determine whether this<br />
experimental blending of FPS and MOBA genuinely<br />
works to create something better than both.<br />
Battleborn’s combination of long-term and midround<br />
character levelling will also play a big part in<br />
that experiment. In every battle you gain points to<br />
spend in the Helix Menu, offering a binary choice<br />
between more ammo or faster running speed active<br />
for that one skirmish. Above that there’s a deeper,<br />
persistent upgrade path to chip away at long-term,<br />
and above that there’s a long game to be played in<br />
upgrading yourself, the holder of all these characters,<br />
to get perks that benefit all your Battleborn.<br />
We’re not really sure who this game is for right<br />
now – there’s a suggestion of depth and strategy<br />
that’ll appeal to the hardcore, but a danger they<br />
could be turned off by the Pixar-esque art direction<br />
(we’re 50/50 in the office) and the fact that they’re<br />
throwing a mechanical owl at a fighting mushroom.<br />
It’s very early days for the project, and there’s plenty<br />
of time for it to find its footing as Borderlands did<br />
over a protracted development period. Gearbox’s last<br />
game might have disappointed (hi, Aliens), but this<br />
has so many new ideas we’re hopeful it’ll shine.<br />
033