Mr.Talha Posted November 19, 2021 Posted November 19, 2021 Borderlands 3 has got its final Vault Card of the Director’s Cut edition as part of a new update. The latest slice of content arrived alongside other bits and bobs on November 18, so it should be waiting for you when you boot the game up. Vault Cards give you more loot and experience while active, with each drop adhering to the theme of the card itself. The first Vault Card, Fallen Heroes, was a tribute to some of the game’s gone-but-not-forgotten allies. The third and final Vault Card is called Bunker Masters, and it’s up for grabs now if you own the Director’s Cut add-on. It’s not all about the Director’s Cut edition, though. If you head to the Proving Grounds maps, you’ll find a switch that enables the True Trials event. You’ll still be gunning down foes in the name of loot, but you’ll find that the final bosses have received huge buffs to their health and damage. Crazy Earl’s Shop has three new Echo Device skins if you fancy wearing something new to the mayhem. Alongside a limited-time co-op Loot Drop event that runs until November 25, you’ve also got oodles of stability, UI, and character fixes. If you’d like to see them in full, you can find the patch notes here. F.I.S.T.: Forged in Shadow Torch is a new action-adventure game that has already started making waves for its unique and beautiful visual style. Tapping into our natural fascination with sprawling dystopian landscapes, the team behind the game have incorporated an idiosyncratic dieselpunk style into the immersive location of Torch City. Undoubtedly inspired by a wide range of unusual influences, the result is a city that feels lived-in and organic, full of character and life. But how did the developers make their game world stand so far out of the ordinary? We had a chat with them to find out. When first discussing what kind of game F.I.S.T.: Forged in Shadow Torch would be, the developers found that they all shared a common interest in the Metroidvania genre. They decided to stick with what they knew, a decision which allowed them to be more creative and focus on the finer details of the game, making decisions that allowed Torch City to become somewhere uniquely identifiable. “We meant to build a unique new environment,” they told us when we asked about their starting points. “We avoided presenting the American and Japanese urban landscape at the end of the 20th century, as cyberpunk works usually do”. Instead, they turned their attention to Eastern cities, citing Hong Kong and Shanghai as major influences.
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