Having been playing games for as long as I have it’s interesting to see certain ideas come and go. I remember about 5 years ago a quirky little offshoot of the Spore franchise was released, called Darkspore. In it you played a creature that you could modify with different pieces of…other creatures, much like you could in the original Spore game. You acquired these by defeating enemies, usually co-operatively with other players. Whilst it was never really mainstream it did manage to stick around until March this year before closing. Battleborn is a similar idea brought to us care of Gearbox, renowned for their prowess in developing loot-focused FPS RPGs. However its release coincided with the open beta weekend of Overwatch. Whilst they are decidedly different games it’s going to be a challenge for Battleborn to shine in Overwatch’s shadow, even with Gearbox’s pedigree behind it.
The universe is dying. A cataclysmic event has seen all the planets and stars die out, leaving behind nothing but darkness. There is but one star left, Solus, and all the remaining life forms have gathered around it in hopes of protecting it. However many evil forces would see Solus meet its end long before its due. That is where you come in, dear Battleborn, being part of an elite group charged with defending Solus from all the threats it faces. Of course we understand that your services aren’t free and you’ll have your share of phat lewts and credits to make it worth your while. So, are you ready to save the universe?
Battleborn brings with it Gearbox’s trademark cell shaded aesthetic that was made popular with the Borderlands series. Graphically there doesn’t appear to be much in the way of improvements since The Pre-Sequel, likely because they’re both powered by the same Unreal 3 engine under the hood. However there’s usually quite a lot more going on in Battleborn so keeping the graphics at a similar level is likely to ensure it remains playable under load. In that respect it does well being able to maintain constant framerates even when there’s a cacophony of destruction happening on screen. I would have liked a few more in-game options to tweak the visuals up a little more like AA or something similar (I can’t remember seeing an option for that in-game).
Mechanically Battleborn feels very similar to Borderlands in some respects, what with it being a FPS RPG. However the progression system is vastly different with in-game levels and talent tree choices being for that particular mission or PVP match only. You’ll still get oodles of loot though, most of which is not character specific and thus can be used to customize any of the Battleborns you have unlocked. There are character and player levels however and each of those will reward you with new perks, characters and various cosmetics. The core game mechanic can either be a kind of single-instance PVE mission or a straight up PVP match. Either of them will last about 30 minutes in total and can be played solo or in groups. If it’s sounding like there’s a lot going on in Battleborn then you’re right and it’s really quite hard to summarize it in a single paragraph. If you ever played Darkspore though a lot of this will seem familiar to you as it largely similar, just with Gearbox’s usual flair for the comic and ludicrous layered on top.
Matches or missions start out the same: you and your team pick out which characters you want to use. Whilst you could say that all characters fit into the tank/dps/support paradigm most of them broach more than one of those categories. Group composition still matters however as lack of sustain, damage or the ability to soak up damage will make your life a lot harder than it should be. Once you’ve chosen your characters you’re stuck with them until the mission is over, something which can be a little annoying if you come up against another group that counters you well. Still, just like with other MOBAs, even heroes that counter each other can be overcome with skill and good teamwork, something which you’ll need a lot of to succeed in Battleborn.
The in-game progression system, whereby you can get up to 10 levels per game and choose talents to suit, is an interesting twist. It encourages you to experiment with different combinations of talents between games and helps ensure that playing the same character over and over doesn’t get boring. Similarly the loot you get through playing, which has to be activated with the in-match currency of shards, allows you to further refine your character to the situation at hand. One gripe I will make here is that the levelling system can seem to vary wildly. Sometimes I’d get level after level whilst other times, seemingly doing the same thing I was doing before, would result in a trickle of XP. This isn’t too much of an issue in the PVE scenarios however for PVP it can make quite a huge difference. I’m sure there’s an explanation for this somewhere but it’s not explained clearly in game.
Of course the hook that Gearbox built into Battleborn is the loot which comes to you via random drops or purchasing loot packs using in-game currency. The attributes are random, as is the loot quality, meaning that you’ll be working for some time to get that perfect piece of kit for your load out. I lucked out with a few good drops early on which made my healer classes quite powerful and hence tended to play them more often than not. If you’re the kind of person who spent many hours farming pearlescents then I’m sure this kind of loot system will appeal to you. However it does mean there’s a drastic gap between new and old players, something which can become readily apparent in the PVP matches. A few decent drops can close that gap a little bit, but a person with all greens is going to be far less effective than someone who’s got legendaries across the board.
Initially Battleborn is quite overwhelming as there’s just so much going on at once it’s hard to get a handle on it all. After a few hours though things start to make sense at it becomes one of those oh-so-fun min/maxing problems that RPG fans like me love. If gear is what you’re after you are best placed to do the PVE missions although getting a good group (who will mean you get more loot) can be a little hard. You can, of course, run this with friends which would make the whole thing a lot easier. Unlocking all the Battleborns will take some time however as even with my 13 hours of play time I was barely halfway through unlocking them all. I’m sure this is by design however as Gearbox is hoping that Battleborn will be the game to hook its fans for the next few years.
One small gripe I want to level at Battleborn was some of the limits of the matchmaking system. You can’t, for instance, queue for specific missions. If you’re trying to complete the main quest line this can be rather frustrating, especially when people don’t vote for the map you want to do. Additionally should the matchmaking system not find someone for you to group with it’ll put you in solo, something which I think most players would not want. Indeed there’s an option to do it privately so, by definition, choosing matchmaking means you want to play with others. This could be easily fixed by including an option to find a full group before proceeding, something which I would’ve gladly used instead of trying to struggle through a mission myself or with just one other player.
The story of Battleborn comes with Gearbox’s usual flair for the comedic and absurd. It definitely helps to lighten up what can otherwise be a bit of a dull grind, especially on some of the longer missions, although it does mean that the story doesn’t go terribly deep. Of course you’re not playing Battleborn for the story, you’re doing it for the loot, so the fact that most characters are fleshed out well is just a bonus. It looks like Gearbox are planning additional PVE story missions as part of their DLC too which will only further expand the story. Overall it’s a solid story experience that keeps it light and fun, as we’ve come to expect.
Battleborn brings a lot to the table, so much so that its hard to describe the game in a few sentences. At its heart it shares the same FPS RPG mechanics that Gearbox developed so well with the Borderlands series but the differences between the two games could not be more stark. The inclusion of both PVE and PVP game modes, both of which offer solid avenues of progression, means that Battleborn is targeted to a much wider audience than the gun grinders of Borderlands. Suffice to say if like shooting things, characters that bring with them a truckload of levity and love a good loot chase then Battleborn is right up your alley.
Battleborn is available on PC, XboxOne and PlayStation4 right now for $59.99, $77 and $77 respectively. Game was played on the PC with approximately 13 hours of total play time and 24% of the achievements unlocked.
If you’ll allow me to get a little hipster for a second you’ll be pleased to find out that I’ve been into the whole Multiplayer Online Battle Arena (MOBA) scene since it first found its roots way back in Warcraft 3. Back then it was just another custom map that I played along with all the other customs I enjoyed, mostly because I suffered from some extreme ladder anxiety. Since then I’ve played my way through all of the DOTA clones that came out (Heroes of Newerth, Leaggue of Legends and even that ill fated experiment from GPG, Demigod) but none of them captured me quite as much as the seemingly official successor, DOTA 2, has.
Defense of the Ancients 2 should be familiar to anyone who played the original DOTA or one of the many games that followed it. In a team of 5 you compete as single heros, choosing from a wide selection who all have unique abilities and uses, pushing up one of three lanes with a bunch of NPC creeps at your side. The ultimate goal is the enemies ancient, a very well defended building that will take the concerted effort of all team members to reach and finally, destroy. There are of course many nuances to what would, on the surface, seem to be a simple game and it’s these subtleties which make the game so engrossing.
When compared to its predecessor that was limited by the graphics engine of WarCraft 3 DOTA2 stands out as a definite improvement. It’s not a graphical marvel, much like many of the MOBA genre, instead favoring heavily stylized graphics much like Blizzard does for many of their games. The recent updates to DOTA2 have seen some significant improvements over the first few initial releases both in terms of in-game graphics and the surrounding UI elements. Valve appears to be heavily committed to ensuring DOTA2’s success and the graphical improvements are just the tip of the iceberg in this regard.
Back in the old days of the original DOTA the worst aspect of it was finding a game and then hoping that no one would drop out prematurely. There were many 3rd party solutions to this problem, most of which were semi-effective but were open to abuse and misuse, but none of them could solve the problem of playing a game with similarly skilled players. DOTA2, like nearly every other MOBA title, brings in a matchmaking system that will pair you up with other players and also brings with it the ability to rejoin a game should your client crash or your connection drop out.
Unfortunately since DOTA2 is still in beta the matchmaking system is not yet entirely working as I believe it’s intended to. It does make the process of finding, joining and completing a game much more streamlined but it is blissfully unaware of how skilled a potential player is. What this means is that the games have a tendency to swing wildly in one teams favour and unlike other games where this leads to a quick demise (thus freeing you up toplay again) DOTA instead is a drawn out process and should you decide to leave prematurely you’ll be hit with a dreaded “abandoned” mark next to your record. This is not an insurmountable probelm though and I’m sure that future revision of DOTA2 will address this issue.
The core gameplay of DOTA2 is for the most part unchanged from back in the days of the original DOTA. You still get your pick from a very wide selection of heros (I believe most of the AllStars team are in there), the items have the same names and you still go through each of the main game phases (laneing, pushing, ganking) as the game progresses. There have been some improvements to take away some of the more esoteric aspects of DOTA2 and for the most part they’re quite welcome.
Gone are the days where crafting items required either in depth knowledge of what made what or squinting at the recipe text, instead you can click on the ultimate item you want to craft and see what items go in to make it. Additionally there’s a list of suggested items for you hero which, whilst not being entirely appropriate for every situation, will help to ease players into the game as they learn some of the more intricate aspects of iteming a character correctly. It’s still rather easy to draw the ire of players who think they know everything there is to know about certain characters (I’ll touch more on the community later) but at least you won’t be completely useless if you stick to the item choices the game presents for you.
Know which hero to pick is just as important as knowing how to item them and thankfully there are some improvements to the hero choosing system that should make do so a little easier for everyone. Whilst the hero picking has always made delineations between int/str/agi based heros you can now also filter for things like what kind of role the character fills like support, ganker or initiator. For public games though it seems everyone wants to play a carry (mostly because they’re the most fun) and there’s little heed paid to good group composition but this is not a fault of the game per se, but there is potential there for sexing up the lesser played types so that pub compositions don’t end up as carry on carry battles.
It’s probably due to the years of play testing that the original DOTA received but the heroes of DOTA2 are fairly well balanced with no outright broken or overpowered heroes dominating the metagame. There are of course heros that appear to be broken in certain situations (I had the pleasure of seeing Outworld Destroyer killing my entire team in the space of 10 seconds) but in reality it’s the player behind that character making them appear broken. This bodes well for the eSports scene that Valve is fostering around DOTA2 and they’re going to need to keep up this level of commitment if they want a chance of dethroning the current king, League of Legends.
The eSports focused improvements in DOTA2 are setting the bar for new game developers who have their eye on developing an eSports scene for their current and future products. The main login screen has a list of the top 3 spectated games and with a single click you can jump in and watch them with a 2 minute delay. This can be done while you’r waiting to join a game yourself and once your game is ready to play you’re just another click away from joining in on the action. It’s a fantastic way for both newcomers and veterans of the genre to get involved in the eSports scene, but that’s just he start of it.
Replays can be accessed directly from a player’s profile or downloaded from the Internet. Game casters can embed audio directly into the replay allowing users to watch the replay in game with the caster’s commentary.They can also watch the caster’s view of the game, use a free camera or using the built in smart camera that will automatically focus on the place where the most action is happening. It’s a vast improvement over how nearly all other games do their replays and Valve really has to be commended for the work they’ve done here.
For all the improvements however there’s one thing that DOTA2 can’t seem to get away from and that’s its elitist, almost poisonous community that is very hostile to new players. Whilst the scsreenshot above is a somewhat tongue-in-cheek example of the behavior that besots the DOTA2 community it still holds true that whilst many concessions have been made to make the game more palatable for newcomers the DOTA2 community still struggles with bringing in new players to the fold. League of Legends on the other hand crack this code very early on and the following success is a testament to how making the game more inviting for new users is the ultimate way to drive the game forward. I don’t have an answer as to how to fix this (and whilst I say LoL cracked the code I’m not 100% sure their solution is portable to DOTA2) and it will be very interesting to see how DOTA2 develops in the shaodw of the current MOBA king.
DOTA2 managed to engage me in a way that only one other game has managed to do recently and I belive there’s something to that. Maybe it’s a bit of nostalgia or possibly my inner eSports fan wanting to dive deep into another competitive scene but DOTA2 has really upped the MOBA experience that I first got hooked on all those years ago and failed to rekindle with all the other titles in this genre. I’d tell you to go out and buy it now but it’s still currently in beta so if you can get your hands on a key I’d definitely recommend doing so and if you’re new to this kind of game just ignore the haters, you won’t have to deal with them for long.
Defense of the Ancients 2 is currently in beta on PC. Approximately 60 hours of total game play were undertaken prior to this review with a record of 32 wins to 36 losses.