The melding of tabletop RPG and Borderlands in Tiny Tina’s Wonderlands almost feels like a Pimp My Ride meme. "You like RPGs in your RPG-based Looter Shooters?" Because at its core, Borderlands has always been heavily influenced by role-playing games, both the tabletop and video game varieties. The visible damage counters as you unleash a clip or three-hundred into your enemies is a direct nod to the damage counters in games like Final Fantasy, and the Gearbox main offices in Texas have an entire room set aside with what might be the greatest TTRPG set-up I've ever seen. Giving Tiny Tina her own DLC (which is standalone as of last November) as well as a spin-off game with Wonderlands feels like the perfect encapsulation of the DNA of Borderlands as a whole… and then they added spells and melee attacks.
The first big difference between this and your ordinary, non-imagined Borderlands campaign is the addition of spells to your arsenal. In some ways, they replace grenades from the mainline series, but they have such a distinct look and feel that they easily differentiate themselves from the grenades you're used to chucking at psychos. For one, they have a cool-down period rather than a set inventory. You can cast spells to your heart's content and never need to fill up on ammo like you do with grenades: you just need to let your spells recharge. There are weapons and items that can cut down on the cool down time, and you can link moves and spells together and create all sorts of chaos. I really, and I mean really, liked the way spells add to combat. While there aren't healing spells per se, there are Dark Magic spells you can cast that feed your hurting and hungry Fatemaker with hit points while doling out damage to whatever
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