Elpis was absolutely beautiful, a gorgeous locale. I recall hearing people complain that it wasn’t aesthetically varied, and to be honest, I disagree.
Numerous games have a snowy region, a desert region, and a lava region. Elpis found some immensely creative ways to alter the geography of the landscape in that you couldn’t do on a high gravity planet, the unique colour schemes in each locale, and the visually distinct style behind Dahl technology made it very interesting to explore.
Meteorites rained from the sky, exotic, colorful, gaseous emissions appeared from under the planets crust, the stars and nebulas in the sky were stunning. Pools of searing magma, frozen cyro deposits or other indeterminate chemicals littered the terrain.
Rock formations almost broke the laws of physics, the maps were jam packed with verticality and underground caverns, locations showed the interesting aftermath of The Crackening, and you got an idea of where the different fauna lived and how they adapted to the climate.
The developer of Kenshi put careful care into researching how geography is scientifically altered over millennia, and they built the world with that form of environmental storytelling specifically in mind. You can see the formations created before sea levels dropped, where natural disasters occurred, the way rocks form realistic to what happens on earth. I have to wonder if the developers of the Pre Sequel did something similar, the construction of the terrain is fantastic to me.
I’m not sure if it’s due to the HD texture pack, but the attention to detail is stunning, and holds up extremely well. Detailed diagrams on ships, beautiful, mysterious Dahl technology, the weathered scrapped together locales and bits of machinery Elpis settlers use, the scavenger groups patched together hideouts littered with their own forms of grafitti and repurposed abandoned spaceships and military gear.
Environmental storytelling within how each locale had a historical purpose during Dahls settlement of the moon, from the (fictional, supposedly creates cyro technology) methane harvesting and re-purposing plantation, abandoned scrapyards, military outposts, tourist locales, and trading centers.
The laser weapons felt satisfying to use, and I love how each brand had distinct characteristics unique from their other guns by the same manufacturer. I really enjoyed the synergy between Athenas’s builds, such as Maelstorm with Return Fire/Prismatic Aegis.
I loved the references to Australian culture, and I felt overall the humour, worldbuilding, and storytelling were all quite sharply written. The humour doesn’t necessarily make me laugh out loud, but I don’t often (only Tales has made me to large extent beyond chuckling), and it was overall pleasant and witty.
Zarpedon and her history within Dahl is genuinely interesting to learn about. Felicity is a genuinely sad moment for me, and I felt she was a very compelling character.
Picking a character is almost like picking your style of humour, I loved Athenas dry gallow wit, and seeing her come out of her hardened shell and begin to show joy and appreciate the parts of life she never got to experience as a child.
Claptastic Voyage is probably my favourite Borderlands dlc, the glitch weapons are creative and fun to use, the locales were gorgeous and unique (including the optical illusion dreamscape), the storytelling surprisingly heartfelt and fleshed out, the music exhilarating, and the final boss absolutely fantastic.
I am immensely sad that 2K Australia got shut down, and we never got to see the promising looking DLC.
Hopefully the ideas behind the planned DLC are revisited in the future, and lessons learnt from the new gameplay mechanics, creative skill trees, adaptive dialogue and banter, and quality of life improvements mentioned within this thread.