[Oct 08, 2013, 08:55 am ET] - Share - Viewing Comments
Gearbox Software announces
the availability of the Borderlands 2 Game of
the Year Edition
, offering their role-playing first-person shooter along
with all its first Season Pass content as well as the two additional player
classes, and more. Here's the deal:
The Borderlands 2 Game of the Year
Edition gives players the ability to take each of the six playable Vault Hunters
to new levels, enjoy hundreds of hours of shoot-and-loot mayhem, and play each
of the four highly popular add-on campaigns, all in one action-packed bundle.
The Game of the Year Edition includes:
- Borderlands 2 main game;
- Captain Scarlett and her Pirate’s Booty;
- Mr. Torgue’s Campaign of Carnage;
- Sir Hammerlock’s Big Game Hunt;
- Tiny Tina’s Assault on Dragon Keep;
- Creature Slaughter Dome;
- Premiere Club Content:
- Gaige, the Mechromancer Character Class;
- Gearbox Gun Pack;
- Golden Key;
- Vault Hunter's Relic;
- Krieg, the Psycho Character Class;
- Collector’s Edition Heads and Skins;
- Contraband Sky Rocket Grenade;
- Ultimate Vault Hunter Upgrade Pack 1.
Enter the details of the comment
you'd like to post in the boxes below and click the button at
the bottom of the form.
||Re: Ships Ahoy - Borderlands 2 Game of the Year Edition
||Oct 8, 2013, 16:48
|Every single review I'm pulling up mentions the auto-aim.
Precision aiming is not required to use most weapons; which track their targets, "lock-on", or carpet an area with explosives... The weapons base their power on character stats more than a player's aiming skills, being more of an RPG than an FPS in this regard.
You get the impression that when you aim your weapon at something and start firing, all you're doing is triggering some hidden series of dice rolls that determine how hard you hit.
From the Hellgate London Wiki:
Although the game looks like a shooter, pinpoint aiming skills are not required. Most weapons track their targets, lock on, or simply carpet an area with explosives.
Maybe it changed over time?
In any case, as to how it was "designed," here are quotes from Roper when the game was first revealed at E3:
. Although at times the game has a very distinct FPS feel to it, we have gone to great lengths to remove the necessity for players to have pixel-perfect aiming skills or hyper-accurate reflexes to succeed in the game. Killing monsters is all about your character level, your character skills and spells, and the equipment and weapons you?ve managed to acquire.
The original design was Diablo with a first person perspective. Similar to how, in Diablo, you just point at a demon and click to attack it, that was the original, stated goal from Flagship in 2005.
Copyright © 1996-2014 Stephen Heaslip. All rights reserved.
All trademarks are properties of their respective owners.