I played The wonders of Tiny Tina specifically to take breaks from Ring of Elden. But I’m here over lunch today, looting weapons and killing bodies in Gearbox’s new Borderlands spin-off, and what do I find? An illusory wall. I can’t escape them!
Ring of Elden made headlines (surprise) two weeks ago when players discovered the now infamous “super” illusory wall. Unlike most one-shot false fences everywhere Ring Elden, this monstrosity requires 50 huge strikes before it disappears. This is most likely a bug, but it’s a reminder of the number real illusory walls are scattered throughout the sprawling Lands Between and several previous games in FromSoftware’s catalog.
The wonders of Tiny Tina, on the other hand, isn’t exactly a subtle game. In fact, it’s as obvious as they come. So imagine my surprise when I moved my camera to a wall and saw the “melee” prompt appear. “Please no,” I said. “Please, God, no.” I scanned the wall and it gradually evaporated in a very FromSoft way, and I knew, on the spot, that I would need to find each of those treacherous palisades – because behind that wall in question was one of Wonderland‘ Lucky dice. These collectibles not only release a burst of loot when hit, but also permanently increase your chances of finding quality items. They are worth seeking out!
In the video above, you can watch my silly ass search a confined area deep inside a cathedral for 55 seconds before I find out about Gearbox’s betrayal. That ethereal tinkle that is heard at the bottom of the stairs is the telltale sign of a Lucky Die nearby, so naturally, I scan the entire area.
Apparently there are a handful of these insincere obstacles in Wonderland. And although they are certainly not a reference to Ring of Elden (that would be an awesome eleventh-hour addition from Gearbox) they’re probably poking fun at one of FromSoftware’s age-old traditions – one whose history spans the likes of LOSS, Wolfenstein 3Dand, more specifically, Dungeons & Dragons. Vice’s recent deep dive explored the history of illusory walls and how their name, if not their modern function, originated in the preeminent property of tabletop roleplaying.
Given that Wonderland‘ The central storytelling and design conceit is that it’s set in a tabletop campaign (as imagined by the eponymous megalomaniac herself), illusory walls make sense in this fantasy game.
But that doesn’t bother me any less!