Borderlands is a fascinating series. It does so much right, and it revels in excess: often to its detriment. But with Tiny Tina’s Wonderlands, it tells you what it is upfront: an over-the-top zany role-playing parody that could go anywhere, untethered to continuity. And that’s what drew me to it in the first place. Here’s a Tiny Tina’s Wonderlands hands-on preview based on our brief slice of it!
After accepting 10,000 EULA/privacy policy notices from 2K/Gearbox/SHIFT, I was on my way. The demo consisted of playable versions of two classes: the Graveborn (which uses health as a resource for magic), and the Stabbomancer (a crit-based assassin that can use stealth). It also granted access to several main plot quests in Mount Craw, a few sidequests, and some “points of interest.” Co-op, the character creator, the overworld, and fast travel were not active in this build, for reference. The overworld in particular would have been great to see and test out, but alas!
My first foray into the demo was with the Graveborn. While the build didn’t allow a lot of customization, you can see what the team was going for immediately. It follows a risk-reward principle, where you’re constantly giving up your health in exchange for power, or banking health back at the slow-drip cost of losing it over time. I can see it being really fun with the right leech build, and customizable melee weapons and spells open up that freedom a bit more than previous games. The lich companion that just floats near you is a nice touch, too.
The Stabbomancer was more my style. Talenting into raw movement speed increases is immediately appealing, as is the choice between teching into a whirling melee weapon or a straight stealth active. Despite the penchant for
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