The Fundamental Thing The Division 2 Gets Wrong about Loot Shooters
I am a big fan of what you call “loot shooters,” which is to say, I’m a Borderlands fan. As a term meant to denote a shooter game that revolves around the pursuit of increasingly superior loot drops, let’s face it, the standing definition applies most specifically to Borderlands, a game that cobbled its appeal from a unique art style but also the disposability of the guns at the basis of its gameplay. Borrowing heavily from Diablo II, Borderlands centered its loot collection around a color-coded tier-based system that immediately told the player how valuable the drop was in terms of power and cash value. Whites were to be ignored, greens and blues to be sold, purples to cherish, and oranges to pursue at the expense of all else. Also like Diablo II, the different types of character class-specific items also afforded a bit of depth to the process by making every loot drop worthy of pursuit. Did you get a Siren-specific Artifact and you’re playing as a Hunter? No worries. Just drop it off at the nearest mailbox and be on your way. In that sense, the diversity of the weapons, shields, class mods and artifacts provided heavy support for the game’s replay factor, sharpening some of the dull edge to the grinding of other loot-based games. With so many different abilities and powers to choose from, and with so many weapons and accessories to support those playstyles, it was worth it to play the game through several times—or at the very least, far less boring.
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