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Game Reviews

Borderlands 4 Sets Record, But PC Players Are Struggling To Play
Game Reviews

Borderlands 4 Sets Record, But PC Players Are Struggling To Play

by admin September 11, 2025


Borderlands 4 is out now on PC via Steam and the Epic Store. And the looter shooter sequel is already the biggest Borderlands launch on Steam, with over 200,000 concurrent players just a few hours after its release. But reviews on Steam aren’t great, as many players are struggling to even play the co-op FPS.

On September 11, Borderlands 4 launched on PC. The long-awaited sequel to Gearbox’s Borderlands 3 is a bigger, better, and wilder experience than the previous game, featuring a host of smart changes and additions to the classic looting-shooting formula. However, that’s only the case if you can actually play the game and enjoy it. And on PC, players are reporting lots of performance issues, even on hardware that Gearbox listed as meeting the needed specs.

As of 4:30 pm EST on Steam, Borderlands 4 has about 2,000 reviews that are perfectly divided between negative and positive, giving the game a 50 percent mixed status. That’s no good! Scrolling through reviews, the biggest complaints seem to be not about the content of the game, but about how poorly it performs on various hardware setups. Players are also complaining about stuttering and hitching, or being forced to use DLSS to play the game at a stable framerate. Others can’t even boot the game up, reporting crashes before they even get into the action.

Of course, there are also plenty of reviews from people saying they had no issues at all and claiming that people complaining need to upgrade their PCs. This is the internet, so of course it devolved into a war with various sides and factions.

In the reviews on Steam, the most popular culprits people are blaming for the bad performance include Unreal Engine 5 and DRM protection software Denuvo. Over the last year or so, Unreal Engine 5 has become a target online as players believe the engine isn’t well-suited to big games and is hard to optimize. The complaints have gotten so loud online that Epic CEO Tim Sweeney even stepped in recently to defend the engine and lay the blame on devs who aren’t focused on optimization early enough in the cycle.

My experience playing Borderlands 4 on PC

I’ve been playing Borderlands 4 on PC for the last week, and my experience has been up and down. When I first got the game, I was playing on an RTX 3070 and struggled to run it at 1080p at 60FPS. I upgraded my rig to an RTX 5070 (something I had been planning to do for a few months now), and Borderlands 4 ran much better. However, I still found that I needed to run the game with DLSS on and frame gen to reach 120 FPS at 1080 with some settings kicked down to medium.  Considering the specs in the machine, I was surprised by how power hungry the game is, and I’ll admit that I continue to be disappointed with Unreal Engine 5 games.

That said, ever since I found some settings that worked and downloaded the latest drivers, which weren’t available when I first got access to the game, I’ve been having a great time playing the game on PC. It mostly locks to 120 with my current settings and setup, and it feels great. I should also point out, though, that there’s been some chatter indicating that the day-one patch for the game, which arrived shortly before launch, may have caused problems that weren’t present when critics and content creators were playing it pre-release. In my quick tests, I’ve found the most recent patch, the one people are playing with on Steam right now, seems to bring with it some issues that weren’t present before the day-one patch. But I need to play more to really see if things are broken.

I hope Gearbox issues a patch on PC soon to help improve things a bit. Or at the very least, get rid of Denuvo ASAP.



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September 11, 2025 0 comments
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Queer developers speak out as adult games remain in limbo following payment processor showdown at Steam and itch.io
Game Reviews

Queer developers speak out as adult games remain in limbo following payment processor showdown at Steam and itch.io

by admin September 11, 2025


When developer and Itch Queer Games Bundle co-founder Taylor McCue awoke one morning in late July it was to panic online. Overnight and without warning, indie-focused storefront itch.io had indiscriminately de-indexed all titles tagged as NSFW from its browse and search pages, regardless of content or nature. Suddenly, thousands of games were far harder to discover on the platform, and less easily accessible to paying customers.

“The first 24 hours were chaos, and no one knew what to expect,” says McCue, whose semi-autobiographical narrative visual novel about trauma and sex work, He Fucked the Girl Out of Me, was impacted. “I dropped everything I was doing and focused on saving the game. I put it up on archive.org and started paying for professional hosting instead of free hosting so my games would remain available… I stopped game development and changed my goal to saving my existing games.”

The itch.io incident was the second blow for adult game developers in weeks. Earlier that month, Steam made headlines after Valve quietly updated its developer guidelines to prohibit “certain types of adult content” and confirmed it would be “retiring” select games following conversations with payment processors.

Taylor McCue’s Gameboy-styled He Fucked the Girl Out of Me, a semi-autobiographical visual novel about trauma and sex work, was one of the games de-indexed by itch.io. | Image credit: Taylor McCue

For some developers, there were signs of increased caution at Valve even prior to that. As Bobbi Augustine Sand, of developer Transcenders Media, explains, the studio faced a review process more thorough than it had ever experienced before when it submitted its game, Truer Than You, to Valve earlier this year. Despite Truer Than You being a queer visual novel containing, as per its Steam page, “non-explicit sexual content” and “veiled nudity”, Valve immediately rejected an initial build, asking the team to “submit a means to reach each ending of the game, as well as all of the content in the game that could affect our replies in the content survey”.

It wasn’t long before the reason for Valve’s increased caution became clear. Behind the scenes, conservative Australian pressure group Collective Shout had been inundating payment processors with complaints about Steam, ostensibly protesting the presence of “rape, sexual torture, and incest games” on the platform following the controversy around No Mercy. Payment processors in turn had threatened to withdraw payment mechanisms if action wasn’t taken, and it would soon transpire that Collective Shout had itch.io in its sights, too.

It was just a few weeks later that itch.io began hastily de-indexing games tagged as NSFW, later explaining it had needed to “act urgently to protect the platform’s core payment infrastructure” following targeting by Collective Shout. Unlike Valve, however, which was able to pull problematic games in a more targeted manner, itch.io had essentially been forced to adopt a ‘scorched earth’ solution as a result of its open nature. Given games can be published on itch.io without review, it explained on its blog, it “could not rely on user-provided tagging to be accurate enough for a targeted approach, so a broader review was necessary to be thorough.”

As SteamDB noted at the time, Valve’s initial cull on Steam appeared to heavily and specifically target incest-themed adult games. Itch.io’s de-indexing was far more indiscriminate, however.

As a result, Collective Shout’s campaign had an impact far beyond the ‘objectionable’ games it claimed to be targeting, ultimately affecting a significant number of developers whose work dealt more broadly with “adult” themes – many being queer artists wishing to explore queer stories. As Mediterranea Inferno developer Lorenzo Redaelli puts it, “It’s impossible to talk about queerness without addressing the sexual aspect — the body, the contact between bodies. Sure, you could go for allegory, but I wonder, at this rate, how allegorical we’ll have to become before we end up telling something incomprehensible and useless.”

And “adult” doesn’t automatically mean pornographic. As McCue notes, “In the past few years, there has been a queer renaissance in gaming, [and] within that there’s been a smaller sphere writing about sexual trauma. It’s a tiny, disconnected, embryonic scene, and it might be literally erased from the web as a result of what these policies are doing… Right now, it’s 100 percent acceptable to make a game where you kill people graphically, but it’s not to make games about your experiences with sexual abuse/violence/trauma. People are using the spectre of sexual violence to silence people from talking about their own lives.”

On 28th July, around a week after its previous communication with developers, Itch.io announced it was beginning the process of re-indexing adult games, but only if they were free – leading some creators to forfeit payment simply to restore the visibility of their titles. McCue was one of those who opted to drop payments, instead creating a separate ‘donate here’ page as a way to generate income – but it wasn’t long before that page was de-indexed too. “It’s scary getting donations from players right now because I don’t know if I’ll even be able to withdraw the money,” they explain. “Creatively, it’s just turned into another distraction to keep me from getting games done. I don’t need any more distractions or worries, but that’s where we are right now. I’m just doing my best one day at a time.”

“People are using the spectre of sexual violence to silence people from talking about their own lives.”

For game developer and current Itch Queer Bundle organiser Caroline Delbert, itch.io’s move was less personally impactful, but still concerning. “I’m lucky, in a way, that [my de-indexed games] never made much money,” she explains, “because I don’t miss ‘not very much money’ and will be okay… [but] the internet has long been a sanctuary for queer people [whose] daily lives and logistics can be so cruel, and we have more adults than ever living with their parents and siblings well into adulthood. Sometimes, a small amount of money they can make independently is the only money they have access to; [and is even more vital] if they want to buy something like a gender-affirming outfit that their family wouldn’t approve of.”

Outwardly at least, there’s been little progress at itch.io in the nearly six weeks since its last communication with developers in July, when it said it was “actively reaching out to other payment processors [who might be] more willing to work with this kind of content”. Paid adult games remain de-indexed on the platform (itch.io hasn’t yet responded to Eurogamer’s request for comment), effectively leaving impacted developers in limbo. Steam, too, is still to offer additional clarity to developers after vaguely banning “certain types of adult content”.


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For developer Robert Yang, whose games – including the acclaimed historical bathroom sim The Tearoom – frequently explore gay subculture through the lens of sex, that continued uncertainty is damaging in itself. “I literally have a gay fishing game that’s 99 percent done and I don’t know whether to release it now, or to wait and see what the new rules and conditions will be,” he explains. “[It] creates a real direct harm on LGBTQ developers like me: a hesitance, a fear, a chilling effect on our free speech and expression. It’s already much harder to find games with LGBTQ themes! The censorship is happening already, right now!”

The danger, suggests Sand, is that queer artists might feel obliged to self-censor to survive. “Making a living by creating art is very hard these days,” they explain, “and I don’t think it will become easier… but as a general principle I think it’s important to try to avoid self-censoring and obeying in advance… People are super quick to adapt: look at how certain words aren’t used on social media anymore, since using them limits visibility. Having the content of our culture being dictated by corporations isn’t any less harmful than if it was done by governments. [It] gets watered out and becomes cowardly when we can’t express ourselves freely… If this becomes the standard, it would affect games, stories, artists, the industry, and our societies.”

And as many we spoke to highlighted, an attack on adult games isn’t just damaging for queer and marginalised voices, but for the medium as a whole. “We are sick and tired of how games are viewed as vile and derogatory by people who don’t understand them,” says Sand. “We want games to be taken seriously as a medium. Games that include sex as a topic or content are no different from other media doing the same. Restricting content with age limits absolutely has its place, but those restrictions should be reasonable… Right now, a lot of content that is not harmful gets vilified. That’s not good for culture or our society.”

“Art is the most precious resource we have as humanity, and that’s something that concerns everyone.”

Delbert agrees. “People make art about traumatizing events, taboos between adults, and even violence,” she explains, “and these are paid for every day by people who go to the movies or buy novels. Video games and interactive fiction have the same potential to transform lives for the better.” And that’s a perspective Redaelli shares. “We must treat queer art as art,” he says. “Art is the most precious resource we have as humanity, and that’s something that concerns everyone… For years, indie authors have been working hard creating and fighting against the market to dignify the art of video games, and that also means producing video games for adults, where a video game is not a toy. Let us be adults.”

“My fear,” says McCue similarly, “is we are going to end up with games being reduced to a toy rather than an artform. There’s nothing wrong with toys, but these policies threaten to create a lost era of game-making where people will be afraid to make anything controversial.”

Despite obvious and understandable frustration among developers, many we spoke to expressed some sympathy for the storefronts caught up in Collective Shout’s crusade, and rejected the notion payment processors should, as McCue puts it, “get to make moral judgements about art.” Says Yang: “Personally, I don’t blame Itch for this. I also don’t even blame Valve that much. They kept a status quo compromise that worked OK for a while, until this latest wave of anti-sexuality right wing culture war proved to be a tipping point. Organising and resisting for this fight, and future fights, is a valid and important strategy.”

This year’s Itch Queer Games Bundle was one of the few ways impacted developers could retain visibility on the platform and still make money. | Image credit: Itch.io

Fortunately, itch.io’s Queer Games Bundle survived recent events, even managing to maintain its front page promotion despite including “dozens” of adult content projects. This made it one of the few avenues for de-listed games to retain general visibility on the platform, and ultimately raised $16.5K for queer artists – a 12.5 percent increase compared to last year’s bundle.

Organiser Delbert remains keen to see itch.io restore de-indexed projects to searchability and permit payments without caveats, but she also hopes to see pushback against some of the restrictions imposed by payment processors. “Whatever changes [itch.io] leadership is making to comply,” she says, “I can’t imagine [they’re] good for free expression overall. The site has long made you check a box if your projects are adult, so that they can be gated… Having to do more than that seems really phony and performative and will likely encourage people to avoid whatever the rules are in whatever ways they can in order to keep their livelihoods.”

“Put that 30 percent tax on the entire game industry to good use [Valve], be a good landlord and fight for us!”

Some, though, point to Steam’s dominance, noting Valve’s unique position to – as Mediterranea Inferno publisher Santa Ragione puts it – “demand change and stand up to political, financial, and other forms of bullying”. And Yang shares a similar sentiment. “I hope Valve definitely understands this whole mess as the first of many attacks on their autonomy,” he says. “The last time they faced a big threat, like Microsoft closing off Windows, Valve spun up their Linux and Steam Machine research, and now we have lovely Steam Decks. I hope [it’s] doing similar war mobilisation here, spinning up serious fintech/payment research to make sure payment processors can’t make them censor games again. Put that 30 percent tax on the entire game industry to good use, be a good landlord and fight for us!”

McCue, for now, is adopting a pragmatic approach. “Assuming there is no change,” they say, “I’ll just keep making games regardless of how the political winds blow.” But Yang sees recent events, especially when viewed alongside the UK’s controversial Online Safety Act and similar legislation brewing in the US, as indicative of more seismic change. “The open public internet is dying, and it’s probably only going to get worse,” he says. “We might need to start imagining the end of the internet, in a cultural sense, because the party is certainly winding down.”

Yang recalls demoing his new fishing project at a recent community game gallery in Melbourne “and no one had to beg any right-wing censorship groups or tech companies for permission”. One of his more explicit gay games, Zugzwang, is also set to appear in a German museum. “So as an artist, in the long term,” he says, “I want to find my way to this other future, where we experience games more as public culture and local community – like festivals, performances, and sports, that are all best understood offline and in-person… For the future of the art form, it’s maybe a more resilient cultural strategy than putting all our games on just two websites.”

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September 11, 2025 0 comments
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Mario flies through space.
Game Reviews

Mario Movie 2 Title Leaks Point To Super Mario Galaxy And Odyssey

by admin September 11, 2025


The next Mario Bros. movie is out April 2026 and it still doesn’t have an official title. Unofficially, however, the titles has seemingly leaked thanks to recently registered domain names, and all signs point to a riff on Super Mario Galaxy.

Per Wario64, the domain name supermariogalaxy.movie was registered by NBCUniversal earlier this month, followed by supermariogalaxy-lefilm.com and supermariogalaxy-lapelicula.com on September 10. They redirect to Universal’s homepage and match up with the conventions used for the domains for the original Super Mario Bros. movie.

https://t.co/EHknBYD082 (Super Mario Galaxy film) domain also registered by NBC Universal on Sept 3rd.

For the first movie, Universal used https://t.co/kT7oaJCDzS for the movie’s website (now points to VOD/Disc links since it’s been out for years) https://t.co/q0zVL2LsAI pic.twitter.com/2uvjPnIwJQ

— Wario64 (@Wario64) September 11, 2025

This backs up a leak from months ago when a photo of labels featuring the title The Super Mario Galaxy Movie on Old Spice deodorant started making the rounds online. It wasn’t clear at the time if it was an elaborate fake or not, though the renders showing Yoshi and Luigi looked authentic. The latest information about the domain names suggests it was legit.

“Can’t believe that the Mario movie sequence was leaked by an Old Spice merch, of all things,” the YouTube account NintendoFan posted on X. “What a crazy timeline! I loved Yoshi’s look on that little can. Now it’s just a matter of waiting to see it in 4K.”

The Super Mario Bros. Movie ended with Bowser defeated and Mario and Luigi returning to their lives in Brooklyn while a post-credits sequent revealed a hatching Yoshi egg somewhere in the sewers. There weren’t any other strong leads on where the second movie would take things, but the apparent title suggests at the very least the gang is headed into space. Maybe to try and find a home for Yoshi?

2007’s Super Mario Galaxy for the Wii sees the plumber hopping from planet to planet in order to free magical stars for Rosalina’s ship, called the Comet Observatory, which got messed up by Bowser. The game features a star character, Lumalee, who already appeared in the first movie. At the same time, The Super Mario Bros. Movie was a reimagining of the series lore more than a remix of it, so The Super Mario Galaxy Movie will likely have its own twist on the elements of the game, if it borrows directly from them at all.

One last thing worth noting is that the Old Spice art showed a Tostarenan from Super Mario Odyssey hanging behind Luigi. So whatever Nintendo and Minions studio Illumination Entertainment are planning, it’s likely much bigger than any one Mario game. The second movie hits theaters on April 3, 2026.





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September 11, 2025 0 comments
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One Piece Mythical Devil Fruit Tier List [Alpha]
Game Reviews

One Piece Mythical Devil Fruit Tier List [Alpha]

by admin September 11, 2025


One Piece Mythical is a revamped version of the classic One Piece Legendary on Roblox. Like its predecessor, better Fruits are crucial for winning in both PvP and PvE. With over 20 Devil Fruits available, choosing the right one to eat can be tough. So, we prepared the One Piece Mythical Devil Fruit tier list below to help you pick the best Fruits for your build.

One Piece Mythical Devil Fruit Tier Lists

⇓ Meta Devil Fruits ⇓

S

Quake

Venom

Dark

Rumble

Candy

⇓ Good Devil Fruits ⇓

A

Chilly

Phoenix

Bomb

Magma

Ope

Flare

B

C

D

The legendary tier list above ranks all Devil Fruits in One Piece Mythical based on their overall strength in PvP. With the Legendary Mode unlocked, you can equip two fruits simultaneously, making the overall and combo strength of Devil Fruits more important than their farming potential. For the most part, Ultra Rare and Rare Fruits top the tier list because they have more moves than low-rarity Fruits, which usually provide only limited utility.

Before unlocking Legendary Mode, you can only use one Fruit at a time. With that in mind, we also prepared a non-legendary tier list, ranking Devil Fruits by their usefulness for grinding in the early game. Fruits at the top of the tier list are amazing for all types of PvE content.

⇓ Meta Devil Fruits ⇓

S

Magma

Quake

Bomb

Dark

Luck

⇓ Good Devil Fruits ⇓

A

Gas

Chilly

Barrier

Sand

Rumble

Candy

B

Flare

Phoenix

Venom

Smelt

Spin

Diamond

C

Ope

Hot

Slip

Swim

Spring

Clear

One Piece Mythical Devil Fruit List

In the list below, you can check out the pros and cons of each Devil Fruit in One Piece Mythical, and find out which Fruits combo well with them.

S-Tier Fruits

A-Tier Fruits

B-Tier Fruits

Devil FruitPros & ConsGood With
Sand Fruit+ Decent damage potential
+ Relatively large AoEs
+ Amazing for fighting on the ground

− Struggles against enemies in the airDark
Ope
Chilly

Gas Fruit+ Decent mobility
+ Solid damage when fighting in tight spaces

− Not amazing at anything in particular
− One of the least impressive rare Fruits
Phoenix
Barrier
Candy
Barrier Fruit+ Better version of the Diamond Fruit
+ Excellent defensive move
+ Best used for combat in enclosed areas

− Not that great offensively
− Struggles against Fruits with huge AoEs
Ope
Gas
Candy

Spin Fruit+ Allows you to fly at a very high speed
+ Has two decent offensive moves
+ Amazing mobility overall
+ Best uncommon Devil Fruit

− Not as great offensively as most of the rarer FruitsQuake
Gas
Dark

C-Tier Fruits

Devil FruitPros & ConsGood With
Hot Fruit
+ You can fly with it
+ Has a move that deals damage constantly to nearby enemies
+ Very good for grinding early on

− Outshined by most uncommon Fruits damage-wiseOpe
Candy
Rumble

Smelt Fruit+ Several offensive moves
+ Good for grinding early on

− Not amazing by any meansOpe
Flare
Chilly

Diamond Fruit+ Increases your defenses
+ Decent when paired with a good sword

− One of the worst uncommon Devil Fruits
− Unimpressive overall
Chilly
Gas
Sand

Slip Fruit+ Greatly increases your movement speed
+ Excellent for mobility, running away, and dodging enemy projectiles

− There are better mobility Fruits out there
− Zero offensive moves
Barrier
Spin
Ope

D-Tier Fruits

Devil FruitPros & ConsGood With
Swim Fruit+ Allows you to move through solid objects
+ Amazing for escaping from enemies in some areas

− Doesn’t have any offensive moves
− Its use is very situational
None
Spring Fruit+ Allows you to jump incredibly high
+ Good for traveling around specific islands

− Basically zero use in PvP
− One of the worst Devil Fruits overall
None
Clear Fruit+ Makes you invisible
+ Useful for ganking enemies

− Easily countered with Observation Haki
− Really bad compared to other common Devil Fruits
None
Lucky Fruit+ Buffs your fruit drop rates
+ Negates status effects applied to you

− Kinda useless against meta devil fruits
− Provides you with zero utility in PvP
None

How to Get Better Devil Fruits in One Piece Mythical

There are two ways to obtain new Devil Fruits in One Piece Mythical: finding them on the ground and following the compasses given by Sam. Fruits can randomly spawn on every island in the game, and you can pick them up if you manage to find them. A more reliable way to get Devil Fruits is to follow the compasses given by the Sam NPC (30m cooldown). These compasses lead you directly to a tree you can interact with and obtain a box of Devil Fruits. The rates for obtaining Fruits of different rarities from the boxes are as follows:

  • Ultra Rare – 0.1%
  • Rare – 2%
  • Uncommon – 20%
  • Common – 77.9%

There is also a slight chance you will obtain a shiny version of a regular Devil Fruit, which is called Aura Fruit (0.1% chance). You can store multiple fruits and switch them out whenever you want. However, each Fruit storage slot costs Robux to unlock.

That concludes our One Piece Mythical Devil Fruit tier list. Feel free to share your opinion on the best Fruit combo in OPM in the comments below. If you need help finding your way around the many islands within the game, then make sure to check out our One Piece Mythical map guide.

One Piece Mythical Fruits FAQs

Can you equip more than one Devil Fruit in One Piece Mythical?

Yes, but to do that, you have to unlock the Legendary Mode, which has the following requirements: maxed out stats, 300m bounty, 50,000 kills, and 500 Haki.

What are the best Devil Fruits overall for both PvE and PvP?

The best Fruits overall are Quake, Dark, and Rumble.

What are Aura Fruits?

Aura Fruits are shiny versions of regular Devil Fruits. They do not offer any additional combat benefits, and the chance of a Fruit spawning as an Aura one is 0.1%.

Destructoid is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



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Don't expect that Netflix BioShock movie any time soon - three years on it still doesn't have a finished script
Game Reviews

Don’t expect that Netflix BioShock movie any time soon – three years on it still doesn’t have a finished script

by admin September 11, 2025



Three years after Netflix announced it was turning Irrational Games’ acclaimed underwater shooter BioShock into a live-action film, its producer has suggested its still some way off, confirming that work continues on its script.


The streaming service first publicly discussed a BioShock movie back in February 2022, when it was accompanied by grandiose talk of developing a whole cinematic universe around the BioShock games. After a lengthy silence, producer Roy Lee last year confirmed plans had changed and that budget cuts at Netflix meant it would now be a “much smaller” film told from a “more personal point of view, as opposed to a grander, big project.”


Another year on, and Lee is chattering again, this time offering an update on the project’s progress in conversation with The Direct. As to why it’s taking so long, he explained in part that’s down to the BioShock movie having been delayed a “little bit” so the team could do “some more script work”. Amid all this, director Francis Lawrence has been busy with the movie adaptation of Stephen King’s The Long Walk, and he’ll remain occupied helming the upcoming The Hunger Games: Sunrise on the Reaping. “So it’s just waiting for him whenever the Hunger Games is completed,” Lee added.


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Additionally, Lee confirmed the BioShock movie’s script is still “being worked on right now”. But the hope seems to be it’ll be ready by the time Sunrise on the Reaping is done. As to what the movie will focus on, Lee remains cagey, saying, “Netflix wants us to keep everything under wraps”. He did, however, reveal it’ll definitely be based on Irrational’s first BioShock game.


Netflix isn’t the first company to attempt a BioShock movie. Back in 2008, Universal announced its own adaptation with Pirates of the Caribbean director Gore Verbinski onboard – but it never came to fruition. Explaining the project’s demise in 2013, BioShock creator Ken Levine revealed publisher 2K had given him the option to cancel it after Verbinski’s departure – and so he did.

A fourth BioSchock game, originally announced in 2019, is currently in the works at developer Cloud Chamber, but 2K recently confirmed it was “reducing the size of the development team” as it looks to “rework certain aspects” of the purportedly troubled project.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.

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September 11, 2025 0 comments
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Superman appears in a Fortnite loading screen.
Game Reviews

Fornite Is Ditching One Of The Most Annoying Things About V-Bucks

by admin September 11, 2025


You want to buy something in a video game. Maybe it’s a battle pass. Maybe it’s a Sonic skin. Maybe it’s the current Halo Master Chief skin. That one costs 1,500 V-Bucks, but V-Bucks only come in packs of 400 or 1,000. You now have 300 leftover V-Bucks and Epic Games has your extra money. It’s scammy and it sucks. Thankfully, it’s also going away.

“Starting October 14, we’re adding an Exact Amount offer to the Fortnite V-Bucks purchasing page that lets you ‘top up’ your V-Bucks balance to the exact amount needed for the item you’re trying to buy,” the company announced on Thursday. “Let’s say you want an item that costs 500 V-Bucks but you only have 400 V-Bucks in your account. You’ll be able to buy just the 100 V-Bucks needed.”

The improved payment option is coming to Rocket League and Fall Guys as well, and will be available across Xbox, Switch, PC, mobile, and…not PlayStation 4 and PS5? “We will work to make this available everywhere,” the blog post reads. Sony did not immediately respond to a request for comment.

Forcing players to buy extra currency by mismatching it with microtransaction prices is a tale as old as digital downloads on console. Platforms like Xbox were once infamous for making players buy games with points instead of real currency, a practice that didn’t end until 2013. It was such a big deal when it changed that Microsoft made the announcement at that year’s E3.

Fortnite‘s “top-up” option comes a couple of years after Epic reached a $245 million settlement with the FTC over “dark patterns” that tricked players into unwanted purchases.





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Borderlands 4 Review - Cathartic Chaos
Game Reviews

Borderlands 4 Review – Cathartic Chaos

by admin September 11, 2025


Following Borderlands 3, I had a hard question to ask: Has one of my favorite series passed me by? That 2019 release made me realize that the last Borderlands game I truly enjoyed – outside of Telltale’s excellent Tales from the Borderlands – was Borderlands 2 in 2012. I initially approached Borderlands 4 with skepticism for that reason. However, Gearbox evidently agreed with my criticisms, as Borderlands 4 introduces and recalibrates myriad elements to deliver what could very well be my new favorite in the series. 

Watch Game Informer’s Borderlands 4 Video Review:

 

Borderlands 4 plays all the familiar refrains for which the franchise is known: You control one of four Vault Hunters as you gun down thousands of masked maniacs and mutated monsters. Taking down these hordes of enemies not only grants you valuable experience for leveling your character, but also millions of guns to loot. True to its pedigree, these weapons are a highlight; every encounter holds the potential to yield your new favorite weapon, a rush I never grew tired of during my 50-plus-hour playthrough. Though upgrades to my existing loadout were ultimately rare, I lived for when I got something unique, like a sticky-bomb sniper rifle or a singularity-spawning throwing knife.

I always looked forward to the loot each battle would deliver, but Borderlands 4’s gunfights are as chaotic and fun as ever. Though some drag on longer than my liking, wide ranges of enemies from disparate factions elevate the variety of foes in any given fight, and I often caught myself leaning in to focus when the dynamic music shift signaled the arrival of a strong “Badass” enemy variant. I loved picking off foes with my single-shot assault rifle before storming in with my corrosive shotgun. Throwing a knife to deliver the final blow while trying to reload never ceased to make me feel like an action star. 

 

The world of Kairos is under the oppressive thumb of the Timekeeper, who values order above all else. Gearbox has crafted an appropriately intimidating antagonist that shines distinctly from the series’ past villains, and in the process delivers my favorite big bad since Borderlands 2’s Handsome Jack. If you want the more unhinged villain type for which the franchise is known, you’ll find plenty of that through his supporting cast.

To combat the Timekeeper, this entry delivers arguably the strongest class of Vault Hunters yet, each with multiple distinct skill trees to develop, as well as character-specific Action Skills. Rafa’s an agile damage-dealer; Harlowe can apply a status ailment that spreads damage across multiple targets; Vex can summon support phantoms; and my personal favorite, Amon, can throw elemental axes or call upon a fiery barrier. Thanks to wider skill trees and a ton of unlockable cosmetics, you can customize your characters more than ever before.

Each character has access to all-new traversal mechanics like gliding and grappling. I always enjoyed gliding onto the battlefield, ground-slamming an enemy from above, and sprinting into a sliding shotgun blast before zipping out of danger. These improved movement mechanics add a ton to each combat encounter, and I genuinely think it would be difficult to go back to older Borderlands games where you don’t have these moves at your disposal. However, having the same button perform dodge, ground-pound, and crouch caused me more than a few upsetting deaths.

These traversal elements come in handy as you make your way through the largest world in franchise history. Kairos, which is fast to explore thanks to a summonable Digirunner vehicle, is full of fun diversions like safe houses, world bosses, and compelling side missions. You can also discover Vaults, which house wave-based combat punctuated by intense boss battles, but it’s disappointing to have some of the most fun content hidden behind a cryptic “hot/cold” meter that doesn’t work well with so many layers in the world.

Though the most rewarding moments of my playthrough came during exploration, the open world can be laborious, as I sometimes struggled to find the best route to my destination. Thankfully, the new Echo-4 robot companion can help navigate to your waypoint, but its guidance can be hit or miss. 

 

Borderlands 4 generally scales with your level the entire game, which makes the steep level spike in the final stretch jarring and frustrating. That skyrocketing difficulty deflated the momentum I had going into the final act, but the story as a whole is much more even than prior entries. Borderlands 4 better balances the comedic elements and offers more memorable gags, characters, and set-piece moments.

In fact, the worst thing I can say about Borderlands 4 is that some things just go on for too long. Some fights are too prolonged, some missions feature too many chaining objectives, and some bosses have way too much health. When those bullet-sponge bosses have multiple forms, they become exercises in tedium and frustration rather than the adrenaline-fueled encounters they’re designed to be. But when the game is this much fun to play, that’s only a minor annoyance and is often alleviated through the series’ excellent co-op, which is even better in this entry, thanks to easy-to-join sessions, enhanced fast travel, and replayable boss encounters. However, by the time I reached the final boss, it was evident that some parts of the game are not appropriately tuned for single-player action.

Though many of the series’ core elements remain intact, Gearbox has refined and reconfigured them in such ways that Borderlands 4 rises beyond anything the series has accomplished to this point, making for a chaotic looter-shooter worthy of the series’ sterling early-2010s reputation. It’s simultaneously a poster child for excess and restraint, which sounds paradoxical, but for a series named for existing on the border of seemingly opposed concepts, it feels right at home. 



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French Lara Croft taking legal action against Aspyr for AI-generated voice use in Tomb Raider remasters
Game Reviews

French Lara Croft taking legal action against Aspyr for AI-generated voice use in Tomb Raider remasters

by admin September 11, 2025


Françoise Cadol, the actor who voiced the French version of Lara Croft in all of Tomb Raider games from their inception to 2008, is taking legal action against Aspyr Media for the apparent AI-generated use of her voice in the Tomb Raider 4-6 remasters.

Cadol told French newspaper Le Parisien (via The Gamer) that Aspyr Media generated lines of dialogue using her voice without asking her or even notifying her. She has reportedly issued Aspyr a cease and desist demand.

Examples of the allegedly AI-generated voice lines were shared on social media, and in them you can clearly hear the difference between the original Tomb Raider games and the recently remastered ones. A much more robotic reading of the lines suddenly takes over part-way through the remastered dialogue.

🇫🇷 ALERTE INFO — Le patch des remasters de Tomb Raider IV, V et VI par @AspyrMedia vient de sortir…

Mauvaise surprise pour les fans français de Lara Croft, certaines répliques de Françoise Cadol dans le tutoriel ont été refaites avec l’IA et ça s’entend ! pic.twitter.com/YRbZsY669H

— Bastien D. Fry  (@BastienDruker) August 15, 2025

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Cadol, who has regularly dubbed for high-profile actors like Angelina Jolie, including dubbing her performance in the 2001 Tomb Raider film, was alerted to the recording discrepancies by French Tomb Raider fans. Speaking to Le Parisien, Cadol said the use of AI here was a “betrayal” of their support.

“It’s a game, my voice accompanies the gamers, we play together,” Cadol said in a translation of the article. “Tomb Raider has been followed by a lot of people over the years, for them, it’s a betrayal, a total disrespect. They are angry.”

Alarmingly, this isn’t the only example of AI-generated voice work in the game. Brazilian actor Lene Bastos was also told by fans that her voice seemed to have been AI-generated in the remasters, and she decided to speak out about it. This prompted a reply – and apology – from Aspyr. Bastos explains in an Instagram video that Aspyr promised to remove the AI-generated lines in an update in a few weeks.

It’s unclear if Aspyr has contacted Cadol and said the same. We’ve requested comment from Aspyr.

Earlier this year, the entire French cast of multiplayer shooter Apex Legends refused to sign an agreement allowing their voices to train generative AI for the game.

“We are asked to give up our expertise to train the generative AI that will replace us tomorrow,” commented Pascale Chemin at the time, the French voice of Wraith in Apex Legends. “We are asked to agree to what we specifically fight against. We are asked to shoot ourselves in the foot. We are asked to support AI.”

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Higscore
Game Reviews

The Debate Over Silksong Points To A Growing Divide In Gaming

by admin September 11, 2025


As Hollow Knight: Silksong once more raises the ugly discourse over gaming difficulty, there’s one aspect of the whole discussion that I think goes missed by people on every side: people play games for different reasons. It sounds stinkingly obvious, but there’s a nuance to this that I think is best summed up by believing or disbelieving the following statement: It’s fine if someone can’t complete a game.

Video games began being about insurmountable difficulty as players chased high scores, knowing all the while that the only ending in store for them was a GAME OVER screen. At the same time, video games began being about telling a story, guiding a player through a narrative or series of lands and levels to reach its conclusion. Whether in the arcades or via text adventures on the home computers, gaming was born with this dichotomy, and as things have become increasingly more complicated, it’s never gone away. In recent years, as genres increasingly twist and meld, the distinctions between “types” of games have become effectively meaningless, leaving no clear distinction between those two sides. Right now, in this era so dominated by soulslikes and roguelites, this schism has never been more pronounced.

My bias, to state it from the start, is that it feels not fine if someone cannot complete a game. I work with people whom I deeply respect who strongly believe and cogently argue the opposite.  And to be absolutely clear, I’m not here to say that one is right and one is wrong, simply because that isn’t true. It’s a matter of contention, with arguments for either side, and perhaps the only reason it feels like it needs to be resolved is because a person’s approach can feel incredibly important to them.

No one is right, everyone is right

Let’s repeat that once more: no side is right, and context is everything. But the point here is: that context is deeply ambiguous and confusing, and no one has a firm grip on it. Hence the issues.

At one point, in a very large part, video games were about high scores. You couldn’t beat the game, you weren’t intended to finish it, but rather the goal was to see if you could get further than last time, or beyond the point your friends can reach. That design model was in large part due to how those video games were monetized; you were paying by the dime, or by the quarter, and the more coins you put in the machine, the more money the game made. If it were easy, if it were designed such that you should be able to win, then it would be a disaster.

Meanwhile, on university machines and eventually home computers, other games were being built around text. While MUDs (multi-user dungeons) complicated the nuance far too early in the whole history, let’s instead focus on single-player games. These were, around the same era as the rise of the arcades, text adventures. Games about experiencing a story with a direct sense of involvement. You chose whether to go North or South, picked up the rope and then used it on the well, and hit the goblin with your sword. While you were working through a prescribed route, the experience was your own simply because you’d executed the actions. You may have died because you forgot to tie the rope to the well, or been hit harder by that goblin, and then had to try again, but the game’s ultimate purpose was for you to reach its ending.

So from the very beginning, there were these two diametrically opposed intentions. One half of games relied on your never being able to finish them, the other relied on your being able to do so.

Obviously things immediately became more complicated. Arcade games were released on home computers, games became far more complex, sandbox games soon sprang up which were neither about trying to kill you nor guiding you to a conclusion, and eventually multiplayer gaming turned everything into an infinite loop. Throughout all this, games were released with the specific intention of never letting you finish, or wanting you to finish, and people mostly understood which were which. And, for a while, the majority seemed to be the latter. Even a 100-hour role-playing game or a gore-laden first-person shooter were deliberately created with the intention that people who bought the games would be able to finish the games. For the most part, the tougher games of this nature came with difficulty settings so anyone for whom the challenge was too great could turn it down and still see that ending. (And indeed those finding it too easy could make it a more pleasingly tough challenge.) This all began right as the heyday of  what were always loosely called “arcade games” began to fade. Games that were still intended to be close to impossible for most people to finish, still all about that high score, or those supremely difficult 2D action games that were so hard that most people could only see the earliest levels. Your Ninja Gaiden and Contra games, utterly beloved by those who went into games wanting a brutal challenge, and bemusing to those who arrived without forewarning.

© Tecmo / Mobygames / Kotaku

A platform for complaints

This is the next stage of this schism. There are those who see games like an increasingly steep mountain to climb, with seemingly impossible vertical stretches down which they keep sliding, again and again, until after days of practice and failure they finally ascend. And there are those who cannot imagine anything worse than replaying the same bit of a game 20 times, failing each time, never sure if they’re going to be able to get past it. And neither seems to be able to comprehend the mentality of the other.

And that’s completely understandable! Because as we’ve established, people have been raised on games to believe each exact opposite position is the way in which games are intended to be played. And if there’s one genre of games where this is more confusing than any other, it’s platform games.

Again, twas always thus. I remember these games I’d play as a kid that seemed deliberately ludicrous, games in which I’d play the first three levels over and over and over, never even knowing if anything even came after them, so frequently would I die. Jet Set Willy and Chuckie Egg 2 stand out as examples of platform games that seemed to be designed to be close to impossible from their opening moments (though I was also like eight years old). Even the original Super Mario Bros. and Sonic games weren’t designed to be won in a sitting, with limited lives and the lack of a means to save meaning you would endlessly start again from scratch, trying to reach further than the last time. Most often, this difficulty was a result of technological limitations. It simply wasn’t possible to save your game, so a game that’s really only a handful of hours long could last you forever if it were hard enough. But the moment saving became a thing, tellingly a huge number of games started to be designed with progress as a core element.

Nearly every Mario game in the last three decades has been created with the player being able to finish as part of its design. Metroidvanias like Ori and the Blind Forest have been created so that almost every player can see them through, with difficulty settings that allow players to shape the experience for themselves. Others, like more recent Metroid games, remain incredibly difficult in their later stages, especially with boss fight spikes, but they’re still not intended to prevent most people who buy them from being able to roll the credits. It became increasingly normal for platform games to be designed this way.

A large number of likes

Meanwhile, two other significant genres arose. There was the “roguelite” (“roguelike” is used too, but it conflates things with, well, games like Rogue which are something else entirely), where the idea of the game was to see how far you could get with a specific build (be it character, deck of cards, or choice of tools), then losing everything (or almost everything) when you made a mistake. It became normal again for games to be designed to be unbeatable at first, requiring repeated play to improve. However, the crucial difference was that each attempt would play out differently, with procedurally generated levels, or randomized scenarios, and different equipment allowing different approaches. And also, Dark Souls happened, and it changed everything. For those who played games for the challenge, who wanted to be beaten up over and over, suddenly the dial started swinging in their direction again. Huge numbers of similar games appeared, and as the “soulslike” became an established term, it started to diffuse into other genres.

In 2016, Salt & Sanctuary opened the door, through which 2017’s Hollow Knight and 2019’s Blasphemous followed at which point everything became so god damned confusing. Because now we had these pixel platformers, or even super-cute cartoon games, that were nightmarishly difficult to play, doubling down with a lack of difficulty options. And audiences were understandably not able to know which way a particular game was heading.

In the midst of these developments in the 2010s rose the monstrosity of the “git gud” culture. But, and I’m typing through gritted teeth, there was a valid argument beneath the grim unpleasantness. Because, to return us to the thesis of this meandering piece, there is a vast audience of people who play games because they want to struggle, to fight against the wall, and to gradually get better until they can conquer the challenge. So, when someone else comes along and says the incredibly reasonable statement, “I’ve been loving this game for the last five hours, but now I can’t play any more because it’s become impossibly difficult,” it makes sense to one entire contingent of players to say, “You need to get better.” Because they’re right. You do need to get better if you want to get past that point.

However, and I feel like a marriage counselor trying to explain how one partner’s comments are heard entirely differently by the other, it’s the most abysmally unhelpful and unsatisfying answer to the contingent of players who weren’t ever playing the game for a grueling challenge, but for an entirely different reason. They were playing for the continual satisfaction of progress, to keep experiencing the thing they are enjoying in new and refreshing ways. They don’t want to personally improve their dexterity levels to be able to perform lightning reflexes across seventeen buttons to get past this one enemy, but just get past this one enemy. Their goals, their intentions, their very reason for playing the game in the first place was utterly different, and until that point it was being met. So being told, “Be better at the game then,” is not only unhelpful, but wholly irrelevant.

Meanwhile, the player who just wants to sit back and calmly play is equally incomprehensible to the challenge-seeker. Why on Earth do you want to play this game if you’re not even interested in improving? This game was designed so you would learn through trial, where hitting the wall is about learning to punch it harder until you break through. It’s the whole point of the game, and declaring that there should be a way to make it easier is entirely missing the point. Being told, “But I just want to carry on playing,” is not only unhelpful, but wholly irrelevant.

It’s quite the impasse.

© Capcom / Mobygames / Kotaku

It’s fair that people are confused

This, in a very gap-riddled, convoluted way, brings us to today, and 2025’s breakout hit, Hollow Knight: Silksong. Because when a game gets this big, sells this well, and is receiving this kind of word-of-mouth, it is of course going to attract audiences from every approach. Not only is Silksong a colossal success on Steam (it’s been regularly seeing half a million concurrent players every day since launch, which is almost unheard of for a single-player game), but it’s also arrived day-one on Game Pass, meaning millions of Xbox owners will have been able to install it for no extra cost. And when a game looks as gorgeous as Silksong in its screenshots and videos, why wouldn’t you?

I say all this to address the rather silly claim that “everyone should know how hard it is” because of 2017’s Hollow Knight. Bit of perspective on that: 2017 was eight years ago. So yeah, there are adults today who were in elementary school when that game came out, and it’s wild to believe everyone encountering the buzz for the game should have filled in the history. Secondly, Silksong absolutely doesn’t present itself as a crazy-hard game. Firstly, its characters are lovely-looking insects with stunning animation, which immediately implies something gentle. Then, the game’s store description isn’t explicit about the challenge.

“As the lethal hunter Hornet, adventure through a kingdom ruled by silk and song! Captured and taken to this unfamiliar world, prepare to battle mighty foes and solve ancient mysteries as you ascend on a deadly pilgrimage to the kingdom’s peak.

“Hollow Knight: Silksong is the epic sequel to Hollow Knight, the award winning action-adventure. Journey to all-new lands, discover new powers, battle vast hordes of bugs and beasts and uncover secrets tied to your nature and your past.”

“a deadly pilgrimage” is doing a lot of work in that sentence once you know, but doesn’t exactly give the game away.

So of course people not expecting to meet with astonishingly difficult boss fights are arriving on the game’s doorstep. People who are just flabbergasted that, say, a metroidvania would so facetiously make a core feature—the map—be locked behind multiple purchases and even then be hugely obfuscated. Who does that?! What is going on?! When will this game be fixed so it works sensibly?!

Life of the Author

What none of this addresses is the most divisive aspect of all this topic: developer intent. Hollow Knight: Silksong has been developed this way by Team Cherry on purpose. It is meant to be incredibly difficult, forcing players to try again and again and again to traverse its trickiest sections, and to take dozens of attempts to defeat its toughest bosses. Of course it is! You wouldn’t play Elden Ring and demand the boss fights be easier, right? Only a depraved pervert would think such a thing. The developer’s intention demands that this game not have difficulty options, and it would defeat the point of how and why it was made for that to change. Surely it’s ridiculous to even want to play a game in a way it wasn’t created to be played?

Here I have to get personal. As an avowed Barthesian, I think this is gibberish, and I absolutely, fundamentally am not interested in “developer intent” once the semiotics are in my own hands. (To be very, very clear, I am absolutely fascinated by developer intent, and love to hear about it, speak to developers about it, and think the topic is wonderful. I just don’t see why it should also control my personal life.) I double down on this when I’ve paid money to get access to the game. It seems wild to me that after I’ve bought and installed it’s anyone else’s business how I go about playing this offline single-player game. I absolutely get that if I were able to lower the difficulty (and vast numbers of people already are) that I wouldn’t be experiencing the game as the developers intended. I also don’t mind about that one bit if it means I can experience the game at all.

I think it’s this distinction that causes the most consternation. “Hollow Knight: Silksong is meant to be played this way” versus “Hollow Knight: Silksong is meant to be played at all.”

Is there a middle ground? Of course, vast expanses of it. It’s just that most of us don’t want to agree to sit in it, myself included. But how about this?

  1. Team Cherry has built Silksong to be played in one particular way, and worked phenomenally hard to craft that experience exactly as intended. Untold skill has gone into creating it, and creating it in this specific form. And that’s worthy of enormous respect. The creators are under no obligations whatsoever to change the game, and should not have to respond to public demand whether it’s to add difficulty options or make it even harder. It’s how Team Cherry wants it to be.
  2. This game is of such enormous popularity that it very understandably has picked up a very large audience of people who are not skillful enough, or don’t desire to become skillful enough, to be able to play the game as is designed, and feel frustrated that they’ve spent money on game they’re unable to play.
  3. Those people have every right to adjust the game’s difficulty by mods or any other method such that they can enjoy it in the way they want to.
  4. Other people are allowed to believe those people have ruined the game for themselves, and if they would only have persisted with the challenge they would have grown to understand why it was made the way it was.
  5. These two groups of people aren’t going to understand the other, and that’s fine. There are bigger things to worry about.

Conclusion

There are bigger things to worry about.



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Borderlands 4 Review - Too Much Of An Overcorrection
Game Reviews

Borderlands 4 Review – Too Much Of An Overcorrection

by admin September 11, 2025



A direct sequel to Borderlands 3, Borderlands 4 aims to rectify the various issues of its predecessor–namely, the overreliance on cringe jokes, overly talkative main villains, and bullet-sponge boss battles. And while these issues are addressed, it may have been an overcorrection as Borderlands 4 is cranked so far in the other direction that the resulting game feels like a strange imitation of the series. The core bread and butter of the franchise–rewarding looting and satisfying shooting–remains the same, delivering hours of solid first-person shooter gameplay. The narrative elements, however, are weaker than ever.

Like its predecessors, Borderlands 4 sees you embody one of four playable Vault Hunters, outlaw mercenaries willing to do pretty much whatever, whenever, for money and a chance to uncover one of the many treasure-filled Vaults left behind by a long-dead civilization. Each Vault Hunter possesses unique skill trees and abilities, allowing you to flavor your approach to the game the way you want. Vex the Siren is a summoner who can create ghostly visages of either herself or a fanged beast to attract enemy fire away from her, for example, while Amon the Forgeknight uses advanced tech to create elemental axes, whips, or a shield so he can wade into melee combat.

This feels like Borderlands’ strongest assortment of Vault Hunters to date. While no past Vault Hunter has been a truly bad choice, this is the first time that each Vault Hunter feels incredibly useful in all aspects of play, whether it’s dealing with groups of everyday enemies, cutting away at larger bosses, or aiding allies in co-op while they focus on doing most of the damage. While I played as Vex in my main playthrough, I didn’t dislike my time with other Vault Hunters on new save files.

There’s no way to truly know if all four Vault Hunters equally stack up until folks have had time to put a substantial amount of hours into playing as each one, but for once, I don’t feel the need to dissuade first-time Borderlands players from one or two of the options. Each Vault Hunter is fun to play because they all feel powerful and can stand on their own or make meaningful contributions to a team, and it feels rewarding to learn and master each of their respective abilities.

It feels like Borderlands 4 has the best starting roster of Vault Hunters.

Like past Vault Hunters, they don’t contribute all that much narrative-wise, however. This usually isn’t much of a problem as the main characters of Borderlands have regularly been those around the Vault Hunters–long-time fans likely remember the likes of Angel, Tannis, Scooter, Handsome Jack, Tiny Tina, Mad Moxxi, and (unfortunately) Claptrap. As part of the clear plan to distance Borderlands 4 from the last entry, this game does not focus on these characters. Borderlands 3 had a familiar face popping up what felt like every 30 minutes, while Borderlands 4 only has a handful of returning characters, and they’re on screen for only a few minutes, save for a couple of exceptions.

Subsequently, it’s on the new cast of characters to create any semblance of an emotional connection. Unfortunately, they’re all very boring. Rush is your typical strong guy with a heart of gold, for instance, and Zadra is a dubious scientist with a shady past. It’s difficult to connect with these people because the game doesn’t give them any characterization beyond simple generalizations, and few feel consequential to the plot. I knew Borderlands 4’s characters had not grabbed me when I was playing through a mission where–had I been fast enough–I could have saved the life of one of the Vault Hunters’ allies. I was not fast enough, failed the optional objective to save him, and he died. But I didn’t feel anything for that loss, and the game continued with other characters fulfilling that character’s role.

A few familiar faces pop up, but Borderlands 4 is primarily a brand-new cast of characters.

For as much as I hate Claptrap, at least he evokes some type of emotional response from me. I see him and I wish to do all in my power to make him suffer, and I laugh with glee when he’s forced to confront something uncomfortable or traumatic–especially when it’s something optional that I can choose to do to him. A decent character makes you feel something, and has some sort of presence in the story they’re a part of. That’s something Borderlands has routinely been good at–pretty much every main character of the past games has been someone’s favorite, but also someone else’s most hated. They evoke strong reactions.

But Borderlands 4 seems to do everything in its power to make sure that its characters cannot be hated. In doing so, the game overcorrects and centers its plot around a cast that’s so two-dimensional and bland that, after meeting anyone new, I was tuning out what they were saying within minutes. This does mean the complaints about the humor being cringey or the characters being annoying are gone. But instead, now there’s no one to love, so Borderlands 4’s story and characters are just dull.

You’ll spend a lot of time driving around and completing side quests.

It’s never quite clear what your emotional investment in Borderlands 4 is supposed to be. In the first two games, you were hunting a Vault to get money, and (especially in Borderlands 2) there was an easy-to-hate asshole goading you into killing them the entire way through. In Borderlands 3, you’re a freedom fighter trying to protect the characters you’ve met over the previous games from twisted livestreamers.

Borderlands 4 is messy, though. Your character wants to find a Vault, but they’re sidetracked when the resident big bad, The Timekeeper, sticks them with an implant that lets him track the Vault Hunter and control their actions for a brief period of time. And so you think, “Oh, I gotta get this out of me!” and that would be a strong adventuring hook, but then almost immediately, you get a little robot companion that can block The Timekeeper’s signal, so he can neither track nor control you, and it’s like the implant isn’t even there. But your character still listens to Claptrap on first meeting him, and puts Vault Hunting on indefinite hold to instead rally together a group of resistance fighters to take down The Timekeeper and his three lieutenants. You become instantly loyal to a cause you heard about mere moments prior, and the far more compelling motivations of getting revenge or gaining independence are left behind.

The gunplay in Borderlands 4 is so good.

So why keep playing? Because, for as poor as Borderlands 4’s story is, the gameplay is pretty freaking good. The moment-to-moment gunplay is ridiculous fun, complemented by each Vault Hunter’s extraordinary class abilities like boomeranging double-bladed axes, bouncy-ball black holes, heat-seeking missiles, and ghostly wildcats. Enemies explode into glorious viscera and multicolored loot, each flashy bauble a chance to acquire a new favorite firearm or grenade or throwing knife or rocket launcher. I loved poring over the dozens of items I would loot with each mission to carefully curate what could be scrapped for cash and what deserved to rotate into my loadout.

Even if you can’t change your Vault Hunter without starting a new save file, each possesses three distinct skill trees that allow you to change their playstyle in substantial ways. One of Rafa the Exo-Soldier’s trees focuses on using elemental blades to wade into melee, for example, while another gives him auto-aiming shoulder turrets that can fire bullets, missiles, or bombs. His entire kit is based on doing a lot of damage with hit-and-run tactics, but you have agency in deciding how that damage is primarily dealt. Reallocating skill points isn’t free, but once you’re a few hours into the game, you’ll be finding enough excess loot that you can regularly sell what you’re not using to afford a respec.

Over a decade later and Borderlands still can’t deliver a big bad on par with Handsome Jack.

There’s a similar level of customization involved when it comes to equipment. Early on, I designed a build for Vex that focused on ricocheting bullets and throwing knives off enemy heads to nail multiple critical hits in a row, and I figured that would last me the rest of the game. It paired well with her ability to summon carbon copies of herself armed with firearms of their own. But then I found a grenade that created black holes and made everything sucked into it susceptible to elemental damage, and suddenly the shotgun that could switch between Corrosive and Radiation damage that I had found minutes before seemed pretty good, and I reallocated Vex’s skill points to focus on her stacking multiple elemental effects and wading into melee. It was just as much fun as my previous build, and I’d go on to make plenty of others for Vex over my playthrough. Borderlands 4 regularly rewards experimentation, and with the abundance of loot keeping your money reserves high, you’re encouraged to pay for the skill reallocation fee to jump into new builds without fear.

Borderlands 4 also has excellent movement mechanics. Sliding and climbing–both of which were added to Borderlands in the third mainline game–are faster than before, and new gliding and grappling-hook opportunities open up new ways to travel. While gliding, you can soar over large gaps or hover and shoot in midair, whereas the grappling hook gives you the option to grab and pull explosive containers to you (giving you a makeshift bomb to throw at enemies), rip away enemy shields, reach faraway platforms, or swing around different levels. The grappling hook is limited in that it can only connect to certain points and objects, but almost every level has an opportunity to use it in some way, and adding momentum to your strategy in a firefight can present some fun options.

Borderlands 4 takes place on a world affected by the moon that teleported away at the end of Borderlands 3.

My favorite example of this has to be when I found a shield for my Vault Hunter that would explode a second after breaking, damaging all enemies around me. I equipped it and later ran into a fight where one pesky flying enemy was proving extremely difficult to hit with my loadout that was focused on methodical marksmanship, not spraying and praying. So I used the grappling hook to pull myself away from the enemies on the ground just as they broke my shield, sending me soaring through the sky in the split second it took for the shield to explode–I killed the flying enemy with the subsequent area-of-effect explosion, then quickly turned around in midair and nailed the remaining enemies still on the ground with a few headshots. I had somehow turned myself into a makeshift catapult where I was the bomb!

That particular situation never happened again, but for that one glorious moment, I felt like a genius that had somehow cheated the game. I chased that feeling, and even if the exact circumstances of it never reappeared, I did replicate that sensation, just with other abilities and weapons in other various scenarios. Those were the moments in which I enjoyed Borderlands 4 the most.

Another Borderlands game, another badass-looking Siren.

But this all occurred early into Borderlands 4–probably the first 10 or so hours. This joy lessens the further into Borderlands 4 you go, as you run into pretty much every enemy type about halfway through the story, and the new ones you run into after that are mostly variations of what came before. This repetition eventually leaves combat feeling stale, stretching out the game beyond its welcome.

Borderlands 4 is full of side quests too, ranging from absurd tasks–like helping a woman who’s losing her mind perform unhinged experiments on other people, or participating in a triathlon around a whole section of the map that ends with you carrying a bomb towards the finish line–to collectible hunting. It’s clear that the game expects you to do some of them, as you don’t level up fast enough to remain on par with the enemies you encounter in the story without doing several optional tasks to grind for extra experience.

This can slow progression quite a bit if you avoid the optional tasks for too long, and unless you’re ready to play Borderlands 4 on the easiest difficulty, it’s extremely difficult to do any meaningful damage to an enemy that’s four or more levels higher than you. All of which would be fine if the side quests weren’t so boring or at least possessed some humor–a traditional Borderlands tentpole that’s missing from this entry. As a result, the only incentive to do any optional quest is to level up high enough to get back to the main quest–the side activities are frustrating, time-filling fluff, not meaningful narrative experiences.

All in all, if uncovering loot, crafting builds, and unleashing chaotic mayhem is what you’re looking for, Borderlands 4 has you covered. It’s the most mechanically sound Borderlands game to date, and the various Vault Hunters each present an entertaining opportunity to tackle the game in a different way. Just maybe find a good podcast or video essay to fill the moments between the shooting and looting. The game’s story and characters aren’t strong enough to hold your attention on their own, and the game’s combat begins to drag once you’ve seen all the enemy types there are to see.



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