Borderlands 4 Review – Break on Through to the Other Side

Borderlands 4 Review – Break on Through to the Other Side

Six years of development, over double the budget of Borderlands 3, arguably more controversy before launch, thanks to doubts about its pricing – Borderlands 4, everyone. Given the backlash against the three-quel’s story and characters, all eyes are on Gearbox to step up and revitalise the franchise that put looter shooters on the map.

After about 60 hours or so and reaching Ultimate Vault Hunter Mode Tier 5, I’m happy to report that they’ve succeeded, for the most part. Our story begins, as they all do, on a planet embroiled in mayhem, even as Order threatens to overwhelm all.

A Clean Slate

“The overwhelming impression from the campaign isn’t just that Gearbox wants to move on from Borderlands 3 but also to establish this as somewhat of a new start.”

Kairos is in somewhat of an uprising against the Timekeeper, which is a nice way of saying that everyone has their own pockets of resistance with little to no impact. As the Vault Hunter, be it Vex, Rafa, Amon or Harlowe, you’re someone captured and Bolted by the Order due to the predisposition to chaos. It’s only with the help of the Crimson Resistance that you escape, though ultimately, it’s ECHO-4 that keeps the Timekeeper from taking control, Harbinger-style.

You’ll meet up with some returning characters like Claptrap, Amara, Zane and Moxxi, and they’re as you might remember them, just far less grating. The newcomers take on important roles, and thankfully, they’re substantial enough to warrant some interest. Rush of the Outlanders comes across as positivity incarnate, but can get emotionally bogged down. Defiant Calder carries on the fight against the Order despite effectively being outlawed by the Augers. Levaine, as developed as she is (owing to her history with Zane), is probably the weakest character-wise, but her socialite-attempting-to-adjust-to-the-badlands antics can be amusing.

Other characters inevitably pop up, and for what it’s worth, not a single one drove me to mute voice-overs in the settings. It isn’t to say that there aren’t corny lines or somewhat forced memes. And while I liked being able to approach main missions in just about any order, spending a few hours with a core group of characters and then moving on to the next region to temporarily forget about them felt off at times.

There are also the usual plot holes, some even more egregious given what the Timekeeper is capable of, and the campaign missions still involve a lot of “collect this, pull that switch, etc.” Get used to the new “grapple object and throw it at a thing” mechanic – it will resurface often. Notable exceptions abound – boarding a driller as it circles a Ripper encampment or one particular set piece that may be the coolest in the franchise for as long as it lasts. But these are also punctuated by a lot of standing around, waiting for the other character to get their dialogue out as you follow them around. Running away while hearing them over the radio only works so much, unfortunately, but at least the cutscenes, whenever they may arise, are well-made.

The overwhelming impression from the campaign isn’t just that Gearbox wants to move on from Borderlands 3 but also to establish this as somewhat of a new start. Yet when some of the most interesting threads of the overarching narrative are featured, however briefly, the overwhelming gap between each release and how long it’ll take to develop them further can leave a hardcore fan wanting.

Brave New World

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“More than simply filling environments with stuff to do or collect, Kairos encourages venturing out and discovering things. Yes, some of these activities aren’t exactly the most inventive – Guardians who missed protecting Ghost while he hacks into a thing, rejoice, because that’s back on the menu – but they work well enough.”

For quite some time, Gearbox has discussed the size and scale of Kairos, the seamless travel between zones, and the more dynamic nature of it all. With those Digirunners materializing wherever one pleases, it was difficult not to get a Destiny vibe from it all.

However, this is perhaps the biggest step forward for the franchise, both in terms of immersion and gameplay. The novelty of seamlessly traversing from the Fade Fields and their lush plains (which fits with most inhabitants being former farmers) to the dusty reaches and barren wastes of Carcadia Burn is cool. Above all else, though, Kairos feels alive. You won’t just run into enemies patrolling about, muttering how this is good work when you can get it.

Outlanders will be busy doing push-ups and doing Outlander things; Augers will get into fights with wild animals or Order forces (and sometimes reward you for helping out). The Order doesn’t just randomly drop enemies in your wake – they have outposts, which you can assail. Between the collectables, unlockable safehouses, Silos which allow for hunting Vault Fragments, Contracts, and side activities like Propaganda Speakers or Crawlers, there’s a lot to do, and that’s not even factoring in some of the side quests. Your mileage may vary, of course, but I liked the early murder-mystery chain, cheesy CSI Miami one-liners and all.

More than simply filling environments with stuff to do or collect, Kairos encourages venturing out and discovering things. Yes, some of these activities aren’t exactly the most inventive – Guardians who missed protecting Ghost while he hacks into a thing, rejoice, because that’s back on the menu – but they work well enough.

The Crawlers are a good example – it’s similar to climbing a tower in an old-school Far Cry, except you also have to carry a battery to release some vent clamps for the shiny bauble. The twist is that you can’t clamber or climb while carrying it, so some fancy throwing will be necessary on top of the traversal. These activities – and many others – award SDU, which expands your inventory slots, max ammo for each weapon type, and more, meaning that they’re worth going out of your way for, but not mandatory.

About the compass: It’s serviceable enough for getting around, but icons tend to overlap with one another. And while I didn’t miss the mini-map, simply relying on the compass for finding enemies, it doesn’t indicate their relative distance, which sometimes threw me off. There’s a combat radar, but thankfully, it didn’t feel essential to slaying out.

Skill Trees on the Loot River

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“Every choice feels impactful in different ways, and I haven’t even fully embraced the tanking possibilities of Incarnate, especially when it comes to the new Armor Shields.”

Of course, the narrative and world design are secondary to the real appeals of Borderlands: Loot and becoming a nigh-unstoppable killing machine. Or a damage-over-time dealing edgelord who inflicts multiple negative statuses with Phase Specters and Reapers while tossing singularity grenades.

As a Siren aficianado, I spent all of my time on Vex, who specialises in minions and Kinetic damage but is just as capable of flexing to a solo lifesteal build or an elemental nightmare. And while you can only choose one Action Skill, different passives could be suited to different purposes. Found a really cool shield with no actual shield HP, but which provides health regen and damage reduction? Pair that with even more damage reduction and even more max health from Phase Phamiliar. Maybe you’d like some extra DoT to go with your DoT and cause critical hits from guns and skills to inflict Bleed with the Incarnate tree, which pairs excellently with Dead Ringer’s passive to apply another status effect on top of the original.

That doesn’t even account for the Augments and Capstones, whether you’re spawning Reapers to provide some extra health regen with Coven or using Banshee’s Wail to reduce the damage dealt by enemies (and gain some Overshield as well). I stuck with Dead Ringer for the most part because there’s something great about leaving my Specters to shoot a bunch of enemies like an impromptu firing squad and running off to explore. And since her Class Passive is about attuning skill and melee damage to fit the element of her current weapon, you can generate minions to pile on specific elemental damage. Every choice feels impactful in different ways, and I haven’t even fully embraced the tanking possibilities of Incarnate, especially when it comes to the new Armor Shields.

That’s not all that’s new, thankfully. The Order’s weapons can be charged, consuming more ammo to fire multiple shots at once; Daedalus allows for switching between two ammo types and even firing modes, offering an SMG/shotgun solution if you need it; and the Rippers follow the Beyblade model – hold down the trigger and let ‘er rip in full auto.

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“The Legendaries can be hit or miss, but that ultimately depends on your build. For every disappointing assault rifle that fired bullets in a triple-spread vertically or horizontally, I found some incredible Maliwan shotguns that tore through packs.”

While that sounds all well and good – and each of these performs admirably enough – the real treat is obtaining weapons with parts from multiple manufacturers. You can obtain a Maliwan shotgun that swaps between two elements with different spread patterns/projectiles, but they may fire in full auto after holding down the trigger thanks to a Ripper component (which actually synergises well with a Specialisation passive). I found a Legendary Daedalus SMG with burst fire that could melt armored enemies with its Corrosive element, but seeing those shots ricochet on crits to nearby foes because of the Jakobs part was even better.

Having such a system is only part of the equation, though. It wouldn’t be Borderlands if there weren’t some absurdity, and this thankfully delivers. Familiar wacky alternate firing modes, like a thrown weapon that turns into a walking sentient gun, return, but you also have railguns, flamethrowers (which are sadly more like spinning flame grenades) and shockfields. You can find an armor shield which breaks and unleashes missiles or increases damage based on missing armor segments, or a grenade that creates electric tethers, chaining to enemies for a duration. The result is a system that compels checking almost every drop, sometimes against your better judgment.

I am a little disappointed that some of them – Order plus a surprise returning manufacturer – don’t result in the former essentially stacking an insane number of shots, but it’s not the biggest dealbreaker. What can be wearisome is trying to manage all this loot, especially when you’re constantly discarding lesser gear for upgrades during the campaign. For some reason, quick-marking items as junk would sometimes result in the items two spaces above getting marked instead, thus necessitating the tried-and-true right-click. At least there are numerous options for filtering between weapons, manufacturers, elements, and even equipped/unequipped, so if you just want to mark all unequipped items as junk in the Backpack, go right ahead.

The Legendaries can be hit or miss, but that ultimately depends on your build. For every disappointing assault rifle that fired bullets in a triple-spread vertically or horizontally, I found some incredible Maliwan shotguns that tore through packs. Ditto for that Legendary Daedalus SMG, or that one Legendary shield which provided tens of thousands of shields while dropping boosters that increased gun damage for a period. Then you have options like a Legendary Maliwan SMG that doesn’t consume ammo if you have Overshield and can effectively shred if you build into it. Now, if only all the Legendary perks actually told me what they do rather than hoping I’ll try Death From Above and believe it’s doing something compared to every other grenade combination.

Run and Gun (and Glide, and Dash)

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“As for the bosses, without diving into spoilers, the important story fights are obviously the ones that benefit from the most unique mechanics. Then you have the Primordial Vault Guardians, who feel like the most epic, even if their overall complexity is a touch lower.”

Say what you will about Borderlands 3 – and I could say more than enough – but the gunplay and movement were pretty good. That carries forward in Borderlands 4, but with many more expanded options. Grappling is one of the bigger additions – beyond more mobility, hoisting an explosive or similarly unstable elemental container to toss at enemies never gets old (even if it becomes nonviable as you venture further into the game). I was more impressed with the Glide Pack, which allows for hovering through the air for as long as the gauge lasts and even mid-air dashing. It’s limited in the early going but still strong, and using it in conjunction with the grapple to quickly reposition or hover around enemies as you rain fire and other assorted projectiles feels great.

The same goes for the guns and how they feel. It’s still no Destiny, but the actual act of firing weapons or flinging a throwing knife into an enemy’s dome feels pretty good. Some alternate firing modes could use a bit more oomph, but as it stands, the actual shooting is solid. Gearbox also does a great job with its enemy variety, whether you’re dealing with the Order troops who can rewind to earlier points when in danger or the Rippers with their Bandit-like demeanors and various cybernetic augments. Have you ever fought against a Bandit who attacks by breakdancing? You will, and that’s not even getting into the wildlife, from the Maulers that rush you to the Pangolins that roll around and launch spikes.

Granted, I had some iffy moments with snipers and giant enemies who charged you. No matter how high my level, health or damage resistance, they always dealt a set percentage of damage, which seemed abnormally high. Maybe it was to encourage the new Repkits, even if their perks and healing should serve as better motivation. There’s also a new enemy type that feels annoying initially because of the precision required for targeting weak spots to render it vulnerable. It didn’t feel as oppressive as I thought it would in the post-game after obtaining better weapons, but some slight adjustments to avoid tedium in the story might be required.

As for the bosses, without diving into spoilers, the important story fights are obviously the ones that benefit from the most unique mechanics. Then you have the Primordial Vault Guardians, who feel like the most epic, even if their overall complexity is a touch lower. The optional bosses, found in the many side activities, are a notch below both but at least have some unique gimmicks (keep an eye out for double or even triple spawns). Then you have the likes of Orbulus. Given how essential farming bosses are, it’s nice that most of them are distinct, even if they’re not particularly challenging.

We’re in the Endgame Now

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“There’s also the fact that only one Weekly Wildcard Mission is available constantly. The same goes for Weekly Big Encore bosses. I can understand the logic behind the latter, even if upping the weekly number to three instead of one wouldn’t put the biggest dent in player metrics. But for the former, some more options are desperately needed.”

Of course, the most contentious aspect of a looter in this day and age is the endgame, especially with the mixed reactions to Mayhem Mode in Borderlands 3. Ultimate Vault Hunter Mode is a far better initiative, although it also has some shortcomings that should be addressed sooner rather than later.

The idea after finishing the story is that everything levels up and becomes more challenging throughout Kairos. Two new activities – the Weekly Wildcard Mission and Moxxi’s Weekly Big Encore – become available alongside Maurice’s Black Market. The Weekly Wildcard takes a campaign mission and throws on some modifiers, like every enemy death creating a black hole that explodes, and higher-level threats with a guaranteed Legendary as a reward.

Moxxi’s Weekly Big Encore lets you rematch a specific boss for Eridium to increase their chances of dropping Legendary loot. The Black Market is a single vending machine that changes locations weekly – once located, you can purchase a single Legendary, and it goes on cooldown. Sometimes, this cooldown could be bypassed after a period, and other times, it allowed me access to the menu, but I couldn’t buy anything before it went back on cooldown. The core concept of a Xur-like vendor in Kairos (who has way more charisma, sorry) otherwise makes perfect sense.

My first issue is that these aren’t new activities per se – you’re essentially repeating older content. While the modifiers and tougher enemies can spice up the Wildcard missions slightly, there are no other changes. A single Legendary as a reward also doesn’t feel worthwhile, especially since you could – oh, I don’t know, check the vending machines, participate in the Weekly Big Encore, or take your chances farming a Vault Guardian.

There’s also the fact that only one Weekly Wildcard Mission is available constantly. The same goes for Weekly Big Encore bosses. I can understand the logic behind the latter, even if upping the weekly number to three instead of one wouldn’t put the biggest dent in player metrics. But for the former, some more options are desperately needed.

Otherwise, some new-ish activities can be attempted in the end-game, including Auger Mines, Order Bunkers and Drill Sites. The first two are more like mini-dungeons with light platforming and puzzle-solving, respectively, while the latter is more horde-focused – all of them culminate in a boss fight.

Again, these aren’t “new” content so much as “accessible” due to their high-level requirements, and attempting them immediately upon unlocking UVHM isn’t recommended because of how odd the scaling becomes. Enemies in the overworld match your level, except when they don’t at places like Silos, utterly destroying you in the process. When you’re still obtaining Uncommon and Rare gear alongside Epics while scrounging for Legendaries, it can take some recalibrating to understand why this is all happening.

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“Aside from hitting max level, finding Legendaries and putting together a build – the usual action RPG fare – the grind mainly involves progressing through UVHM’s tiers by completing challenges, which all require slaying a boss in that tier, then completing the required Wildcard mission (different from the Weekly Wildcard) to progress to the next.”

Specialisations help even the odds, functioning similarly to Guardian Ranks but offering unlockable passive skills that can be equipped. Even if there’s some grinding to obtain some of the better choices, they feel incredibly worthwhile. 30 percent damage reduction based on the fullness of my health or shields, whichever is higher? Yes please. At times, four slots won’t feel enough, but the power behind each choice (or the majority of them) makes them significant. It ensures that experimenting and adjusting things, as with your skill trees when leveling up, makes the build-crafting that much more enjoyable, even in the endgame.

Aside from hitting max level, finding Legendaries and putting together a build – the usual action RPG fare – the grind mainly involves progressing through UVHM’s tiers by completing challenges, which all require slaying a boss in that tier, then completing the required Wildcard mission (different from the Weekly Wildcard) to progress to the next. Simple, perhaps a bit too much so, but at least it encourages battling bosses that you may not have fought till now, and interacting with the Bunkers, Drill Sites, Mines, and even some side quests.

I’m a bit miffed about not being able to filter out Rares and Uncommons in the endgame, even if they can sometimes provide a decent damage increase. I don’t need all Epics or Legendaries all the time, but if you’re giving me lower rarity loot that isn’t an upgrade in some fashion, just skip the middleman and convert it into cash.

The other endgame system to engage with is Firmware, which provides set bonuses if you collect the corresponding pieces. I haven’t had much to really min-max with it, but the options available feel like bonuses, augmenting rather than outright defining your build. While they provide that extra bit on top, you can also make do without them, which I like. That being said, being able to transfer Firmware between the same types of equipment feels like an unnecessary layer of RNG on top of everything else.

Overall, the endgame is a significant step up from Borderlands 3. I just wish there were something after reaching UVHM Tier 5. Returning to base after completing the required Wildcard mission and not even getting so much as a spoken word just felt weird.

Performative Behavior

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“Even with all those caveats, I found the overall visual quality to be quite good. The detailed and admittedly sick-looking enemy designs, the immense scale of Kairos’s environments, and sleek cel-shading made it easy to forgive the admittedly limited-looking animations from NPCs.”

Perhaps the biggest hurdle to my enjoyment, at least initially, is the performance on PC. You’ve probably seen Randy Pitchford saying that it’s almost impossible on minimum spec systems. Between compiling shaders for new locations and my CPU not being up to snuff (sun’s getting real low, my beloved Core i5-11400), there were a lot of stutters to deal with, even while playing at mostly Medium settings at 1440p on an RTX 4060 and 32 GB of RAM. Knocking it down to 1080p, enabling Frame Generation and swapping to DLSS Balanced helped, but there were still stutters, even slight pauses, that hampered the experience despite hitting 60 FPS more often than not. Subsequent updates improved things enough that DLSS Quality is now possible (stutters are even less frequent than before), but the shader compiling process is still something you need to deal with, sometimes even while fast-travelling.

Even with all those caveats, I found the overall visual quality to be quite good. The detailed and admittedly sick-looking enemy designs, the immense scale of Kairos’s environments, and sleek cel-shading made it easy to forgive the admittedly limited-looking animations from NPCs.

No Rest for the Wicked

Borderlands 4 won’t exactly rewrite the action RPG looter formula, and it doesn’t necessarily overhaul the core gameplay loop that sticks out in an age of deterministic crafting, extensive end-game systems, and whatnot. And as enjoyable as exploring the world or annihilating baddies can be when you’re not experimenting to find that next game-breaking build, there are more than “ifs” and “buts” to keep it from offering something truly iconic like, say, Borderlands 2.

Nevertheless, it certainly feels like Gearbox has emerged from the specter of the second game, lending a contemporary feel to the franchise without sacrificing everything that makes it unique. Borderlands 4 is as much of a comeback as it is a step forward – whatever that means for the narrative’s future, it’s an enjoyable experience for long-time fans and looter shooter enthusiasts alike.

This game was reviewed on PC.

6 Comments

  1. sydnee58

    It’s exciting to see the evolution of the Borderlands series after so many years in development! The increased budget and the anticipation surrounding the game suggest that it could bring some fresh and thrilling experiences. Looking forward to seeing how fans react to this new installment!

  2. morissette.melissa

    It really is exciting! The extended development time seems to have allowed for more refined gameplay mechanics and storytelling elements. It’ll be interesting to see how the increased budget translates into the overall experience and if it addresses some of the fan concerns from previous titles.

  3. elfrieda42

    Absolutely, the longer development time often leads to polishing and innovation, which can make a big difference. It’ll be interesting to see how the new mechanics and storytelling elements enhance the overall experience compared to previous titles.

  4. kassulke.maggie

    You’re right! A longer development cycle can really enhance the final product. It’ll be interesting to see how the increased budget translates into new gameplay mechanics or improved graphics in Borderlands 4. Fans are definitely eager for some fresh innovations!

  5. ila99

    Absolutely! A longer development cycle often allows for more polish and innovation. It’s also intriguing to see how the increased budget will impact the game’s visuals and overall player experience.

  6. macejkovic.abe

    I agree! A longer development cycle can lead to a richer gaming experience. It’s interesting to see how the increased budget has influenced not just the graphics but also the storytelling and character development in Borderlands 4.

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