Tiny Tina is a lot of fun, although it doesn’t fulfil one big hope

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Tiny Tina Wonderlands!

The new shooter from the Borderlands developers wants to combine classic gameplay with fantasy and tabletop elements. But it doesn’t play fundamentally different.

We are still admiring the pretty landscape in the snowy valley we have ended up in when a lisping voice speaks to us from the side and asks us for help. The voice belongs to a small, frankly rather ugly creature, but it seems to be well-disposed towards us.

The friendly goblin introduces herself as Jar and asks us to support her resistance group. It’s called “Goblins Oppose Tyrannical Chastisement” or KOTZ for short. Ah yes, there it is, the classic Borderlands humour.

Tiny Tina’s Wonderlands may not have the series name in the title, but it’s still a Borderlands game, albeit with a few changes. We played it and tell you in our preview whether the Wonderlands are worth a trip.

This is what we played:In the demo, we were able to freely explore a small area of the Wonderlands and complete several quests, loot, fight and search for collectibles. There were two ready-made characters for us to choose from to play, namely a Tombborn and a Killomancer.

The other four playable classes were not part of the demo. We were not able to try out some features of the finished game, such as the extensive character creation, the main quest and the class selection. We were also unable to explore the so-called overworld or play in co-op mode.

Borderlands with a touch of Pen & Paper

The concept of Wonderlands is pretty easily explained: the developers built on the idea of Borderlands 2’s most popular expansion, Tiny Tina’s assault on the Dragon Fortress.

The DLC let you travel to a fantasy world where events were always commented on by Tiny Tina and other Borderlands characters. Because actually the heroes only played a round of Bunkers & Badasses, i.e. the Borderlands variant of Dungeons & Dragons – with Tiny Tina as Dungeon Master.

This meta-level always made for funny situations, for example when the game world adapted to the conversations of the characters. In addition, already known characters also made their appearance as fantasy versions of themselves.

Gearbox wants to revive precisely this idea with Tiny Tina’s Wonderlands, but expanded into a game of its own. Two completely new characters are now sitting at the game table, namely Robot Frette and Captain Valentine. Every now and then they talk to Tiny Tina about the game, which was quite entertaining in the demo, but has not yet been able to create such iconic moments as in the DLC of Borderlands 2.

It's back to a fantasy world, but this time it's supposed to be more varied and bigger. In the demo, however, we could only explore a snowy valley.
It’s back to a fantasy world, but this time it’s supposed to be more varied and bigger. In the demo, however, we could only explore a snowy valley.

The developers apparently want to expand the pen & paper and tabletop elements a little: For in addition to the freely explorable map sections familiar from Borderlands games, there is an overworld through which we move as wiggle doll-like game characters. However, we were not able to try out this part of the game in the demo.

The Fate of the Goblins

The map we were able to explore in the demo is an optional area that probably has no connection to the main quest. Instead, there is a separate quest line that takes on the history of the goblins living here. We help the Goblin Jar take down the evil dragon god Vorcanar, who has enslaved the goblins.

Goblin Jar is a brave fighter of the resistance group KOTZ.
Goblin Jar is a brave fighter of the resistance group KOTZ.

In addition, we were able to play two side quests that told their own stories. We were particularly taken with the quest about an ancient and terrible weapon. Here the quest giver asks us to for once refrain from violence, which we at least almost succeed in doing.

At the end we can decide whether to attack or seduce the guardian of the weapon – or simply let him finish. After a very long monologue, the supposed boss opponent then simply falls asleep and we steal the weapon without any violence at all.

Fantasy à la Tiny Tina

The world of Tiny Tina’s Wonderlands is characterised by a successful mix of Borderlands and classic fantasy. This can be well demonstrated by weapons and equipment. We still use guns of all kinds, which look very similar to their models from Borderlands 3.

However, these have been expanded with design elements that fit the world of Wonderlands. For example, there are now firearms that resemble crossbows and shoot bolts. Other guns are now powered by what appear to be magic crystals.

Bonk! – The melee weapons

One of the first new features we notice when we first open our inventory is melee weapons. Previously, our characters in Borderlands games could also strike, but they couldn’t choose their own weapons for this. Now, in addition to rifles and pistols, we also collect swords, axes and hammers and then deal out with them.

As in Borderlands, some of the weapons' properties depend on their manufacturer. There are also new brands here, such as Bonk for melee weapons.
As in Borderlands, some of the weapons’ properties depend on their manufacturer. There are also new brands here, such as Bonk for melee weapons.

The melee weapons have stats and special abilities like the firearms from Borderlands: for example, we cause elemental damage or heal ourselves when we strike. This is an interesting innovation that offers even more possibilities for classes that specialise in melee combat, such as the Brr Zerker.

However, the developers could have gone further here: For we still use our melee attacks by pressing a button and cannot hold our clubs permanently in our hands instead of a firearm. So, unfortunately, melee combat still doesn’t feel as round and intuitive as shooting.

Magical Fireworks

When playing Wonderlands, we were much more excited about the new spells. They replace the shells from other Borderlands titles and are really well done. Namely, as is appropriate for a loot shooter, there are a large amount of different spells to find, which also play completely differently.

For example, we can shoot a single bolt of lightning from our hand, rain down a rain of fire on our enemies or absorb the life force of our opponents. There are also defensive options that can help us and our teammates survive.

Our spells sometimes make for spectacular explosions and are also really fun.
Our spells sometimes make for spectacular explosions and are also really fun.

For example, we can conjure up a protective aura that hurts attacking enemies. Or we can erect a shield dome that protects us from fire and spawns small dragon-like creatures that take enemies under fire. Of course, we cannot use these powerful weapons continuously. After casting a spell, we have to wait a few seconds before we can use it again.

Vortex Blades and Vampirism

At first glance, Wonderlands has cut back a little on the skills. At the beginning, we only have one skill tree at our disposal, which corresponds to our chosen class. Later in the campaign, we can select a second class and skill tree and thus create a multiclass.

This, of course, theoretically gives us more choice in the abilities of our character. But in favour of the multiclass system, the skill trees do without a cool feature from Borderlands 3, where you could expand the active ability with various improvements and thus adapt it to your own taste. This possibility is omitted in Wonderlands.

Within a skill tree, however, there are at least two active skills to choose from, one of which we can use at a time. As usual, we can then learn additional buffs for our Active Skill and our character in general.

Graveborn

The Tombborn or Tombborn uses dark magic to either keep themselves alive or inflict a lot of damage on enemies. With Tombborn we take big risks, but in return we can dish out a lot. We were able to try out the class and it seems to be one of the more difficult ones:

With an active ability, we can sacrifice a part of our life points to deal a large amount of damage to nearby enemies. This ability has to be used wisely, because if it leaves us battered and our opponents unfinished, we quickly end up in the grave ourselves.

The use of the second active ability also needs to be considered carefully. For a short time we regenerate a part of the damage we do as health and our damage from spells is increased. However, for the duration of the ability, we also steadily lose health points.

Killomants

The Killomancer specialises in surprise attacks and critical hits.
The Killomancer specialises in surprise attacks and critical hits.

The second character we were able to play belonged to the Killomancer class. These are assassins who can land critical hits more often and are supposed to be particularly suitable for surprise attacks.

With one of our active abilities, we summon a gigantic, spinning blade that deals damage to enemies and also slows them down. By pressing the corresponding button again, we can teleport the blade to another location for the duration of the ability. This way we can also damage moving enemies more effectively.

Our second active ability makes us invisible for a while. As long as we are invisible, our attacks always cause critical hits and thus additional damage. Of course, enemies cannot attack us while we are invisible.

More points!

New is also that we can not only put one point into our skill tree with each level up, but also increase general skills, like in a classic role-playing game. We can choose between Strength, Dexterity, Intelligence, Wisdom, Constitution and Attunement.

Each skill offers certain advantages for our character. Those who invest points in strength receive more damage for critical hits, while those who increase their intelligence may cast spells more often. Depending on which class we play, different skills are naturally available.

Editor’s verdict

Tiny Tina’s Wonderlands uses the classic Borderlands formula and enriches it with fantasy and tabletop elements. As usual, we fight our way through hordes of enemies, only this time it’s trolls, dragons and wizards instead of bandits and robots.

In addition to the usual firearms, we now also use melee weapons and a large selection of spells to send the sinister fiends to their doom.

Nothing really seems to stand in the way of the usual mix of fierce combat, fun quests and the satisfying loot spiral in the latest Borderlands title. The fantasy setting familiar from a DLC and the second level of the tabletop world provide variety and fun entertainment.

In some corners, however, the developers could have dared to do even more – keyword melee weapons. But the game doesn’t have to offer too many new things to be fun. Because the game principle works either way. But those who expect a completely new game may be disappointed.

It is also still unclear how well the story will work in and outside of Wonderlands. Because we haven’t been able to see anything of the main story yet.