In Third Person

A personal look into video games, the video game industry and video game culture.

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With not much going on in my life right now, I spent most of today in my basement completing The Secret Armory of General Knoxx. I know, this is the third Knoxx post in as many days, but now that I've beaten the main quest and most of the side missions, I'm ready to write down some final impressions of the DLC.

As mentioned in my first two posts, this DLC starts out ludicrously hard. If you just completed playthrough 1, or have a maxed out level 50 character on playthrough 2, you will die in the beginning. A lot. I got destroyed by the very first bad guy I saw, and continued to be dominated throughout most of the experience by flying drones. I can see a lot of people giving up on this DLC at the start, but if you can tough it out, you'll be rewarded with a really good add-on.

If you're starting this DLC in between level 35 and 50, then your experience will vary wildly. My brother is level 43, and this was how I found out that General Knoxx does not scale to your character. If you play with a level 43 character in playthrough 1, you will demolish everything in your path. If you play with a level 43 character in playthrough 2, you literally wouldn't stand a chance against anything.

For me, the moment I hit the jail level was where the experience finally came into its own. The jail level was easily my favourite part of the DLC because I felt that level captures Borderlands at its best. Yes, that's half-way through the DLC, but at this point regular encounters were tough, but fair. From that point on, it played just like you would hope it would. You get to shoot lots of guys, level up your character, and there are no shortage of big-time guns (elemental ones in particular).

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The ending to General Knoxx was much more satisfying than the main game. Without spoiling it, the boss fight is much better (and still tough) and the payoff is much improved (and exciting).

The only major aspect of this DLC I haven't tried yet is the ultimate boss. There is a level 64 boss that is practically impossible to beat by yourself, but with a party, you may stand a chance. If you beat the boss, you will have a chance to get some of the best guns in the game. The boss will never go away, so you can take a crack at it as many times as you want.

For 800 MS points, you get a lot of content from The Secret Armory of General Knoxx. Lots of new gear, quests, missions and a raised level cap are more than enough motivation for someone who just beat the game to go back to Borderlands. Playing through the main quest and the side missions will take you approximately 8-12 hours, which is very good considering the price. Just be warned that if your character is in the low 40's, you won't find a playthrough that fits for you and if you're coming into it maxed out, you're in for a rough start.

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After my initial lukewarm impressions to The Secret Armory of General Knoxx, I wasn't sure what I would be getting into the next time I played it. I was hoping that having reached level 51 would at least get me past the initial difficulty curve and the rest of the experience would be smooth sailing.

Nope.

General Knoxx is hard like the Rihanna song. Lance soldiers and bandits always seem to be leveled higher than you, making every gun fight a war. If you're up for a challenge, then General Knoxx will not disappoint. Shooting guys and getting better guns is as fun as it always has been in Borderlands. I just hope you come prepared with the right load-out to take on some truly tough competition.

Oddly enough, one of the first enemy types is also the most annoying and difficult. There are flying drones on the highway that gave me trouble the last time I wrote about never cease to be annoying. I actually got to a point where I seemed to be stuck in a death loop, where I would get gunned down by a number of air drones every time I re-spawn and before I even have time to react. I was "thisclose" to giving up on the game right there. After looking through message boards for advice, I was finally able to get past them by using a combination of a shock trooper class mod, a shock mod for my turret and a shock sniper rifle in unison. Never in Borderlands have I ever had to resort to such desperate tactics.

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The story behind everything you do is notably better this time around. In particular, Mad Moxxi brings a lot of personality and charm to what is is you're doing. The last ninja fight wasn't nearly as bad as the first two, as I was able to drop the ninjas fairly quickly, with the exception of the boss ninja. For the most part, I am starting to warm up to it.

However, I have come to realize that The Secret Armory of General Knoxx features one extremely-annoying flaw: NO FAST-TRAVEL. I've already seen six new zones, and the only fast-travel station is at T-Bone junction. For me to continue where I last left off, I will have to trek through three different zones by vehicle and by foot, which will take at least 20-30 minutes of my time, not including any battles I'll face in between. As much as I want to continue this quest, I really don't want to have to travel across that world again.

I'll have more impressions as I play through it. If you're going to buy any supplemental Borderlands content, this is the way to go. Just know what you're getting into.

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The Secret Armory of General Knoxx just hit XBOX Live and PSN and I was quick to purchase this Borderlands add-on. Unlike the other pieces of Borderlands DLC, this one brought with it a number of additions, including new zones, new guns, new vehicles, new bad guys, a bunch of new quests and most importantly, a raised level cap. With 11 more levels for my soldier to grow, I was eager to shoot more dudes and collect more guns. I've only played just over an hour of it so far, but I thought I'd share my initial impressions.

When you load up the first new zone, T-Bone Junction, a video plays that sets up the story. General Knoxx takes place after the events of the first game, and the Atlas corporation is looking to take you out. However, you still have Scooter and Marcus helping you out, as well as a mysterious ninja, who promises you access to General Knoxx's armory if you help her, which is basically the equivalent of the Vault. Story was one of the biggest weak-points in the main game, and I sort of get the impression that they're trying a bit harder to convey the story better.

Image from IGN

From here, The Secret Armory of General Knoxx started off on the wrong foot. The very first encounter you face are a pack of ninjas, which from what I gather are a big deal in this DLC. Right now, I'm not liking the ninja encounters. Part of that dislike comes from the level scaling; I'm not sure if this content scales to your character or not, but I started with a maxed-out level 50 character and the level 51 ninjas immediately wrecked me. That extra level made them way harder to kill and way easier for me to die. I died at least 4 times trying to beat the first ninja boss, which cost me almost $2 million in lost cash.

The other problem I've had with the ninja encounters is that I don't think the game engine was built for players to fight enemies that move the way the ninjas do. The ninjas are extremely quick and can move laterally almost instantly. It's really hard to do any sort of meaningful damage when they're constantly running laps around you. I was getting physically dizzy trying to keep up.

Image from IGN

The raised levels of enemies made the first few quests up until you reach Mad Moxxi really hard. Had the enemies started at the same level as me, the fights would have been much more reasonable without being too easy. But because they're all leveled higher than you possibly could have been coming into this DLC, I found myself getting owned repeatedly. During the first highway encounter, I died a number of times because I thought I could handle fighting two airborne drones in my new Monster vehicle. Nope. Then I got into a mess of a situation where I was killed just outside of a checkpoint by a lance vehicle that shot a giant shock blast. When I re-spawned, the same vehicle shot and killed me before I could even move. This happened twice in a row. Thanks for cheating me out of another $800,000. Before I had finished the fourth quest in this DLC add-on, I had lost over half of my money due to dying, which took me two playthroughs of Borderlands to save up in the first place.

I finished off my session with another ninja battle. I leveled up to 51 half way through the fight, and noticed that I was doing a bit more damage and the ninjas were having a much harder time taking me out. Unfortunately, the fight did not end fair and square. You fight the second boss ninja on top of a bridge a few hundred feet above the ground, but my boss managed to jump off the bridge herself. She lived, but the game did not know how to handle the fact that the boss was hundreds of feet below me. The ninja just zipped back and forth and I picked it off like a fish in a barrel.

I get the feeling that I'm only scratching the surface of The Secret Armory of General Knoxx so far, so I will withhold final judgment till I'm finished it. If you're looking for a new Borderlands fix, this seems to be the DLC to get so far because it raises the level cap and adds a ton of new content. Due to the unfair enemy scaling to start, the initial awkwardness of the ninja fights and at this point typical Borderlands jankyness, I'm not as high on it as I would like to be. But I'm hoping it picks up after a rough start just like the main game did.

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I thought I could separate myself from Borderlands the moment I beat it. Sure, I only beat it on playthrough 1, and my character had only reached level 35, but I had basically seen everything there was to do in the game. All that was left was playthrough 2, which is the exact same quest, with tougher enemies and more awesome guns. I figured now was the time to move onto the next game in my backlog.

And yet, here I am, still playing this game. I took a few days off to chip away at my backlog, but one lazy Sunday playing co-op on playthrough 2 with my brother was enough to reel me back in. My usual nightly routine of late has been to play a few missions in Grand Theft Auto IV: Episodes From Liberty City followed by Borderlands.

Unlike my first time playing through Borderlands, I've taken a much more clinical approach to the game. With no surprises left for me to experience, I've just been tearing through quests in a very methodical and exacting order to maximize my XP building and gun collecting. In a way, I feel ridiculous essentially playing the same game over again when I have so many other "new" games to play. Trumping all of that though, is my continued desire to play the what is mostly the same game again because the core experience really is awesome.

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Games like Tetris and Super Mario are great examples of games with great core design and technical mechanics. If you boil down both games to their simplest elements (dropping pieces into a well for the former and jumping for the latter), you'll see that those core elements are rock solid and make everything else come together. Without a solid core, a game that has the best frills will still suck and be no fun to play.

Borderlands is built around the core idea of improving your character through XP, weapon proficiency and better guns. As I've already pointed out, a lot of the other elements of this game are janky, if not broken. At the heart of the game though are well-executed core design and technical mechanics that make the game fun. It is still a pleasure to play through quests, improve my character and find bigger and more awesome weaponry, even though it's my second time through and my game clock says I've played Borderlands for over 50 hours.

Until I hit level 50 and beat playthrough 2, I don't see myself putting down Borderlands. If you're the type of gamer that is looking to maximize your gaming dollar, there is a lot of game in Borderlands to play. I'm projecting it to take me about 60 hours to max out my soldier, and I could start the process all over again with one of the other three available characters. Maybe I could get super crazy and max out all four characters. Or I could invest in the downloadable content to extend my Borderlands experience even further. I don't see myself falling that deep into the rabbit hole, but man, I'm enjoying Borderlands a lot more than I thought I ever would.

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The other night, i could sense that I was close to beating Borderlands. When I get that feeling, I can't stop and leave that game until I beat it. In spite of the game's flaws, I was having a ton of fun with the game. However, Borderlands suffers from a problem that has plagued video games since games were designed with a clear progression from beginning to end: a crappy endgame experience. I ended my Borderlands experience with a bad taste in my mouth, feeling like the extra time I could have dedicated to sleep that evening were wasted on a poor endgame experience.

To qualify my damning statement, when I say ending, I mean from the final gameplay sequence to the absolute end of the game, credits included. In defense of Borderlands, I will go as far as saying that the majority of games do a poor job of closing out the experience.

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In the early days of the medium, technological limitations definitely played a role in a game's ability to create a satisfying end. Yet with each console cycle, technology has improved, but the endgame experience in games has not evolved at the same rate. In the era of video game consoles with super computer level power, even the best games of today suffer from this same problem.

Each game carries its own reasons for suffering this fate. I'll do my best to not ruin any games for you, but I would like to back up my points with some examples. Batman: Arkham Asylum was a fantastic game right up until you fought the last boss. Street Fighter IV featured a horribly unfair final battle and terrible ending sequences. Both Gears of War games, (while not being the most story-driven games) feature awful endgame experiences and cliche endings. Gears of War 2 in particular ended on a sour note by having the player go through a poorly thought out and executed sequence that boils down to players just holding down the fire button till the credits roll. Even Bioshock, a game lauded for it's story, atmosphere and plot progression, can't escape a crummy final battle and multiple crummy endings. I could dedicate an entire site to bad endgame experiences, but that's being overly negative towards the matter.

Why do video games still often end on a downer? Each game has its own unique reasons for slipping at the end, but I think that the two phases in development that can make or break the end of a game are the design phase and the production phase.

Often times when I play a game, I feel like the games mechanics and systems aren't designed with an endgame sequence in mind. This can be seen in games where the game sticks too closely to the main gameplay throughout and the end feels like any other level in the game, even when the developers add extra frills to beef up the experience. Without going into too much detail, this is how Borderlands slips.

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Many games feel like the designers realized late in the game that their gameplay systems aren't built well for an endgame sequence that meets their standards and attempt to counter that with something totally different. When done incorrectly, this route feels forced and is guaranteed to disappoint. This is how Gears of War 2 missed the mark.

Batman was a unique example of a game falling apart at the end. Arkham Asylum was a game built on hand-to-hand combat, but everyone knows that the Joker wouldn't put up much of a fight against Batman. What do you do then? I'm not happy with how that game ended, but I'll be the first to admit that I don't have any better ideas as to how to close out that game.

While the design phase is probably the most integral step in creating a great endgame sequence, there are technical considerations as well. Do developers have the time and resources to complete a game? I've heard of many games where the development team had to rush putting together the endgame to meet publisher deadlines. The developers behind Bioshock even admitted that this was the reason their endgame was such a disappointment.

Does that mean developers should just be given more time to polish their games? Realistically, that's not going to happen. Business doesn't necessarily care whether or not a game is complete if there's money to be had. Today, games often receive patches after the fact because publishers want to push their games out the door faster in spite of a games imperfections. Ive heard multiple reports that indicate most people don't finish any of the games they play. Could this too be a reason for endgame experiences not being good? Even with more time, any given development and design team could still faulter.

To take an even broader look at this situation, this medium is still in its infancy. Music and books have been around for centuries, while film has a roughly 60 year head-start on gaming. It's easy to see that gaming narratives have a long way to go, as most games are still designed with teenage boys in mind. As the medium grows, there is a good chance that endgame experiences will in general be better across all games.

After spending all of this time writing about games with bad endgame sequences and not providing any solutions to the overall problem, I do want to say that not every game has a bad ending. It would be a shame for me not to mention some games that did manage to close out on a high note.

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Just to give credit to a few games i thought had great end sequences, Assassin's Creed II ended wonderfully thanks to a great story hitting a peak at the very end. I never saw the end of the first Modern Warfare (which the sequel takes a lot of cues from in the ending) but I thought the intensity and gameplay twist at the end of Modern Warfare 2 fit great. Going back to the Super Nintendo era, Yoshi's Island has one of the most memorable endgame sequences of any game thanks to its at-the-time technologically amazing (and still great to play) final battle.

As it stands, I feel like there are way more games that end poorly rather than end well. Asking for all games to end great or even asking for parity between the two is a bit much, but a greater percentage of better endgame experiences would be more than welcome.

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As I write this, I'm trying to shake the glaze off of my eyes. In the last two days, I've put in a good 15 hours into Borderlands. I played for about 7 hours today; only stopping because my brother and I felt physically sick from the non-stop Borderlands marathon.

This game has been a huge surprise to me. Nothing about the game's pre-launch hype grabbed me at all. I didn't care that there were 17 million guns in it. I didn't care that it was sort of a mix of Fallout 3 and Diablo. I didn't care much for the cell-shaded art style either. It's pretty, but it doesn't make my jaw drop or anything like that.

But then the reviews came in and were pretty impressive. Then the game at launch sold out everywhere. I found myself talking a lot about a game I had no interest in trying just because the game was so hot at the time. What ultimately pushed me over the edge were my old co-worker and brother committing to playing this game co-op with me should I choose to join.

I received the game as a Christmas present. At first, I wasn't so high on it due to the game starting out kind of slow. It was also a bit jarring making the transition to this after beating Modern Warfare 2, as Borderlands is a completely different experience. However, the moment I hit Sledge's hideout, the game grabbed me tight and has ceased to let me go.

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What was it about Sledge's hideout that made the difference? Not much, really. It was though at this point where the game all came together for me. My initial indifference towards the vast arsenal of guns in the game quelled when I found myself in Sledge's hideout, finding awesome gun after awesome gun. I wanted to take them all with me while keeping my current stash, but my backpack size wouldn't allow for it. From then on, the game becomes a constant hunt for bigger and better weaponry. You'll pour over stats and constantly think about which guns to keep, which to sell, and which to ditch in order to make room for the next thing.

It was also here where I told my brother about how the game came together for me at this moment. He too was cool on the game until we went back and played through Sledge's hideout. From then on, I've played most of the game along with my brother. Having split-screen co-op has made the experience so much better for us. With many games foregoing split-screen completely, it is awesome that my brother and I can play through this game together. For those who don't have the luxury of couch co-op, there is four-player online co-op you can take part in as well.

Since then, my brother and I have become completely absorbed in the world of Pandora. We're having a lot of fun playing through all of the main quests and side quests. There are so many many different quests and quest types that I don't see this experience ending anytime soon. Having spent about 20 hours on this game thus far, I'm only about half way through the main quest. On top of that and all the side stuff, the game includes a "playthrough 2", which lets you play through the game again which things changed up. To get through all of that could take you easily 100 hours of play time. Should you want to get really deep into the game and beat it with all four character classes, you could easily drop a few hundred more hours into the game.

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There are a lot of different elements to Borderlands that make the game so fun and engaging. I almost feel like if they had nailed this execution perfectly, this game has the potential to be one of the best games of all-time. I'm not even into this style of game, but I can see a ton of potential in this game. Before I drown myself in hyperbole though, I can't talk about Borderlands without bringing up some of its glaring and fundamental faults.

A few days ago, I posted an entry about some of the glitchy elements of Borderlands. After spending a lot more time with it, I still feel like the whole game is kind of janky. The shooting mechanics don't feel quite right. You never really get a sense of impact when you shoot at anything. There have been a number of spots where my character gets weirdly stuck. Twice in the same day I was completely immobile and had to quit the game in order to get out of it. Since then, there have been a few more instances where my character will be stuck for a few moments and I don't understand why.

Speaking of glitchy, there was one point in the first Circle of Death mission where the final skag ended up clipping through a wall into an area he couldn't attack me from. I could shoot it with bullets through the wall, but explosives did nothing to it.

The AI of the enemies also leaves a lot to be desired. Most enemies will simply run at you or attack you with very basic patterns. Sometimes, enemies won't move at all, which allows you to just stand still and shoot them until they die. The level scaling of the enemies does cover up some of the AI's faults, but in a lot of games this level of AI is inexcusable.

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While I am thankful for the inclusion of split-screen co-op, the way the menus work out in co-op are awful. Instead of scaling the menus down to fit the split-screens, they keep all the menus at original size and force both players to manually adjust their view to see whatever part of the menu they need. It's an embarrassing oversight in my opinion, especially for a game where navigating menus is such an important part of the experience.

The frame-rate during intense moments does dip below 30 frames per second, which leads to brief moments of choppiness. It never really gets in the way when you play by yourself. In split-screen, intense moments of action make the game chug more. At one point specifically, we thought the game crashed because everything just froze. In fact, it was just the frame-rate dropping to single digits.

Way-points are another sore-spot for Borderlands. For most of the game, following the way-points will lead you exactly where you need to go. However, a number of quests don't work this way. Instead, the way-point will just lead you to a general area where you'll then have to figure the rest out for yourself. Not knowing this can leave a player annoyed to no end. I've had items I need to find end up upwards of 100 yards away from the way-point. Next time around, way-points should always lead you exactly to where you need to go or give you a general idea of where to go. Never both.

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Traversing across different zones is also problematic. While the game does give you the option to spawn vehicles and warp from certain points, the game does a poor job of telling you how each of the worlds are connected. When you pull up your map, it only indicates "transitions" from one zone to another without telling you which transition leads to which zone. If you don't memorize what each transition is for every zone and don't know exactly where you need to teleport to get to your destination, you could find yourself needlessly walking or driving through three or four different zones while wasting 15 to 20 minutes of your time in the process.

Reading this, you're probably wondering how I could one minute call this a game with the potential to be the best game of all-time and then immediately follow-up with a number of faults with it. Does my initial sentiment still stand? Yes. In spite of its flaws, Borderlands succeeds where it matters most: fun-factor. The feeling I get from playing this game is a feeling that only comes out when I play something really special. You can easily drop dozens or hundreds of hours into this game and have a blast the entire time. With over 2 million copies of the game sold, it's almost inevitable that a sequel to Borderlands will emerge at some point. If Gearbox can match the game's fun-factor with equally awesome production values, the sequel has the potential to be phenomenal.

Until then, my brother and I are going to be spending a lot more time in the world of Pandora.

Image from gamingbolt

Before I vent my frustrations towards Borderlands, let me say that overall, I'm pretty impressed with the game. It's a style of game that I'm really unfamiliar with, yet it has grabbed me enough to want to keep leveling up my guy and find the next awesome gun.

I've been playing it for a few hours today, when I came across a side quest where I had to find pieces of a sniper rifle. I went through a few intense battles fighting high-level skags and a whole whack of bandits before I was able to scavenge for the parts. However, the final piece eluded me. I followed the way-point to the exact location and searched high and low around it with no luck. I searched so hard, that I actually jumped into a place I wasn't supposed to be in apparently. I got pinned between a building and a fence, causing my character to be completely stuck. The only way out was to save and quit the game.

Unfortunately, it also saved my lack of ammo. This, combined with all of the bad guys I beat re-spawning into the world made the game 10 times more frustrating than it should have.

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I hate when video games break. While I don't work in video game development, I do work in development and understand that its impossible to test and fix everything before launch. But as a gamer, bugs that get in the way of gameplay totally take you out of the experience and sometimes can ruin the game completely. The act of me being stuck where I was could have been dumb luck. However, inaccurate way-points are inexcusable. I did a search on Google for "borderlands sniper rifle quest" and immediately found others who experienced the same problem. Researching this one problem also shows that the inaccurate way-point thing happens more than once, which kind of makes me not want to continue with side quests at all.

When a game breaks really bad, I have no qualms about getting rid of it. I don't see myself doing that with Borderlands (yet) and I hope I don't have to. At the very least, I won't be playing that game until I can come back with a cooler head.