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    Tales from the Borderlands

    Game » consists of 6 releases. Released Nov 25, 2014

    A spin-off of the Borderlands series of first-person shooters, Tales from the Borderlands is an episodic adventure game where a reluctant group of civilians try to strike it rich in the hostile world of Pandora.

    Indie Game of the Week 17: Tales from the Borderlands

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    Mento

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    I have to say, my favorite part of these Tales from the Borderlands episodes are the freeze-frame opening credits, usually showing up after a cold open that lets them pause an action scene or a montage of still images as they move around the space with the various credits superimposed. Kinda like how that Deadpool movie opens, just without Juice Newton's "Angel of the Morning". It makes me wish I was better at introducing my own material. Here goes: I played more of this episodic adventure game about the Borderlands and the people in the Borderlands opening a vault. In the Borderlands.

    The game's action-sequences have this odd combination of interactivity and pre-planned choreography, the issue that QTEs were invented to normalize in a video game context all the way back with Dragon's Lair, where you were only ever presented with the Hobson's choice of getting the buttons right or failing in a humorously morbid "dead end" (literally, in most cases) and being forced to try again from a few moments back. I think at their best QTEs are meant to provide the illusion that the player is in charge of the movie playing out, and there are definitely times where I find myself drawn in by the artifice. When an indicator appears that demands you tap a button quickly to win a tug of war or crawl through a closing door, it's hard not to get swept up in the moment and start hammering the poor controller. On the other hand, this illusion gets more and more strained the more it gets invoked. I realize Telltale's oeuvre has failure states that go beyond your protagonist getting themselves killed and forcing a restart, which is to say consequences that will stick around for the rest of the game, and yet it's hard to take each batch of the same context-based QTEs seriously. It eventually begins to feel like certain actions are conceived based on the QTE prompt that will pop up to resolve them, rather than the ideal vice versa.

    In TftB's case in particular, however, its meta sense of humor continues to mitigate a lot of this annoyance over contrivances. After spending the whole game hitting left and right to avoid danger in time, one instance near the end of the third episode has an antagonist aiming a gun at you and a prompt appears for you to reflexively roll to one side. He then berates you for expecting to out-roll a bullet, especially as he simply needs to adjust his aim slightly to the side in order to hit you. Of course, there is a sequence just a few moments later where you do exactly that once again with another protagonist/antagonist combo, so whether there were two people writing this script or the game trying to have its Vault and open it too is a contradiction I'm unable to explain away.

    It's cute how this game brings back various gameplay/UI elements of the shooter RPGs in an adventure game germane way.
    It's cute how this game brings back various gameplay/UI elements of the shooter RPGs in an adventure game germane way.

    The technical issues, too, are starting to make themselves a little more pronounced. I heard this was one of the major issues people have with Telltale games as a whole, as they continue to tax their extant engine as their stories and action sequences continue to make outlandish demands from it. There's a keen sense that the writing in these games - which is usually pretty excellent - is stifled by the format, in much the same way it might be a traditional adventure game that requires the game pause its narrative flow to give players a puzzle to solve in order to progress (figuratively, in an old point and click graphic adventure; literally, in the case of Professor Layton). I've seen how relying on the same engine game after game can be a problem in other long-running series, most notably Assassin's Creed, where the company's money people erroneously feel that the cheap option of a recycled engine is perfectly capable of handling every new instance or idea the writers and designers can throw at it. What often happens instead is that the engine buckles under the weight of feature creep, and we see lots of bugs and systems that aren't working like they're meant to.

    I can give you one instance of this type of bug early on in the third chapter of Tales from the Borderlands. There's a sequence where you're moving down a hall with Rhys and Fiona while a turret vacillates on its automatic path, the idea being to move ahead when the turret's momentarily paused at the terminus of its horizontal sweep and is facing away from you. Rhys is in front of Fiona, so every time you say to "go!" as the latter, he moves one space ahead and Fiona occupies the space he was just in. He reaches the room at the end first and gets jumped by a goon, and suddenly there's a time limit for Fiona to get past the turret and charge in there to save him. Apparently, there was another sudden prompt as she moves into the room to complete the rescue, and I missed it: however, instead of seeing a failure scene, I was unceremoniously booted back to the beginning of the hallway sequence, only now Rhys was already going mano-a-mano with his bandit attacker in the next chamber. Every time I told him to "go", he'd suddenly switch back to moving from behind a crate, before warping ahead to the next room to get back to his struggle. Took a moment to figure out what was even happening. That was a major "uh-oh", but the game is filled with so many minor animation and scene transition bugs that, while it doesn't really hurt the gameplay too much, often serves to break the immersion. Considering how much stock the game puts in railroading you forward through carefully choreographed action scenes, immersion's one of the few strengths a cinematic approach like that has.

    Rhys says what we're all thinking to Handsome Jack.
    Rhys says what we're all thinking to Handsome Jack.

    But you know what? I'm still enjoying this game. For as much as Telltale's particular format tends to irk me, it's one of several delivery methods modern adventure games are figuring out how to tell stories, and I figure the more of those we have the better. Narrative-focused games are starting to open up in a lot of interesting ways, with varying degrees of interactivity, and it's been curious to watch how storytellers approach the video game medium with as much or as little traditional gameplay elements as they feel are necessary. Scott Benson, co-creator of Night in the Woods, tweeted something obvious about narrative-focused video games that didn't occur to me until that moment, in that video game storytellers don't actually choose video games as the medium for a story they have in mind, but instead conceive stories for the medium they know best; a small but important distinction. It's telling that we don't really have a whole lot in the way of a "video game screenwriter" role, because in order to effectively tell a story in a video game you need the expertise to know how video games are conceived and directed. A movie or TV screenwriter prospers more when they have a keen sense of cinematography and on-screen aspects like mise en scène that would benefit a tale told in that predominantly visual medium, and with video games all of those visual standards apply and more besides. I don't mean to get off on a tangent here - we're getting a lot of hot takes based on a certain video game critic's latest article on the purpose of stories within video games, and I don't mean to add to that maelstrom when I've clarified my own position in many previous pieces I've written on off-beat adventure games like this. I do think we're on the cusp of finally figuring it out, however, or at least closer to the epiphany that there's a surprisingly varied amount of ways to effectively tell a story within an interactive format.

    So yes, I will continue to cover this game for one more of these "Indie Game of the Week" articles at least. I have an idea about how I might supplement the rundown for the last episode, since it's only going to be half as long otherwise. For now, four episodes in, I can continue to recommend this game as a decent realization of this universe and its madcap gallows humor sensibility without necessarily having it revolve entirely around loot RPG gunplay and obnoxious memes.

    (We're once again spoiler-blocking these individual episode recaps for the sake of those who have yet to complete them. Oh, and you can catch up with my thoughts/choices on the previous episodes over here.)

    Episode 3: Catch a Ride

    Fortunately, it hasn't been so long that I've forgotten what was happening, and the episode conveniently begins with a catch up anyway (though, curiously, one that only covers the second episode - normally a TV show would plumb the entire series thus far for relevant expository clips). With his friends in peril and the enigmatic "Gortys" Vault-seeking sphere in his hands, Rhys has just risked it all on Fiona's plan of tossing a flashbang grenade up in the air and improvising, and it works well enough. In the process of escaping the Atlas facility the previous episode saw us infiltrate, there's a lot of sneaking around turrets and surreptitiously taking out August's and Vasquez's hired goons (though really, as we'll find out in a moment, they belong to the "Queenpin of Crime" Vallory).

    Speaking of whom, we quickly meet two new characters after emerging from the facility relatively unscathed: Gortys, who is actually an overly chipper robot, and Vallory, the hesitantly spoken-about crime lord who has been pulling the strings of several of our foes. Due to a split decision on who to blame for our troubles so far - either Felix, August or Vasquez depending on who've you been most slighted by - Vallory abruptly murders them in a show of strength that felt less like a statement of "whoa, check out how dangerous this person is" than a passing of the reins from whoever you perceived to be your biggest adversary in order to place herself firmly in that role. Maybe unnecessary, given her actions to follow, but introductions are important enough to establish a character. In fact, you get to make an impression the first time you meet her in a decision I'll get around to later with the usual "this many people did this" post-episode results splash screen rundown.

    After this, the scary mercenary Athena rushes in to save you and patiently explains she was also trying to save you from Vallory and her goons - Finch and Kroger, making a return in this scene - back in Hollow Point and was hired by Felix to look after the con artist pair until they uncover the vault. Given how much we trust Felix at this point, this could either be an adoptive father looking out for his girls in absentia, or a means to have an agent in place to swoop in and snatch the loot when they finally do find it. The opening credits then ensue, as we follow Gortys' directions to find the next part of her robotic body. We'll need the whole thing if Gortys is going to help us find the vault, and that's as good an excuse as any to go on a scavenger hunt.

    The next and most significant part of the episode, at least in terms of how much of its runtime is spent here, takes place in an Atlas biodome, which is where we can find Gortys' "energy chassis". We meet a reclusive scientist, who cures poor Vaughn from the paralysis he incurred back in the opening action scenes. The game's clearly still figuring out what to do with Vaughn, since he doesn't serve much of a role beyond tech geek (he's comic relief too, but then so is everyone) and I was worried he'd get sidelined for the whole episode. We're not entirely copacetic with this mysterious stranger just yet, but for now we have bigger fish to fry: the part we need is kept under heavy security, and the security tower will need Rhys and his eye scanner doodad to operate, so the group splits up into three teams: Fiona and Athena head towards the Gortys part, Rhys and Sasha make their way to the security tower, and Vaughn and the robots stay back in the biodome's living quarters to recuperate and collect information.

    This chapter feels like a "getting to know you" episode, expanding on the interpersonal relationships of its characters. Rhys and Sasha's feels vaguely romantic at this juncture; something that was sparked by their uneasy friendship under the bandit base back in episode one and moving ahead here, as the duo marvel at the jungle-like atmosphere beneath the dome and a tense-but-humorously-not-really scene with a collapsing bridge. They get into some trouble with some floating jellyfish animals, and are able to shut down the automatic turrets in time before getting chased out by the creatures. Fiona and Athena's segment, however, provides something of a burgeoning teacher/student relationship as Athena instructs Fiona on how best to survive as a Vault Hunter. We're introduced to Fiona as a fast-talking conwoman who relies on her charm and wiles, but most of what she's been forced to do so far is shoot people with her tiny elemental Derringer while leaping around acrobatically. A forced fracas with an elemental carnivorous plant is sufficient to give Fiona the confidence she needs to become a true Vault Hunter (it didn't occur to me until this episode, which regularly refrences Athena as a former Vault Hunter, that she was a playable character in a former game - in particular, the Pre-Sequel, which I've not played. I take offense at its stupid name, for one, since it clearly indicates none of the writers know what a prequel is).

    Inevitably, after the part is collected, a few new troubles emerge. The first is the result of finding out that the stranger is an Atlas scientist, and Athena's still sworn to hunt down and kill every Atlas employee due to her tragic backstory which I'm sure got more play back in the specific Borderlands game she hails from. I talk her out of it, but immediately after that we get attacked by Vallory's forces. She was smart enough to bring a couple of Vault Hunters to neutralize Athena, who is the only person in our party who really knows what she's doing in a combat situation (or any situation, really), and we get a few more action sequences before the episode ends with both our heroes captured, Vaughn missing, an unconscious Athena getting dragged away by Vallory's Vault Hunter ringers - BL1's Mordecai and Brick, who I'd have been happier to see in more auspicious circumstances - Loader Bot with even more damage, and everything very much in the air for the next episode. Let's talk about those decisions!

    No Caption Provided

    Fiona: The Athena/Cassius choice was probably contentious because it relied on whether you had played the Pre-Sequel or not. I'm sure if you had, Athena's fury would've been more justified and you'd let her go through with it. I'm more the conciliatory sort, which is why I also let Vallory help Fiona up. We weren't sure where she was at with us specifically, and for a while it looked like we could smooth things over. It appears, however, that the game has other plans: she is presently our main antagonist, and we are currently at her mercy. Maybe it wasn't a bad idea to piss her off after all.

    Rhys: The Jack decision, I feel, might have been the same sort of situation as the Athena one where playing the game that he has a greater role within helps us determine whether or not he can trusted. Since I have played Borderlands 2, I can say "absolutely not". That so many did is interesting - I wonder if there's something they know that I don't, since it seems likelier now that Jack's going to keep working on taking over Rhys without his support. The Sasha flower thing means she gets sprayed with the pollen that riles up the jellyfish instead of you, however it's impossible to know that she would eventually pick the flower ahead of time: all you get is the prompt to do it yourself, possibly to give it to Sasha to continue this romantic thread between the two. I missed the prompt entirely because of a distraction, leading to the minority decision here. Last, the decision to not let go of Sasha as you both hang precariously off a walkway was a joke: your character refuses to look down because of his vertigo, so when Sasha intimates that she's going to let Rhys's leg go so that he can hold onto the bridge, the player can make a dramatic refusal to let her drop. Fact is, she's about three feet off the ground, and so are you. I wonder how many more times the game is going to do this. I hope at least once more. (Oh right, I also got Vasquez killed when Vallory asked us who was responsible for the botch job. It's a shame we won't get more Patrick Warburton, one assumes at least, but he was easily the biggest pain in my ass.)

    We'll be back with the Episode 4 rundown... right now.

    Episode 4: Escape Plan Bravo

    Well, we're still captured and without an indomitable Vault Hunter to protect us, so we pretty much have to work for Vallory from this point on. Vaughn's disappearance is cleared up by the fact he and Doc Cassius split when the fighting started - another case of the writers having no idea where to slot him in, so he's getting shelved until some big heroic moment that will probably fizzle out midway through. To get to Helios, our next Gortys-related destination, means having to get into space somehow. That means another visit to Scooter - kind of weird he didn't appear at all in the third episode, given his catchphrase is the title - and to Athena's girlfriend Springs, who isn't too happy we allowed her squeeze to get captured. We smoothed things over with a lie or two, and now we're well on the way to Helios with Scooter on board.

    Meanwhile, Rhys and Vallory's goons Rocksteady and Bebop (wait... Finch and Kruger) go to Old Haven to pick up Vasquez's body so we can imitate him via the costume changing machine. This has me intensely curious about what might happen if we had let him live - presumably he'd be escorting us to Helios directly and the plan would be a whole lot simpler. Instead, we have chinstrap the mercenary as our untrustworthy back-up, and I doubt he'd be useful up on Hyperion's HQ unless a gun fight were to suddenly break out. Probably will, knowing our luck. If we weren't feeling bad about this decision before, the repeated indignities that happen to Vasquez's body really ramps it up. For one, his face was taken by a psycho, which we then have to peel off the psycho's mask without rousing him from his slumber in what is perhaps the most messed up variant of Don't Wake Daddy I've ever played. After that, we get chased by the psycho we unsuccessfully did not wake up, and the goons shoot him just as he gets close to Vasquez's body, blowing it and the psycho into interchangeable gibs. Guys, I'm not sure Vasquez is coming back.

    Well, all right, he's coming back in spirit. Rhys will be incognito as Vasquez for the majority of our heist up on Helios, and Fiona and Sasha will be joining him as Hyperion corporate drones. We'll also be carrying Finch, Kruger and August up with us, as well as Scooter, so I'm not sure why only half of us are bothering with disguises. The rocket ride up is uneventful, but for one casualty: Scooter, who gets his hand caught in a faulty engine and jettisoned into space. I sort of suspect that, even though the engine did explode in the upper atmosphere, it'll take more than that to take down Scooter. Or the next Borderlands will just have a different vehicles person, like they have done for every game so far. Farewell to the third least funny stereotype on Pandora. (Yeah, we switched hats. Fiona finds another one in her style eventually though, as the in media res framing device is quick to demonstrate. Oh yeah, that's still happening, and we still don't know who the masked kidnapper is either.)

    Honestly, the Helios stuff was fairly weak. Rhys!Vasquez just about manages to bullshit his way past security, past a duplicitous Yvette who had been scheming against us with Vasquez this whole time, past the firewall on the Hyperion servers and past a giant finger gun fight with the accountancy division in a really dumb Spaced homage. Fiona, equally adroitly, gets the tour guide pass she needs to reach Handsome Jack's office where the next Gortys piece is being displayed, though her improvisation skills could use some work. Complications means we have to go up through Jack's Mr. Burns style office trapdoor (no sight of Lenny on the way up) to reach the interior, where we finally snag the piece. Yet, tragedy strikes as Yvette captures the two sisters and Handsome Jack finally enacts his plan to get himself downloaded out of Rhys head and into the Hyperion mainframe. He's not too happy we called him a jerk all those times, I suspect. The episode ends on another cliffhanger. Decisions time!

    No Caption Provided

    Fiona: I suppose "sticking to the plan" meant not tossing Scooter's satellite into space despite being from a rival company from Hyperion's. It'd have been a neat way to honor Scooter, by having his advertising satellite get destroyed and us shot by the bad guys for jeopardizing the mission. I also really don't like Scooter much due to being the source of the sheer volume of low-effort hick jokes from Borderlands 1 so, hey, win-win in my book. I didn't let the Handsome Jack fans vaporize themselves on the forcefield blocking Jack's office because I didn't think they'd be stupid enough to keep running in after the first got zorched. Instead, by warning them of the danger she could alleviate any hard feelings between those that survived and herself. Maybe I'm thinking with too much "real world logic" than "Borderlands logic" though which, you know, fair cop. Looks like the majority also tore down the painting instead of smashing Jack's stupid diamond pony - I had my chance to destroy one of the worst running jokes in Borderlands 2 and didn't take it, so I'll admit to making a mistake here (honestly? I figured Fiona would break her hand on that thing).

    Rhys: An inconsequential decision to not tell the sisters about Jack in Rhys's head meant that I invented something about a database instead. Given the conclusion of this episode, I probably should've clued them in that something nefarious was going on, but I didn't expect them to believe Rhys. It's not like Vaughn, who knew enough about Hyperion tech and could imagine a scenario where Rhys would have the ghostly ex-CEO of Hyperion constantly hovering around with advice like The Great Gazoo. (Also, and it's weird I just noticed this, 2015's Batman Arkham Knight also had the psychotic comic relief villain pestering the protagonist with mean-spirited jokes the entire run of that game too, huh? Maybe psychological hauntings were just catching.) Talking Yvette down was presumably the alternative to simply zapping her with Rhys's stun rod, and while I'm not happy she turned on us I was interested to find out what her plans were. That's why I wanted to string her along as Vasquez as much as possible. The split on the Hyperion thing was a curious one: post-game, it's clear that the choice would've been made for you either way, but this does tie into what we know about Rhys from the offset. He wanted this; the middle-management position that Vasquez stole from him was merely one step towards this ultimate goal. Yet, wouldn't his time on Pandora with people he trusts have changed him at all? Wouldn't he have realized by now that Handsome Jack was a complete tool? I'd like to think so, so I gave Rhys a backbone for Jack to then abruptly snap. (You could argue that a reformed Rhys would've used Hyperion's resources for good as its new leader, but I think that's just deluding yourself.)

    I'm still curious to see how this all ends, and how it ties into where the duo are at in the present with the masked stranger. Escape Plan Bravo was probably the weakest episode so far though, so I'm slightly concerned that Telltale won't stick the landing. I feel like this game relies way too much on the worst narrative elements of BL2, so there's that worry that Handsome Jack - the Jar Jar Binks of this franchise, given the amount of screen time he inexplicably gets and the far greater amount of affection his creator has towards him compared to his popularity with the audience - will completely overshadow the finale as the new chief antagonist. I suppose I'll find out soon enough.

    That'll do it for this week. I'll be back soon to polish off Tales from the Borderlands's fifth and final episode in another IGotW update sometime in May. Be sure to mark your own spoilers in the comments if you have something to add or want to talk about the decisions you made. I'm clearly drifting further and further away from the vox populi, so I'd like to see some rationales from others.

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    sparky_buzzsaw

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    I'll just say this. The episode you thought was the weakest, I thought was the strongest. And maybe one of the best in Telltale's lineup, along with that last episode of Walking Dead's first season and the first episode of Wolf Among Us. Also, why haven't we gotten a Wolf Among Us 2? Hm.

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