As a person who spent six years of her life studying narrative design and literature, I’ve been a fan of Telltale Games since they released The Walking Dead. Until then I had never encountered another studio that so beautifully blended the scope of cinema and the emotions of narrative into a form of interactive entertainment. As a gamer and a writer, it was a match made in heaven.

And Telltale kept surprising everyone after that—their intriguing narratives married some of the most beloved comic book series of all times with games that we would soon fall in love with as well. Somehow Telltale is able to create these connections with their own design and existing worlds to create novelty. The same can be said with their up-and-coming Tales of the Borderlands.

“In The Walking Dead choices are about thing you don’t want to do. In The Wolf Among Us choices are complicated. In Tales from the Borderlands, choices are things you want. Greed runs these characters,” explained Jon Stauffer, PR director at Telltale Games. He said this as Rhys, one of characters you play, opens a loot crate and takes the money inside without giving the player an option to take it or leave it.

Masterfully, Telltale hit the bulls-eye in their partnership with Gearbox. Telltale games are absolutely about player choice and Tales from the Borderlands is not exception—but here the player choice does not come at a sacrifice of the narrative of the game itself. In this respect the feel and look of Borderlands has been captured perfectly. The game looks like Gearbox from head to toe, from the environments and characters to the tiniest details in the menu interface. They even introduce new characters in perfect Borderlands style with the pause, comic book backstop, and sarcastic descriptor.

As the demo starts, the player takes control of Rhys, a man we know little about aside from the fact that he once worked at Hyperion and had the ambition to fill Handsome Jack’s post-mortem shoes. We first meet Rhys as he begins narrate a tale to a mysterious figure. He talks about his life working for Hyperion and his endeavors to rise above Vasquez, a “corporate jerkface” who quickly stole Jack’s previous throne. While in Vasquez’s office, Rhys searches for a way to push him off that throne so he can take it himself. There is valuable information in Vasquez’s computer, but the monitor is turned away from him. What’s interesting about Rhys, however, is that he has a cybernetic arm and eye. In the first few minutes controlling him the player is able to use Rhys’s eye to analyze the stats of nearby NPCs and also hack information from the computer. While it’s unclear how often this eye will be used in the game, it’s a nifty addition.

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