adventure games

[Review] Titanic’s Keys to the Past (Android)

All aboard for more Titanic-themed games! Let’s look at what’s available on the mobile market…

This next game review is for a game that is not that bad compared to what I have been playing lately…but it does have one major hiccup. I came upon Titanic’s Keys to the Past after having played a succession of very crappy “Escape the Titanic”-type games (I won’t waste your time on those…). Keys to the Past is a National Geographic game that I actually think is meant for children since Nat Geo have it up on their “Kids” website. I didn’t find the game immature; on the contrary, it was quite history driven, informative and entertaining.

You play as Lillian; someone whose family lineage has ties with the Titanic’s maiden voyage in 1912…Lillian’s great-great grandmother, Rosemary, was a nurse on-board the ship. The story goes that she tried, in vain, to save some people from certain fate, but they were in the third class area of the ship, and the gates separating class areas were locked up, preventing anyone in those areas from being able to flee to the lifeboats. Your great-great-grandmother did not have the necessary keys to open the gate, so she was not able to save those souls, and she too died, knowing she couldn’t save them.

Because of her family connection, Lillian is invited to the grand opening of the newly-built Titanic museum; a self-contained ocean-floor conservatory of the sunken ship. The museum conducts tours of what is left of the ship, with informative exhibits about the Titanic, including its history and information about the fateful night. While on the tour, she happens to find her great-great-grandmother’s half-broken medallion among the ruins of the ship. Upon this discovery, Lillian encounters the spirit of Rosemary, who tells Lillian her story and begs her to help her by going back in time to collect keys that will open the gates and save those people from certain death. To help her, Rosemary transports Lillian through time, back to 1912 via a mirror to allow her to search for these keys. You lead Lillian through the ship, exploring rooms and completing a variety of puzzles, to be rewarded with a precious key. Collect all six keys to fulfill Rosemary’s desire to save those people.

Let’s be honest: as odd as this game’s plot sounds, Titanic’s Keys to the Past was a gasp of fresh air compared to the flotsam of the last few Titanic games I have played lately. Each puzzle was, at the very least, easy enough to figure out. Puzzles vary from HOGs, to mazes, to “unscramble to picture,” to “match the images”. The puzzles were admittedly not difficult, but were a decent pastime, fun enough to play through. In some cases you are able to bypass a puzzle by playing a match-three game instead, but there is a catch in choosing it…you are told you need to match three items enough to gain 200 points in 2 minutes and 40 seconds – it’s harder than it looks! Why such a random time? You got me!

Probably the best part about Titanic’s Keys to the Past that added to the enjoyment of the game was the fact that I could SEE! Images were clear, even when zoomed in. This game is also a port from PC, and unlike game ports to the Nintendo handhelds that I have experienced as of late, this port to android is adapted well for touch screens.

With all the positive feedback I could give to Titanic’s Keys to the Past, I can only wish the game didn’t crash so damn much…Yes, yes, this game crashed…several times. Enough to really piss people off on the reviews on Google Play. I have no idea why there were crashes. If I were playing this game on my old android ASUS eeePad Transformer tablet, I might explain that it was me crashing – not the game (in its twilight years, everything was crashing on that thing), but, I have a Samsung Galaxy Tab A now with the latest OS – no reason for crashes. Keys to the Past crashed a lot, but thankfully it auto-saved, so not much was lost in the way of game progress. Despite this snafu, amazingly, I was a CHAMP, exercising patience and restraint with this game, seeing it to the end.

Titanic’s Keys to the Past costs ~$3.50 on Google Play…Would I pay for this knowing it has this crashing problem?…Hmm, let me be contrary, and say probably not. However! I have hope the developers fix this issue so I could get behind it fully. I actually don’t think this game is that bad…but it does need fixing…

2.75/5

Titanic’s Keys to the Past
Apar Games
2012

[Review] Titanic: Adventure Out of Time (1996) (PC)

I don’t know what it is about Easter that inspires bingeing on everything of a similar theme. Last year, Spring 2016, I watched most of the Kurt Cobain themed films and documentaries…This past Spring, I found myself on a massive Titanic binge. I suppose the mood struck ever since I rewatched the 1997 James Cameron Titanic movie in March.

As a gamer, it’s easy to wonder if this epic sinking ship ever was the subject of a video game. Well, my search hit the jackpot, and I apologize in advance, gentle reader, as I have played a few of them now, and will be writing about them in future posts…

It was one of my most intriguing search results that carried me down a techie rabbit hole, so to speak. Among the Android hidden object games and Nintendo DS cartridges, I discovered an old-school Titanic-themed point-and-click adventure game from 1996 called Titanic: Adventure Out of Time that exists and is available for free…I said, FREE, yo! Heck yeah! I’ll give free a try! But, judging from its age, I knew the possibility existed there’d be some compatibility issues with my Windows 10 machine. Not to fear, many people managed to get the game playing, so I decided to give it a try.

The first step was to install something called DOSBox in order to run Titanic: Adventure Out of Time. DOSBox, in the simplest of terms, is a program that emulates old-timey PC games. At first I thought I’d be having to code my way through DOSBox’s installation. Thankfully, it wound up being less arduous than that – thorough instructions exist all over the place, and I have little fear navigating the guts of my computer, so I managed to install and get the game running. I giggled with glee when I first started the program, and the Windows 3.1 window popped up. Just then my husband walked in and said, “You’re running DOSBox? What?! You installed DOSBox to PLAY A GAME?? Wow, that’s hardcore!” Uh, thanks! {Psst, it wasn’t that difficult…}

Titanic: Adventure Out of Time sees you as Frank, an old British spy who failed a mission on the original RMS Titanic in April 1912, and who, having escaped its tragedy, is now living in London in 1942. A bomb hits his apartment and knocks him out, propelling him back in time to 1912, on-board the Titanic, on the fateful night it hit an iceberg. This is where you as Frank can “right some wrongs” by completing tasks assigned by your Superior, Agent Penny Pringle. Some of the missions involve speaking with suspicious passengers and retrieving items which would prevent the two World Wars and the Russian Revolution from ever starting. You are to complete your missions before the Titanic sinks, which, if accomplished, ensure a happy ending of waking up from your knockout, at home, and living in peace. There are different endings too, depending on what missions you completed before the ship sinks. A number of side-missions are available that you can complete that really have no bearing on the game’s outcome, but can allow for a full-bodied experience.

The mapping system

What puts this game above a lot of other games during this time period is the graphics. The developers were seeking an authentic Titanic experience, and a lot of care was put into ensuring a complete computer-generated replica of the mighty ship was created. Let me tell you: the graphics are incredible. The gamer is permitted and encouraged to tour the majority of the ship. Every inch, including statues, was represented. Maps are provided of the ship to allow you to port to different areas of the ship without having to walk through the entirety of the ship to figure it out yourself, and you are also welcome to ask around to key ship personnel where certain areas are if you get lost.

Smethells and Penny Pringle: You raannng?

When you first “wake up” from your unconsciousness, you will find yourself on the ship in your sleeping quarters. Your personal assistant, Smethells, is at the ready to instruct you on your first task of the evening. Immediately, you will be introduced to this game’s character animation, which is unexpected. Essentially, the animation consists of multiple photographs of real actors mouthing the dialogue, which has then been strung together in a sort of stop-motion animation. It was quite intricate, and I could imagine by its quality, that it would have taken forever to create! Depending on the character you encounter, you are given dialogue choices which can affect the outcome of your interactions with that character, so you must choose wisely.

Third Officer Morrow

One example where this plays out is when you must gain entry to the ship’s deck so you can access the wireless room and bridge. These areas are heavily guarded by Third Officer Morrow who will tell you to get lost unless you choose the right dialogue and help him out with a tiny side-mission. You’ll figure it out quickly as you cannot move ahead with the game without accessing these areas. The majority of the game is not timed, so you are not rushed through, until a completed key mission triggers the ship to crash into the iceberg, and start the clock. You are then beating the clock to find your way to a lifeboat so you can make your escape.

Hit an iceberg, and the ship floods…

When I started playing this game, I realized quickly that this Titanic game, for the most part, is not obviously linear. I could start a mission and then start another mission as I went. As it can be the case when you don’t follow a walkthrough, I wound up having an abundance of tasks to do ALL AT ONCE, completing tasks out-of-order. I started to write stuff down in a notebook, otherwise, I think I would have been completely lost! And not to fear, this game did not penalize you for starting something out-of-order like some games can. The developers obviously thought that this was a possibility. I mean, if you are welcome to tour the entire Titanic, then certainly you are bound to run into tasks to complete out of sequence.

You can use the fists in the forefront to punch this guy out. Interesting game dynamic

If I were to give any critique to Titanic, I’d say the missions were aplenty with: Talk to this person…Talk to that person…Get this and bring it to that person…Talk again to the person. It got a bit confusing at times, keeping all the dialogues and missions straight. Sometimes the activities did surprised me though, for example, I got to play blackjack, spar in a game of fencing, and punch a guy out – good times! But, no doubt, this game is very dialogue heavy, with at least 21 characters and their stories to keep track of. Get your pen and paper ready; you’re gonna need it!

As great as the graphics were in Titanic, there was still a sense of foreboding, aided by a somewhat creepy soundtrack that looped over and over. Further, not every person you see on-screen is an active character that you are meant to have a conversation with. Those “characters” are basically background and stand about static, but turn to face you, say nothing, and turn back around when you click on them. That was a little unsettling, but I think that sense of dread was the point. You are on the Titanic, and it’s only a matter of time before you have to get off the ship!

Overall, I enjoyed Titanic: Adventure Out of Time very much, and am glad I put the effort into installing DOSBox to play it. If you are comfortable with installing emulators, then this one might just be up your alley. It was quite a unique experience I won’t soon forget.

Gameplay 3/5
Graphics 5/5

Titanic: Adventure Out of Time
Cyberflix
1996

[Brief Review] Shovel Knight (Nintendo 3DS / Xbox One)

Shovel Knight, it’s not you, it’s me.

I thought I would join in and play the Cartridge Club’s game of the month for August, instead of going my own way. I had no idea what I was getting into, but was soon introduced to a lil dude dressed in an iron suit that uses a shovel instead of a sword. He’s cute, and blue, and he won me over. It started out a typical platformer, that was easy enough to play. Looks can be deceiving, however…

Shovel Knight is similar to Mario games, in that you lead Shovel Knight through mazes, up ladders and push through obstacles to proceed to the end boss. You are given a map to maneuvre to the next stage, and as you finish a stage or defeat a boss, another area of the map unlocks. Along the way, Shovel Knight uses his shovel to dig tunnels and find needed treasure.

The game looked good, and was totally playable…up to a point. I’m not sure what I was doing wrong, but while playing on 3DS, I could not get Shovel Knight to jump right…or he kept dying…or I couldn’t fire his flare wand right. I tried really hard to push through, and wanted to succeed. I even started the game again on the XBox One to find out if maybe the 3DS’s controls were messing me up. Unfortunately, it didn’t seem to matter; as much as I enjoyed what I did play of Shovel Knight, I just could not progress in the game. 4.5 hours later, and I was still on level 2. …And I chose to walk away satisfied in knowing I played Shovel Knight as well as I could. Nothing is wrong with this game, except that it was too difficult for me. Kudos to those who played it all the way through.

Shovel Knight (3DS/Xbox One)
Yacht Club Games
2014

[Review] Everybody’s Gone to the Rapture (PC)

Collaboration post! 1537 and Caught Me Gaming have joined blogging forces to bring you a fulsome review of the game, Everybody’s Gone to the Rapture: I take on the game, 1537 takes on the soundtrack! Please go read his fantastic post here!

About eight years ago, I read a book called, “the World Without Us,” which looks at how planet Earth would manage if humans were to suddenly disappear (Spoiler alert: the world would get on just fine without us). Whenever I hear of games where I explore abandoned towns, this book pops into my head. Without having all the information, a game title like Everybody’s Gone to the Rapture conjures up thoughts of this deserted earth. What should I expect? The environment overrun with weeds? Should I bring a machete?

With talks of a rapture, I also thought I would get some doomish church sermon out of it too. Thankfully, there was no such sermon, or talk of Armageddon for that matter. But, this game does leave one with thoughts and questions that last beyond the end of the game.

Everybody’s Gone to the Rapture (referred to as ‘Rapture going forward) is a mystery adventure game that takes the form of a first-person walking simulator. You are dropped in the middle of a small English village where all its inhabitants have disappeared. You are left to wander the town, exploring buildings to get clues as to what happened there. Interactions with phones and radios randomly scattered throughout the village allow users to hear odd messages from Scientist Katherine (Kate) Collins, and her husband Stephen Appleton who both worked at the town’s Observatory and who were trying to find an explanation for the mysterious patterns of light that have suddenly appeared in the sky. With it is a desperation to find a correlation between the light and the terrifying health-related illnesses happening to the local townfolk. The game also delves into the personal lives of Stephen and Kate and their interactions and interrelationships with the locals. Orbs of light are found everywhere within the game, are non-threatening, and very much used as a device of guidance when one gets disoriented. They also invite players to interact with them to trigger cuts scenes that tell a richer story of what happened here.

A walking simulator such as ‘Rapture where there is no threat of attack or enemy is a blissful experience. The scenery in the game was so realistic and lovely. Combined with a beautiful soundtrack that marries an atmospheric opera with minimalistic music, you get a sense of what you would experience playing this game. Yet… there is definitely a creepy, unsettled feeling, walking through this abandoned town, into people’s homes, half expecting to run into someone…and maybe I’ve played too many survival horror games, but I for sure thought a zombie was gonna jump-scare me straight from my relaxed state. The most unsettling had to have been the beep-booping sounds coming from random radios and phones found scattered in backyards and along to streets.

There is plenty done right in ‘Rapture. For one thing, I have to give props to the devs, The Chinese Room, for creating a game that honours accessibility, particularly for the hard of hearing. Not only does the game have optional closed captioning, but also the ability to make the audio cues visual, as in the instance of a radio making sound, it will show a flashing icon in the direction of the sound. Also, often I get motion sickness with first-person walking simulators without a cross-hair in the centre of the screen, and thankfully, ‘Rapture has that option.

The game was originally made for the PS4, and ported to the PC. Having played the PC version with mouse and keyboard, I have to say it played okay, if it had a few rendering issues with objects appearing blurry at times. But, predominantly my main complaint had more to do with a very fundamental device that was missing from the PC version – a PROPER manual save. That’s right folks, there was no ability to save at will within the game… that is until The Chinese Room heard the ire of fellow gamers who were asking for refunds because of it…. The only time the game would save your progress was when you would find a glowing orb that would change into a cut scene. For a game that is open-world – that encourages the player to wander and explore – it was impractical to walk around and NOT have a manual save state. The first evening I spent in ‘Rapture, I wandered for an hour and a half, but it only saved 25 minutes worth of gameplay. What’s the point? I looked online for a solution, and thankfully, the developers pushed a patch that allowed players to click on framed maps found around the tiny village to save the game manually (this solution was found on Steam in the forums here, in case anyone is interested). Incidentally, this does not seem to be an issue for the PS4 – they have a suspend mode whereby the game can be paused, which was not possible with the PC version. Anyway, props to the devs for fixing this downright annoying problem. Why they didn’t think of this as a problem before, I have no idea.

Overall, I didn’t regret my time spent in ‘Rapture. It’s a gorgeous game, and if walking simulators are your bag, don’t pass this one by!

Everybody’s Gone to the Rapture
The Chinese Room
2016 (PC) / 2015 (PS4)

Thanks to 1537 for the game suggestion and the idea to join forces! Now go read his review here!

Jessica Curry Everybodys Gone To The Rapture 08

[Review] Mystery Case Files: 13th Skull (PC)

I got a lot of boxed games…and they are begging to be played! Most are point-and-click, and most I’m sure you’ve never heard of! Here is one of them!

Mystery Case Files: 13th Skull is the seventh installment of the Mystery Case Files collection by Big Fish Games. I have some familiarity with MCF games, having played Mystery Case Files: Malgrave Incident on the Wii a couple of years ago, as well as Mystery Case Files: MillionHeir on the Nintendo DS. I like the series as every game is unique in its own right, either by its storytelling, or graphic execution. The production value is predominantly top-notch, and 13th Skull is no exception.

Sara and Marcus Lawson move from Ohio into a run-down mansion amid the swampy bayous of Louisiana, along with their daughter Magnolia. Soon after settling in, Marcus goes missing, and Sara calls upon you, a detective, to find him. In the meantime, you must rummage through this dirty creepy mansion, interview rednecks and avoid alligators all in the name of detective work, just so you can locate Sara’s husband. While gathering evidence, you discover that the mansion and town are steeped in pirate history, the townfolk are superstitious and a brigand by the name of Phineas Crown once lived and buried his treasure at the mansion. There is also gossip around town of the curse of the 13th Skull, a spell that is cast on anyone who locates the treasure. Sooner or later, Marcus is found, along with some interesting plot twists. Arr Matey!

13th Skull is a point and click hidden object adventure game that does very well to encapsulate a feeling of the old South with its characters, settings and music. The puzzles in this game are typical, but fun and challenging. What sets this one apart from other HOGs, is the use of live-action interview scenes that the gamer is made to participate in to advance the story. The major characters of the story – Sara Lawson, her daughter Magnolia, their superstitious housekeepers, and some town locals are represented. The game places the full-motion actor within the game’s UI, so it appears as though the actor is living in this virtual world. The interview part is an interesting aspect and enriches the experience. The acting? Well…it’s a bit cheesy and exaggerated, but I liked how Big Fish Games tried to do something different within a hidden object game.

Although the puzzles were challenging in 13th Skull, there happened to be several instances where you would have to scour the game’s numerous scenes, including the bar, swamp, cemetery and the Lawson house’s 10 rooms to find one single object needed to continue in the story. At the end of the puzzle, it was easy to lose track of where you are going and what you were supposed to be doing next. This is a minor critique, and the game comes with a walkthough to help you out, if you are so inclined to use it.

Critiques aside, 13th Skull is a fun game that shouldn’t be missed, and fits nicely within the pantheon of Mystery Case Files games.

3.5/5

Mystery Case Files: 13th Skull (PC)
Big Fish Games
2010

[Review] Outcry (PC): Dude, It’s a Burnout’s Dream

Sometimes, I can only assume some many games are inspired and created because someone got high.

I’m a straight gal – hardly drink, don’t smoke, never done drugs. That said, I think I would have probably enjoyed the game, Outcry, a lot more had I been high on illicit substances. A bizarre plot, unsettling imagery and a very dull and effing confusing gameplay make for the psychedelia that is Outcry.

Here is the synopsis of Outcry from the box it came in: ” Assume the role of a middle-aged writer who receives a strange invitation from his brother that he hasn’t seen in years. Accepting his invitation, you are soon confronted with his sudden disappearance and his connection to a mysterious machine which, according to your brother, (acts like a “toke-up” iron lung which releases the smoke from burning leaves of some hallucinogenic plant. Your bro gets high off the fumes and this) separates one’s consciousness from one’s body.” *

As you play, you discover that this mystery machine is nonsense B.S. because…

[SPOILERS SPOILERS SPOILERS!!] (Highlight the area below with your mouse to reveal)

<ahem> As I interpret it…YOU are actually dead (you drowned when you were a child) and your bro is trying to channel you. He feels guilt about the drowning and wants to turn back time, so he creates the machine…which is a total waste of resources when all he needs to do is contact his weed dealer, put it in his pipe and light up. None of this makes any sense to what goes on in the plot especially when you (who is supposedly dead) interact with live characters in the game.

[END OF SPOILERS SPOILERS SPOILERS]

The Good: Vivid imagery. Haunting score. Made me say “whoa” a few times.

The Bad: Everything else. Shitty plot, confusing gameplay, oddly syntaxed English.

The Good, redux: Good for getting a buzz on. Pass that pipe over here…

Outcry is a first-person adventure game. You move around the scene with a mouse click from room to room, pick up objects and solve confusing puzzles as you go along. You do not speak, and there is no internal monologue to tell you whether what you are doing and where you are going is the right thing. Your brother’s narration is front and center as he reads you every word of every journal and scrap of paper that you pick up (and there are about a dozen of them, so better get comfortable).

With all this dialogue, I would have thought I would get a clue what was going on. Alas, something continuously got lost in translation as this brother’s English tried to be esoterically formal, but frankly failed as he would change his tense on a dime and some of the wording used was just…odd English. Weirder still, the narrator was obviously English-speaking…why he wouldn’t say to the developers, “Hey, Dude with the bunny eyes: that doesn’t sound right!” is beyond me. The gameplay confused me and the narration did not help. Playing this game in tandem with a walkthrough early on was the only way I could keep playing Outcry because I was LOST in the forest without a sandwich, man!

The visuals in Outcry were psychedelic, bizarre and extremely unsettling…yet, very well done. If I didn’t know any better, I would have thought I was playing a survival horror game.  You play in this sepia-coloured world for the most part that has that faux “scratched film-reel” look. The game’s camera would constantly move you back and forth – you never stood still – which added to the unsettled psychedelic element. Backgrounds would also move on their own, so shit was moving all over the place in a wavy continuum which disturbed me. However, Outcry‘s gameplay itself was so…dull. Disturbed, yet dull; Interesting juxtaposition, isn’t it?

I obviously don’t recommend Outcry as a game to play for straight enjoyment. Make sure you have a little “something” to take the edge off if you find yourself a copy. Hey, as they say: if you got ’em, smoke ’em!

6.5/10

Outcry (PC)
Developer: Phantometry / The Adventure Company
Released: 2008

*What is in parentheses is what I wrote to simplify the plot for you.

*Originally reviewed in March 2014, reduxed 2016.

[Review] A Spell in the Borderlands: the Pre-Sequel! (PC)

For half of 2013 and 2014, the hubs and I spent time in the acrid, dangerous and awesome world that is Borderlands 1 and 2 (written about previously here). We took a hiatus while we awaited the long anticipated release of  the third chapter in the Borderlands franchise, Borderlands: the Pre-Sequel! and once released in the Fall of 2014, waited for it to go on sale cheap enough to pull the trigger. Lucky us, we found two cheap hard copies for the PC thanks to a random sale at Best Buy ($10 each). Soon thereafter, we got a hankering to explore a fresh adventure in the Borderlands once again. We began playing together in Co-op via Steam in August 2015 and from there, dedicated at least 37 hours of gameplay, which took us to Christmastime 2015. Aside from a few nit-picky things, it was an interesting trip!

Borderlands: the Pre-Sequel! fits right in the middle of Borderlands 1 and 2 in chronology. In past Borderlands games, you played as a Vault Hunter, in search for priceless hidden booty on Pandora, a bleak planet that once housed mining colonies. In this game, you again play as a Vault Hunter assisting on a mission to explore Pandora’s moon, Elpis, and to take over a space station.  In an interesting and surprising turn, you inadvertently assist a well-known villain in the Borderlands canon on their journey from their humble beginnings to their corruption. The plot, quite like the other two Borderlands stories, is secondary to this massive mission-based game, and can be a little confusing to follow if you try to dig too deep.

You will see several familiar faces in the Pre-Sequel, such as ClapTrap (in several iterations), Roland and Lilith, but this round, you are given the option of playing one of four Vault Hunters that were never playable before, but that are familiar in the Borderlands Universe. I played Athena, a kick-ass Gladiatrix who is equipped with a special shield that can block damage caused by enemies by absorbing its energy, then using that energy to attack enemies in return.

This game has a very similar look and feel to its predecessors. The hyper-realism with cel-shaded graphics that players are familiar with is left intact, and I couldn’t be happier! The gameplay mechanics are also similar in this game to Borderlands 2, with some interesting additions. First, weaponry has been upgraded to include laser and cryogenic guns, which can obliterate or freeze your opponent.There is also something called the Grinder, which could be used to obtain weapon upgrades by combining two lower level weapons.

Because you were exploring on a moon (Elpis, Pandora’s moon), you were often dealing with low-gravity environments while in gameplay which provided your character with the ability to make giant leaps over long distances. These leaps were often aided by jump pads that would propel you into the air. This activity was fun and challenging for me as I would often over-shoot my target landing spot, and end up falling into the abyss.

The environment outside also lacked oxygen. Not only were you having to manage your health, weapons, and shields in this game, you were also having to manage your oxygen levels. Along the way, you were able to top up your air or open up oxygen-filled areas. This was fine in the beginning stages as you were leveling up, but, I was half expecting (hoping?) to be able to pick up a self-regen oxygen pack of some type that would regenerate your oxygen permanently; but this never came. This might be a nit-picky thing, but searching and worrying about the oxygen levels got ridiculous by the end of the game.

Because Elpis was rather expansive, you were given the familiar moon buggy of past Borderlands games to traverse the barren landscape. In an interesting twist, though, you were also provided with stingrays – one-person hover-craft rides that propelled on a jetpack. I never got the hang of them, to be honest, and would often respawn after falling off a cliff while riding one of those things. But, it was something different, and it being a one-man ride, you had to rely on your own devices to survive on them.

Although, overall, Borderlands: the Pre-Sequel! is not my favourite in the Borderlands franchise (Number 1 is), it is a familiar and fun game that should be experienced.

3/5

Borderlands: The Pre-Sequel!
Gearbox / 2K Australia
October 2014