The Sunday Guardian

Filled with fun characters but lacking soul

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Battle- bilities, overwhelmi­ng at first but very much appreciate­d. They also differ in play styles; while one will primarily be a sniper, another will focus on close range encounters.

It’s these variations that make Battleborn enjoyable; without this huge variety, this could get very dull, very quickly. Within a single campaign level (yes, there is a campaign), once the novelty of a new character has worn off, it can get boring. It’s not because this is a bad shooter necessaril­y, but there’s something lacking - despite the colours and the characters, playing with a random team through many of these levels feels dry, uninspired at times.

What these levels lack is a soul. Each one offers waves of repetitive enemies, spruced up by boss battles every so often. These are by far the highlights of these missions, but due to its eight-or-so hour length, the campaign lacks in content, not helped by a messy story that isn’t worth investing in.

Battles are frantic, offering variety throughout the various game modes. Unfortunat­ely, it takes a lot of investment to gain access to many of the characters and can begin to feel like grinding. On the plus side, the addition of splitscree­n multiplaye­r is fantastic. As with Borderland­s, Battleborn is best played with a friend by your side, and often this feature is dearly missed on other games.

Yet, what Battleborn really reminds me of is a much lighter version of Timesplitt­ers - a game that defined my multiplaye­r experience for some time. Where the Timesplitt­ers series succeeded was in embracing its own ridiculous­ness, with challenge modes such a curling monkeys poking fun at itself and the genre as a whole. Sure, it was basic, but then again, you didn’t have to be constantly connected to the internet, you could jump in and go.

And what Timepl s i t t ers did, it did well - something Battleborn needs to work on. THE INDEPENDEN­T

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