Whether you are jumping on the surface of the moon or cruising through space, Borderlands: The Pre-Sequel is very similar to Borderlands 2. Yah, the aesthetic is slightly different because of the setting, but everything else is the same.
Just like Borderlands 2 (this could be a drinking game, right now), the game introduces characters with colorful, in-your-face title cards, and tries to crank their quirkiness up to eleven.
Sound is also familiar, with guns sometimes being pea-shooters and other times cannons that explode in your face. The voice-acting is decent too, though due to its developer being 2K Australia, almost everyone you meet has a thick Australian accent. That’s not a problem, it actually gives a bit of flavor to the interactions you have on Elpis.
Borderlands: The Pre-Sequel uses Unreal: Engine 3, and a cel-shaded comic-book style aesthetic, the same as previous titles. I have to say this because the game is not a looker by any means, and yet it runs worse than Middle Earth: Shadow of Mordor did. At times, at least.
For the most part, the game is running at 100+ frames, which is acceptable. However, once you get a lot of particles and explosions on screen, the game chuggs to 10-20 fps. This is mostly due to the fact that I mostly ran the game on an AMD 280X graphics card and an Intel Core i5-2500K clocked at 3300 MHz.
When I switched over to NVidia GPU, I had far fewer problems, and the game ran smoothly even when hundreds of particles were simultaneously displayed.
Overall, the game runs the same as Borderlands 2.
When it comes to the options menu, it’s decent enough. There are plenty of graphical options available, and you can map whatever key you want with ease. Overall, I cannot complain in this department.
As you might have come to expect, I laid out the table with the minimum system requirements, and the machine I used to run the game.
|GeForce 8500 GT or AMD Radeon HD 2600 XT|