There’s an entire meta-economy of farmers, hoarders, looters, dupers, and modders that ply in the trade of Pandoran weapons, and they’ve had a tiny piece of rug pulled out from under them. (Incidentally, the Campaign of Carnage introduces a new raid boss, Pyro Pete the Invincible, who also drops Seraph Crystals.)Ĭarnage’s new currency stands out even more because it’s so much easier to use - the grindable missions are short and don’t have that awful one-boss-per-day instance limitation that Gearbox mind-blowingly placed on Captain Scarlett’s best equipment. The democratization of Borderlands’ loot drops reimagines some of its guiding principles and introduces the possibility for grinding that was never achievable before. ![]() It takes between a week and ten days to farm for one Seraph gun. dropped special crystals that could be traded for Seraph-level guns and b. Scarlett featured two optional, end-game bosses that a. This shift actually started in Captain Scarlett, with the introduction of Seraph Crystals and instanced raid bosses, but the concept is the same. The thrill of having the procedural stars align is gone, in favor of a flatter, more predictable system. With a little bit of dedication, anyone can have access to some of the best weapons in the game. Under the right circumstances, you could grind out enough tokens for a legendary weapon in under an hour, which negates the need to farm these weapons from bosses elsewhere. The key here, though, is that these missions are short and repeatable. It takes 613 to buy a legendary, Torgue-brand weapon. Torgue tokens are randomly dropped by powerful enemies, but they’re also rewarded to industrious Vault Hunters for completing missions. Torgue tokens, a new currency introduced by the Campaign of Carnage, changes that: you can now buy legendary, orange-level weapons right out of a vending machine. Loot drops - in addition to boss farming - have been a huge part Borderlands’ continued success, the games’ internal random number generator driving players ever onward in search of the perfect gun or grenade mod. ![]() This happens largely in conjunction with other designs inherited first from PC role-playing games and then from MMORPGs. Torgue’s Campaign of Carnage: (PC, PlayStation 3, Xbox 360 )ĭeveloper: Gearbox Software, Triptych Gamesīorderlands is, by and large, about math, about procedurally generating things by filling in certain categories with certain values - fire rates, monetary value, drop percentages. ![]() Torgue’s Campaign of Carnage are addressing the fundamental question of what kind of franchise Borderlands wants to be.īorderlands 2: Mr. It’s also, I guess, a way to sell horse armor, alternate outfits, and snake oil to unsuspecting consumers.īut the long view of the two Borderlands 2 DLC campaigns to date will show that Captain Scarlett and her Pirate Booty and the more recent Mr. It’s a way to explore new areas of a game’s story or universe, or to fill in the gaps of some expository history. ![]() Or sometimes, DLC is a way to meet fan demands, to raise a level cap or introduce a weapons storage system into a loot-driven RPG. Sometimes those ideas pop up later in, say, sequels: it’s impossible to get from Dragon Age: Origins to Dragon Age II, for example, without incorporating some of the mechanics first introduced in Dragon Age: Awakenings. The best downloadable content, in my experience, serves as a low-risk workshop to spitball and prototype new ideas.
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