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But for newcomers to "Borderlands 2," the sheer vibrancy of Krieg's psychosis still manages to shake up the game's potential for monotony. Unfortunately, Krieg also stays true to another "Borderlands" tradition by making his most interesting abilities inaccessible until players have devoted even more countless hours to leveling the new character up. ""I don't like taking cover," Burch said as I detonated myself amidst a cluster of fellow psychos on the screen in front of us. Jumping recklessly into battle like this is disorienting, but after playing 30-odd hours of measured gameplay who really wants to stay crouched behind cover anyways? But the closest comparison that came to mind when playing Krieg was the vanguard class from BioWare's excellent space opera "Mass Effect." Like Krieg, the vanguard gives players risky maneuvers like a head-first charge that essentially slingshots the character across the battlefield, abandoning any semblance of a tactical position but recharging his or her health in the process. Staying true to "Borderlands" tradition, it certainly felt badass and psychotic. "Buzz Axe Rampage," Krieg's core "action skill," makes him run around slashing enemies left and right with his titular gory weapon of choice. Rather than pushing players into a standard advance-then-retreat kind of gameplay, all of Krieg's abilities propel him into an increasingly frenzied state. to decide what happens in a story no matter how crazy your action is. Marooines Clipper Youll find during Story Mission Crazy About You. If you want a ticket to the realm of nightmares, Dungeon Master 2 will give.
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Playing Krieg definitely feels like you're going a little crazy. How to unlock the Gadabout achievement in Borderlands 2 (Xbox 360): Discover. Or, as Burch put it: "We wanted to give players skills that let them be more like a psycho themselves." Like the rest of the psychos that people the vast world of "Borderlands 2," Krieg is, well, crazy. But come May 14, "Borderlands" fans will finally be able to hurl themselves at bad guys with reckless abandon while yapping nonsensical soliloquies.Īnthony Burch, the writer of "Borderlands 2," told NBC News during a recent play-through with Krieg that he was envisioned as a "high risk, high reward" character. While psychos have been an important part of "Borderlands" ever since the first game was released in 2009, they've never been available as a playable character. But for the uninitiated, they're a stock bad guy pulled straight from post-apocalyptic classics like "Mad Max" - shirtless knife or dynamite-toting maniacs who hurl themselves at the player with reckless abandon while yapping nonsensical soliloquies.
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By doing so going through the Rusty Cog Settlement can be avoided altogether, making future visits to Hermit's place much faster and easier.Fans of the acclaimed "Borderlands" series will already be well-versed in psycho lore.
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Adventurers are well advised to start the generator and use cable car to cross the chasm.
Unfortunately the lock on his chest is jammed, and once it is shot off the compass piece inside is revealed to be broken, thus launching the next chapter of the story, to fix the broken compass piece. Once the four ECHO recorders have been gathered, they must be returned to Herbert. Beyond Maroonie's Clipper lies the Dreg Scrapyard and its resident spiderant population where the final two ECHO recorders can be found at each end. Initially there are a few spiderant enemies to contend with, but most of the work reaching the recordings involves fighting through Maroonie's Clipper, a landlocked ship now acting as a major pirate base.
Herbert's recordings appear to be on a nearby boat suspended precariously above the canyon, but when the boat is approached an explosion scatters the ECHO recorders far afield.