Played it a few times, but I’ve only ever seen the first few permutations, as new people keep sending the progress back.
Reyna’s delivery feels off, and she really doesn’t have any memorable lines. Toby is… Toby. The boss is absurd, and I’m not hugely fond of the ultra-foppish delivery, as it verges dangerously close on “trying silly voices in a desperate attempt to get us laughing” territory.
However! When Pendles appeared, he provided some much needed humor. I’ve seen him in one playthrough, and not only is he genuinely funny, but he elicits some amusing comebacks and threats from the boss. Right now, he’s the saving grace of the DLC for me.
The map is pretty in places, but it feels very much like a level: a series of obstacles slapped together. It doesn’t feel like a place. The few creative touches (the Berg construction land, the automated hand) aren’t enough to prevent the map feeling disjointed. The knockback tunnels are kinda obnoxious.
It’s possible to cheese the boss fight as Mellka (and probably others) by jumping to an invisible platform above the exit door. You can be hit by the bots, but none of the lasers can hit you, and it’s easy to dodge the boss’s railgun. The boss fight itself is very simple and straightforward. It’s kinda cool to see Toby’s shield being used for EVIL, though.
Collecting ops points from sometimes-there, sometimes-gone chests is indeed getting a bit old.
I’ve played this almost every time as Mellka, so I’ve had no issues getting around the big vertical spaces - it’s pretty fun, actually, like springing over the roof-tops in the Attikus DLC. I can see the jump pads being tedious for those who can’t Lunge from one objective to the next, though.
The new challenges are at least not repeats of the old ones. The boom bots blowing up the Ronin is a real problem.
That Battleborn’s AI enemies are fairly dull is becoming an issue. There’s Ronin (murder machines) and Elite bots (instagib murder machines), and then a slew of robots that aren’t remotely threatening, except perhaps Boom bots if you’re not paying attention. The Bulwark is such a weird enemy: is it meant to be anything more than a damage sponge? It’s got no special abilities I can see, it’s not especially damaging, yet it always pops out like it’s some kind of minor boss. The flying bots seem entirely absent from this mission.
The divorce between narrative and gameplay is also starting to bug me. I know this is how BB works, yet even so… Pendles isn’t here. So why are he and the boss talking like they’re about to fight? He’s not going to fight. He’s not here! This approach where they have a conversation that represents one story, while you go ahead and play your own mission that doesn’t include those characters at all, is beginning to heavily dilute the experience for me. If Pendles is supposedly helping me out, can’t we just drop an NPC Pendles in to make that feel convincing?
All in all, I’m… making up my mind.