Indie Game of the Week 19: Tales from the Borderlands (Again, Again)
By Mento 0 Comments

And so we return, once again and for the last time, to our merry band of screw-ups mid-caper, as we draw our episode-by-episode review to Tales from the Borderlands to a close. Before we do all the usual spoiler-blocked business, though, a few closing thoughts that should be fine to read no matter what your status with this game is, whether you've completed it yourself, only checked out the complimentary first episode on PSN, or still pondering whether or not to start. I could say that this is my favorite series Telltale Games have ever done, but that might seem a bit misleading since I've only completed the two: the other being Strong Bad's Cool Game for Attractive People, which definitely had a few qualities of its own. However, I can say that in spite of its legion of technical issues and bugs, Tales from the Borderlands does right by its source material, by the characters it both invents and borrows from the wider Borderlands universe, and sticks the landing in a satisfactory way that not only sees the game to a worthy conclusion but makes the player's choices feel like they had an effect. I'll get more into just how it accomplishes that in the episode 5 round-up, but take it from me - if you're hesitating on going all in on an episodic game because you don't know whether or not it'll pay off in the end, I can say that Tales from the Borderlands is one of the few that pulls it off. At least, I was pretty happy with how everything concluded, for the most part.
In the previous two Indie Game of the Week appraisals for this game, in this pre-spoiler space where I don't discuss the story or the game's few puzzles, we already tackled how the game largely relies on QTE-"enhanced" scripted action scenes for about 40% of each episode's run-time, and most of the rest are spent in conversation trees. We already talked about the aforementioned bugs that, I've been reliably informed, are due to the singular "Telltale engine" that every game of theirs is built with. Very few of these bugs are game-breaking and/or necessitate a restart (I think that happened once to me, and I wrote about it in the last review), but they're definitely immersion shattering, as characters temporarily vanish and snap into new poses or awkwardly shift on their axis when changing direction. It's some weaksauce movement animation for the most part, though the faces are marginally better. When you build so much of your game around action scenes, issues like those get all that more noticeable too. To that effect, I think the game is at its best visually when we're treated to the opening credits, as the various "a Telltale Games series" and "based on Gearbox's Borderlands" type headers are cleverly integrated in a frozen scene that we're shown from various angles. They remain a stylish highlight, though I can't really speak to whether or not that was the in-house Telltale style or something they borrowed from the Borderlands games (which, I can just about recall, had some stylish opening credits of their own).

Ultimately, though, the visuals don't matter as much as the story, the voice acting, and the way Telltale incorporates player choice into how events play out. I'd say TftB does all three quite well, the first thanks in part to building from a couple of viewpoints distinct from anything the previous Borderlands games have covered - in those games, you were always a powerful Vault Hunter, and you were surrounded by either villains or vendors. Tales posits how a corporate stooge who has too much of a conscience to get anywhere up the ladder and become a Vault Hunter's potential antagonist, and a con-artist who has to rely on other talents beyond the martial to survive, might make their fortune in a harsh sci-fi universe that regularly mines gallows humor out of commonplace violence and unexpected deaths. That goes double for those without plot immunity; the many friends, hanger-ons and recurring rogues, many of whom wouldn't last five seconds on Pandora if not for extraordinary dumb luck. It's silly to think so much about mortality in a comedic adventure game, but not when the comedy is so regularly extracted from people exploding or being eaten by giant monsters. Heck, the series' most enduring character (to my chagrin) is an omnicidal psychopathic CEO who regularly talks about all the people he's murdered. Building characters that the players get attached to isn't easy in a world like that, but it serves Telltale well enough: they had a similar balancing act in the equally hostile world of The Walking Dead, establishing characters only to have them killed off by ravenous undead either in spite of or because of the player's choices. While Borderlands feels like a strangely upbeat setting to use after the morbid The Walking Dead and the grim noir of The Wolf Among Us, its casual acquaintance with sending folk to the hereafter allows Telltale's (and Gearbox's) writers to stretch their comedy muscles while still flirting with the idea of having half the cast die off because of unfortunate player choices.
I've had reservations with both the studios involved with this project before now; specifically, how Telltale makes their adventure games simplified and a little too dependent on "the big decisions" in lieu of anything more engaging to the ol' gray matter, and how Gearbox tends to rely on so much obnoxious meme humor, one-dimensional stereotypes and movie references to prop up some admittedly compelling shoot-n-loot gameplay. Somehow, though, working on Tales from the Borderlands has brought out the best in each other. Telltale can go full ham on the QTE sequences because they belong in such an action-oriented game series, and Gearbox can use the narrative direction and temperance of Telltale to create characters and situations that don't feel like the comedy equivalent of nails on a chalkboard. It's really strange to say that I liked a Telltale game with almost no "classic" graphic adventure game elements, and that I liked a Gearbox game for its humor, but that's the unusual position Tales from the Borderlands has put me in.
Rating: 4 out of 5.
All right, let's get into the nitty-gritty here: we'll sort out what happens in Episode 5 to conclude the series and then move onto a character study. The latter's mostly there because it was one of the more inconsistent parts of the game, but at the same time also occasionally one of its strongest.
Episode 5: The Vault of the Traveler
Anyway, that's going to do it for these rundowns. I probably didn't need to expound on the entire episode's story, but at least it lends some context to all the decisions in case anyone had forgotten where they come in. What follows next is a character-specific rundown for the entire series:
That's going to have to do it. I've written more about this series than is probably healthy, and I'd like to get back to polishing off Ultima Underworld for May Maturity before the week's time limit is up. Thanks to everyone who has been following these rundowns, and thanks to the handful of folk like @sparky_buzzsaw who recommended the game in the first place. I wouldn't call myself a new Telltale convert, but I'm glad I gave it a shot.
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