Monday, 9 March 2026

Platinum #146 - Super Meat Boy

Platinum Difficulty Rating - 10/10

32,665 deaths. Every single one of them either part of a learning process or an agonising run-killer in an attempt to string together 20 levels without dying. A soul-destroying, demoralising victory. But a victory nonetheless.

Just to make sure the headline gets the immediate attention it deserves - This is the hardest game I've ever earned a Platinum trophy for, and I'm really proud to finally have this one in the collection.

Super Meat Boy was originally developed over just a 3 week period and released on Newgrounds back in 2008, before being further developed for console release. It's console debut came on the Xbox 360 and was later ported to the Playstation 4.

You control Meat Boy - A boy made purely from meat (surprise) - with a love interest in Bandage Girl, who is subsequently kidnapped and held hostage by Dr. Fetus. You'll transverse a multitude of different worlds, all with their own theme, in an attempt to rescue Bandage Girl and defeat Dr. Fetus. Each world comes with it's own series of individual levels to beat, littered with traps and hazards, which you'll need to avoid to make it to the end of each one. You'll also encounter boss battles and warp zones on your path to rescue, as variations of the core game.

It's a sharp, fast-paced platformer, with most levels lasting a small handful of seconds, which gives it a strongly addictive, pick up and play foundation. Aside from moving side to side, you only have 2 other prompts - Run and Jump. It's a really simplified gameplay concept, but the intricacies are what set this game apart. Timing, weight of jump, landing accuracy and speed all make up the list of skills you'll need to perfect in order to reach the required standard of the trophy list and it's brutally unforgiving levels of mastery.

Despite the emphasis on Meat Boy, there are also a series of unlockable characters you can choose to play from too. They're acquired by collecting bandages, which are hidden throughout the various levels in the game, and all come with their own different abilities. Gish can stick to surfaces, Spelunky can explosive dash and Commander Video can hover. If you recognise some of the names, all of the unlockable characters are based off other popular platformers, which is a nice touch, but most importantly, they all offer alternative ways to tackle levels.

The graphics are pretty basic. This is a 2-D platformer after all, but the colour palette is strong and each world is captured with it's own shades and tones really well through the graphical design. The sound is also great - From the way too familiar splats of death to the techno beats that introduce every world and overlay each level.

It's a real gem within the indie catalogue, and whilst not absolutely overflowing with depth and content, it has enough to keep you engaged, and that's where the trophy list comes in;

Super Meat Boy is a small-sized list, containing 24 trophies, including the Platinum trophy, but don't let the packaging fool you. This is about as gruelling as it gets.

Firstly, the structure of the game is split down into 7 chapters. Generally, within each chapter, there is a light world and a dark world, with 20 levels contained within each. The exception to this rule is chapter 6, which only includes 5 levels, but still contains a light and dark world variant, and also signifies the end of the game. Chapter 7 - Cotton Alley - is effectively a bonus chapter, but follows the same rules.

Progressing through this story is the natural first step. Beating all 20 levels in the light world will unlock the dark world variant, as well as the next chapter of the game, and it's a good way to get familiar with the controls and ease yourself in with some of the easier stages. This is necessary because things get rough later on and practice absolutely matters.

Levels contain some hidden secrets you'll need to look out for too. A total of 7 trophies are awarded relating to finding all 100 bandages and beating all 30 warp zones - Both of which are hidden within various levels of the game. Bandages are especially important because every 10th bandage you acquire will give you a new character and these become imperative to success in the no death runs later on. The warp zones are not as important to clean up as quickly, but there is a warp zone where you unlock The Kid - The most important unlockable character in the game.

Throughout the natural progression of the story, you'll be actively working towards one of the main trophies in the list.

The "I'm A Golden God" trophy, awarded for getting 100% on Super Meat Boy, start bragging! requires you to fulfil a series of tasks that contribute towards achieving a 100% rating. Your completion percentage is monitored under the statistics menu on the front page, however, the exact requirements do not accompany this and aren't actually listed anywhere else within the game menus. 

The requirements include beating every light and dark world, beating every warp zone and collecting all 100 bandages, beating all boss fights and unlocking every available character. This is mostly achieved as you naturally play through the story, though you'll have to go out of your way to find many of the bandages and warp zones. Not only are they well hidden, but sometimes tough to obtain.

One thing to note about bandages is that you have to collect them within a level without dying, and some of them are placed in tricky spots that increase the difficulty of beating the level as a result. You'll need to pull off a dangerous manoeuvre or go through an alternative, usually more challenging route to beat the level. It's not always the case, but it's enough to elevate the challenge of this trophy.

Further to this, warp zones can also be tricky to beat. There are 3 stages to a warp zone, and you only get 3 attempts to beat it. If you die 3 times, you'll reset back to the initial stage. Again, this condition to completion elevates the challenge slightly. Some warp zones also contain some of the bandages you'll be hunting down at the same time, so there's a further requirement to beat some of these warp zones without dying too.

There's also one final requirement to this trophy, which is to beat every level in the game with an A+ rating. To achieve this, you'll need to beat them all within a certain amount of time, which is set specifically to each level. This is where the skill requirement goes up a notch, and this part of the trophy is best tackled once you've beaten the story and you've more than adequately honed your skills to a reasonable level.

Playing with flawless speed is something you're going to need to master if you want the Platinum trophy, and this part of this particular trophy is good practice for that. You'll probably beat a fair few levels within the time required naturally, but some will require practice and their time constraints are so tight, you can't afford any margin of error or loss of speed.

If you've managed to unlock this trophy, you're ready for the next stage of this Platinum. I know a lot of people who have drawn the line at 100% completion knowing the fresh hell that lies in wait, but if you've achieved the prior trophy, I'd say you're well above average standard by this point and if that applies to you, then you're at least ready to start tackling the other half of this list. That's because, if there was ever a game that sorted the meat from the mince, Super Meat Boy is it.

There are 12 trophies awarded for beating each light and dark world variant in the game, excluding chapter 6, but including the Cotton Alley, without dying.

This means you need to run through 20 consecutive levels to the end flawlessly. A gentle reminder I amassed 32,665 deaths by the time I'd finished this game. I understand that's well above average, but it measures personal qualities you can't quantify by numbers.

The Forest and Hospital chapters were easy. When I mentioned above it was important to get all the bandages as early as possible, this task is the specific reason why. You're not tied to just using Meat Boy for these trophies, and some levels are made much easier by the abilities of some of the unlockable characters, which is a necessity when tackling these no death runs. 

Further to this, there is also a warp zone where you can unlock The Kid. I ended up using him for around 70-80% of this whole task. He moves quickly and most importantly, can double jump, allowing him to do things other characters just simply can't, including breach larger gaps, obtain more height and greater escapability, especially when you're about to either fall short of a landing or jump directly into a hazard. He does also come with his own trophy for unlocking him, so you'll need him for the Platinum too.

Salt Factory and Hell are where I began to see noticeable differences in the difficulty scaling, but with The Kid now by my side, I knew I had everything I needed to drive onwards. The dark world variants of Salt Factory and Hell were where I started to hit progress walls, with some trickier levels that would often end no death runs, but I still had them both beaten within a week of conquering their light world equivalents, and though it was obvious I was now taking longer to beat these stages, I was still making it closer to the overall goal.

Rapture light world. Easy. I felt like the skill level I'd developed by this point was obviously shining through. I was making light work of at least the light world variants of each chapter. After all, I beat Rapture light the very next day after beating Hell dark. Rapture dark took almost 2 weeks after Rapture light, and I was nervously starting to wonder what the fuss was all about. I'm not saying that I wasn't finding this difficult. I was still committing large gaming sessions to these trophies and often walking away from my console empty handed after an entire day of failure - But I knew I was getting closer each time. Then we hit the wall I was dreading.

The "Girl Boy" trophy, awarded for Beating Cotton Alley light world without dying, is where I thought the journey was about to end. 

Cotton Alley is a secret world you unlock upon beating the game, where Meat Boy is kidnapped by Dr. Fetus, and as a result, you play as Bandage Girl. She has exactly the same properties as Meat Boy, so this isn't really an issue. However, I'd heavily relied on the unlockable characters to this point, and Cotton Alley does not allow you the luxury of character select, which instantly increases the difficulty of this challenge.

Throughout these no death runs, my general strategy was to prioritise the hardest levels first and work an order where you leave the easier levels for later on in the run. I would personally create 3 blocks and segment the 20 levels in a world between them, with the 3 blocks being labelled as "Hard", "Medium" and "Easy". This may have just been purely a psychological tactic to help it seem less daunting by breaking down the levels into sections, but I felt like it worked well knowing that once I'd reached the medium and then easy categories, I knew I had the harder parts behind me, giving me extra motivation to push to the end.

I'd start each session by just warming up and running through levels to find my rhythm. I'd watch a lot of other players runs to pick up tips and tricks. If I failed on a specific level, I'd play through it religiously to squeeze out every inch of perfection to make sure I wouldn't make the same mistake twice. The categories I'd created were fluid. Levels would move between each one based on the principle that opinions can change. This task had suddenly become a full blown science experiment. I don't think I've put this level of research, trial and error and strategical tweaking into a game before. This was suddenly as much about will to win as it was skill.

Cotton Alley also throws every game mechanic at you. Air propellors, saw blades, missiles, lasers and gravity magnets. So many different hazards to get past. If you're curious, these are the following levels I categorised as "Hard" in Cotton Alley light world;

  • Level 6 - Panic Attack
  • Level 7 - Tunnel Blower
  • Level 11 - Train Eater
  • Level 16 - Hopscotch
  • Level 19 - The Rash
  • Level 20 - 4 Letter Word
Almost a month after beating Rapture dark world, I'd finally managed to unlock this trophy. This was the first point where I had serious doubts about my capabilities. I'd come a long way though, and it would have been criminal to quit so I made the necessary adjustments and committed myself to a clear strategy to help me along, but we still weren't finished.

The "Impossible Boy" trophy, awarded for Beating Cotton Alley dark world without dying, was the last trophy that stood between me and my proudest Platinum to date.

There's one thing I need to mention that I haven't touched upon yet, and this became a huge influencing factor to the success and failure of these later stage runs. I could influence my strategy, skill and tactical approach, but there was something  else I had to manage that was very much outside of my own control, which came with the territory of dealing in such high stakes tasks. Nerves.

The approach of tackling levels from hardest to easiest is generally accepted as the best strategy. The game gives you the flexibility of beating all 20 levels in a world in any order you wish, and you don't necessarily need to go from 1-20. Beating the tougher levels is half the battle. However, every time I'd reached the latter stage of medium, or the easier levels, I had this terrible bout of nerves that I suddenly had to combat. Knowing I was so close to my end goal was instantly nerve-wracking. Levels I could almost beat 9 times out of 10 suddenly had me making catastrophic mistakes. I came within a single level of beating Cotton Alley dark world alone 3 times before making errors I would never have made under normal circumstances.

A game that requires precision platforming is your worst enemy if you cannot control your nerves and this is something that cost me multiple times throughout, but it was always felt most during Cotton Alley. There is never a guarantee you come within just a single level of earning these trophies, and I unlocked this trophy a month and a half after beating Cotton Alley light world.

Numerous lengthy sessions without success. Times where I'd come so close and had to put the game down because it was just way to demotivating to start over at that particular moment in time. Another cheap death because I couldn't control my heart from racing at the prospect of being within touching distance of one of the most prestigious Platinum trophies you can get your hands on.

It finally happened though. I will bang the drum all day for the key to success being the determination to succeed. Your skill will only take you so far. The deaths are unavoidable. The fact the game has a statistic that tallies how many times you die should give you a clue. Here are the following levels I categorised as "Hard" in Cotton Alley dark world;
  • Level 1 - White Noise
  • Level 6 - Bone Machine
  • Level 8 - In Line
  • Level 9 - Salt Shaker
  • Level 10 - Master Blaster
  • Level 19 - xoxo
  • Level 20 - Brag Rights

Knowing I had finally booted this game up for the last time was a priceless feeling and that's not the sarcastic comment it sounds like. I genuinely loved this game, but it didn't love me back, and I say that as a testament to how rewarding this Platinum trophy is after all the effort that went into it. I would sometimes spend 6-8 hour sessions attempting some of these no death run trophies and the common outcome was to put the controller down and try again another day. It's confidence crushing but I was too far down the line to just give up, and for all the skill needed to surpass this challenge, you won't get anywhere without the determination and will to overcome it.

I've never had to really deliberate over the games I've given a 10/10 difficulty rating to before. They've all deserved to be given maximum marks for their own reasons, but Super Meat Boy was the easiest to score. It requires levels of mastery I've rarely seen before with dedication that somehow outstrips. I used to stare at this game in my trophy list with visions of glory and it now has it's rightful spot as my toughest Platinum trophy of all time.

Notable Trophies -

I'm a Golden God! - You got 100% on Super Meat Boy, start bragging!
Girl Boy - Beat Cotton Alley light world without dying.
Impossible Boy - Beat Cotton Alley dark world without dying.

Hardest Trophy -



Impossible Boy
Beat Cotton Alley dark world without dying

Wednesday, 4 March 2026

Platinum #145 - Resident Evil 2

Platinum Difficulty Rating - 6/10

I never had the chance to play the earliest Resident Evil games. They were a little before my time. The first title in the series I ever played was Resident Evil 4, so the eventual remasters of every game prior to this gave me the perfect excuse to go back and plugs those gaps.

Originally released in 1998 on the Playstation 1, this 2019 remaster of Resident Evil 2 maintains the formula for what made Resident Evil such a big hit with it's fanbase. It's fair to say that the series has changed and evolved a lot through the years, but people are fiercely loyal to the roots of Resident Evil.

Taking place just months after the Resident Evil 1 outbreak that started it all, Resident Evil 2 takes place in Raccoon City - Completely overrun by the zombie apocalypse.

The main characters are Leon Kennedy, a rookie police officer on his first day in the job and Claire Redfield, a college student just caught up in the incident, and whilst both have slightly different plots and back story, the overall goal is to trace the origins of the outbreak under the belief that Umbrella Corporation are responsible for releasing the virus. This instalment marks the playable debuts of both Leon and Claire.

The gameplay mixes combat, survival horror and puzzle-based level progression. The entire game is played across 4 different environments, each of them with their own series of puzzles you'll need to connect together to access different rooms, reach vital items to enable further progress and ultimately piece it all together in order to advance to the next major part of the game. When I said above that people are fiercely loyal to the roots of Resident Evil, the heavy puzzle-based focus is exactly what I was referring to.

I really enjoyed the strategic level of thought required from this sort of gameplay experience. Discovering items lying around and working out where they need to be used and how they link together with different parts of the level was an experience I got deeply engrossed in. You'll need to scour the entire environment in detail, always pulling on mental notes of where a key may go or where you find a combination for a safe. Some items combine together to make a different item, some items that you may need immediately can only be accessed by retrieving another item first - For example, a key for a locked room - and some items may not necessarily be needed to progress the plot but do contain a path to some nice secrets, such as a new weapon or a hip pouch to increase inventory space.

There is some heavy some backtracking involved, but it's really well constructed with clever thought processes behind it to piece it all together and make it work. A lot of people are critical of some of the later Resident Evil games that shift their focus to all action shooters, and I can completely understand why after playing this. You still get the perfect blend of zombies to navigate past on your way to your various objectives, and may find yourself in perilous situations where you're either low on ammo, health or both, which is the deft reminder that you're still playing a survival horror game at heart. Your escapades will also be interrupted at regular intervals by Mr. X - An unkillable and relentless Tyrant zombie - He's cool, especially when he gatecrashes the party for the first time, but becomes a bit of annoyance once his novelty wears off.

The graphics are excellently sharp, it nails the perfect blend of gameplay mechanics and the story had me hooked throughout. It's a great instalment to the series and I'm glad the game was still as good back then as it is today, as someone who jumped on the bandwagon later and has had to find reasons to go back and explore it's past.

In terms of the trophy list, there are a total of 42 trophies, including the Platinum Trophy, and you'll know this game inside out by the time you unlock them all.

This is because of the fact the trophy list will require you to beat the game multiple times over on your way towards the Platinum.

You have the option to play through the game in 4 different ways. Leon and Claire both have an "A" and "B" variant of their stories. There are subtle, but noticeable, differences between all 4 variants, but the majority of the game is still the same. Their stories naturally crossover anyway, and the differences mentioned will include things like the placement of key items and the weapons both characters have access to. Leon and Claire also have an entire different segment of the story personalised to their own relationships with additional characters they both meet along the way.

To just break this down in thorough detail, there are 2 silver trophies awarded for beating Leon's story in any capacity and Claire's story in any capacity. This was an ideal starting point to simply enjoy the game for the first time completely blind to the plot. Despite it's challenges lying in wait, there is a lot of free fodder in this list along the way, with trophies awarded for some extremely simple and automatic tasks as you progress through the story. By the time I'd finished focusing on these 2 trophies, I already had 23 trophies in the entire list - Which equates to just over halfway.

You can choose from 3 different difficulty settings. These include Assisted, Standard and Hardcore. Assisted difficulty is great for 2 further playthroughs of the game - Another silver trophy is awarded for beating the game without opening the item box, and another silver trophy is awarded for completing the game without using a recovery item. Assisted difficulty gives you aids such as automatic firing lock-on, health regeneration and weaker enemies that consume less ammunition before death. These 2 trophies could be earned in tandem on the same playthrough, but I ran through them separately.

It was then time to turn up the heat just a touch, with yet another 2 further playthroughs of the game. Completing Leon's story on Standard or Hardcore with an S rank, as well as the same requirements for Claire's awards 2 gold trophies. Obtaining an S rank is classic Resident Evil, though the requirements are much more straight-forward than usual here, with time being the only determining factor of overall ranking at the end of the game.

You also have the flexibility of beating the game on Standard difficulty too, which is what I favoured for these 2 playthroughs. Standard difficulty is a little more lenient on completion time and you'll need to beat each story in under 3 and a half hours to make the S rank requirements. This makes it very akin to a speed run, and this is a fairly tight time requirement. There are a few crucial bits of detail to know for these trophies. Watching cutscenes and examining your mini-map will keep the clock running, so it's really important to skip cutscenes and rely more on muscle memory from previous playthroughs which means you won't be wasting too much time consulting your mini-map.

The most crucial thing to know is that, every time you die, hitting continue will take you back to your last save point, but the progress you've just lost will still count on the timer. If you hit quit to main menu instead, and manually reload your save from the main screen, the timer will reset back to where you last saved. This is an imperative tactic to know to be comfortable with these time requirements. The game isn't that long, but 3 and a half hours is still short enough to keep you on your toes, so you can't afford to lose progress that still clocks up against you when you die.

Truth be told though, all of the above is just a warm up for the true main event of this trophy list - Hardcore Mode. Every run through of the game prior to now effectively exists to allow you enough opportunity to equip yourself well enough to take on this challenge. You need to know the majority of the game like the back of your hand. Any hesitation, forgetfulness or lack of efficiency is truly punished.

The "Hardcore Rookie" and "Hardcore College Student" trophies, awarded for Completing Claire and Leon's stories on "Hardcore" game mode is where the majority of this game's difficulty rating comes from. I'm going to talk about both of these trophies in tandem due to their almost parallel similarity in terms of strategy, approach and tactics.

Hardcore mode limits the player in various ways. Firstly, you have to collect ink ribbons in order to save your game, meaning you can't just liberally use the typewriter whenever you want to in order to save your progress. It adds an extra layer of strategy to how you approach the game. Do you save knowing you'd lose 45 minutes of progress just before that section where you might have to fight a couple of lickers, or do you gamble it and kick on knowing you may need that ink ribbon later? It's a genuine dilemma and it's always important to have checkpoint targets in your head based on how well you know the game and what's due to come next. The decisions may not be as big as say, Dead Space 2 Hardcore - Where you only get 3 saves, but it will make you think carefully enough about your save game strategy. I did lose progress on a couple of occasions taking gambles and it's a tough one to accept, so make sure you know when to use them.

Secondly, the limited inventory space also gives further strategical consideration to Hardcore mode. On other difficulties, there are 7 pouches to collect that expand your inventory size to a healthy level. Hardcore contains just 3, which makes inventory management way more crucial here. It's great picking up attachments for guns until you realise that the shotgun now takes up 2 inventory slots, rather than 1, giving you less room for equally critical items like healing remedies and ammunition. I was constantly visiting storage cases to stock up on items I'd found to use later and chop and change what I was carrying at all times. It's also worth noting you have to carry around items tied to progressing puzzles, and these are permanently required to take up space in your inventory until you no longer need them. The game does a good job of marking items that are no longer needed once they've been fully used for story progression, but they're still a burden.

Obtaining the big hitting weapons like the Lightning Hawk and Grenade Launcher , as well as Stockpiling ammunition for them specifically to use in boss fights was the main tactic that got me through to the end. I knew that, in between these boss fights, the main areas full of regular zombies were easy to control with my handgun alone, which meant I could save my ammo for when it mattered most - Taking down the bosses. Within this, I cannot overstate the importance of the unlimited ammunition Samurai's Edge - A pistol you earn for beating the game with an S Rank. Some people will believe this goes against the essence of Hardcore mode, but having access to a gun you can use consequence-free that preserves ammo is a gamechanger, and if it's allowing me to use it, it's fair game as far as I'm concerned.

All of the above ultimately works by developing an extensive knowledge of the game through previous playthroughs of the game. Knowing the layout of each area, understanding where to go to acquire certain items and knowing all the game's secrets. It really does make a huge difference when the game is fresh in your mind and you can tackle Hardcore mode with the speed and efficiency required to beat it.

There is genuine peril. It's tense and nerve-wracking. It makes the game feel like a true survival horror experience. Running from Mr X whilst your health is hanging on by a thread. Losing your perceptions as a consequence and trying to re-establish your next route to safety because you're facing the prospect of losing 45 minutes of gameplay. Making it to the safe room where you now decide it's a good time to spend an ink ribbon on a save. Knowing trophies are hanging in the balance. It injects that terrifying rush of adrenaline.

I would say Claire's story is slightly easier than Leon's, mainly just down to virtue of the fact I'd gotten a little extra experience of tackling Hardcore mode through Leon's story, but I do also think Claire has a better arsenal to deal with the G boss fights - especially the Grenade Launcher and it's acid rounds. The Stage 3 G in Leon's story had me stuck for hours and was the biggest pain point across both Hardcore runs.

The rest of the list does include a couple of things to look out for. There are a small handful of hidden trophies for defeating the various stages of G within certain parameters. They will naturally become missable, as they're technically story-related, but you're required to play through this game so many times, you shouldn't really miss them if you look up their requirements. 

There are also a couple of collectible related trophies for reading all files scattered across the game, which are generally difficult to miss, but there are also 15 Mr. Raccoon figurines to identify and shoot, which are much more difficult to spot and will more than likely require a visual guide to find.

Finally, there's a single trophy for completing the 4th Survivor alternate game mode scenario - Where you have to backtrack through parts of the map from the sewer to an extraction point outside the police department as Hunk - An Umbrella Security Service Operator - who has been left behind in the outbreak. It's not really noteworthy, but there is a piece of DLC that focuses on individual survivors and their scenarios within Raccoon City to which this could be a taster of, though I am hoping they're a bit more engaging than this was.

Even though Resident Evil 2 sits just above average on the difficulty scale, this is mainly down to it's Hardcore mode challenge. I played through this game 6 times in total. My longest playthrough took just over 12 hours, and the shortest was just over 4, but trophy lists that demand you play through the story this many times are making brave decisions over the longevity of their games. Some people may believe that this is overkill, and I don't necessarily disagree with that. I didn't feel like this was as grindy as it should have been, and I feel like the experience stayed relatively fresh, though I did spread these playthroughs out over long-ish breaks away from the game.

The key to the Platinum trophy is making everything you remember about the game stick. Hardcore mode will still test you and you should expect no less, but if you give yourself every chance to succeed, then you more than likely will.

Notable Trophies -

Hardcore Rookie - Complete Leon's story on "Hardcore" game mode.
Hardcore College Student - Complete Claire's story on "Hardcore" game mode.

Hardest Trophy -




Hardcore Rookie
Complete Leon's story on "Hardcore" game mode

Wednesday, 18 February 2026

DLC #208 - Borderlands : The Pre-Sequel - Claptastic Voyage

After the eventual slog of the Borderlands : The Pre-Sequel Platinum trophy, I was actually looking forward to a story-based DLC expansion. Something to cleanse the palate at the very least.

The irony of this is, Claptastic Voyage should have been exactly that, and yet, down to some more classic Borderlands-esque shenanigans, I ended up spending way more time indulging in this package than I should have done.

Claptastic Voyage is still good, I just wish they'd learned their lesson from the main list and did a better job with the execution of it's trophies. There's absolutely no reason for a missable, non-story related trophy to be hidden that could have serious consequences on the amount of rework you have to go through should you miss it, but more on that soon.

Following on from the ending to the main game, Jack learns of a powerful, top secret code hidden away in Claptrap's memory by Tassister in order to keep it safe. It's called the "H-Source", and Jack digitalises the Vault Hunters to send them straight into Claptrap's brain to retrieve it.

You'll explore an entire new dimension, full of new environments, enemies, weapons and a brand new series of quests. The theme is a great concept for a piece of DLC - tapping into the subconscious of one of the weirdest Borderlands characters - Where his thoughts and memories are conveyed everywhere you look within different forms. The new selection of enemies includes bugs, glitches, trojans and viruses, as well as an excellent main protagonist in 5H4D0W-TP.

Glitched weapons are also a new addition to weapon rarity. Their properties will change every time you reload them, adding a hint of unpredictability to combat. This could involve extra damage dealt, a different firing mode or random elemental effects. The random volatility is a quirky idea, but this can backfire in combat, and bread and butter weapons are usually still the most effective way forward. The novelty does at least give gunplay a nice injection of variety though.

In terms of trophies, there are 10 to earn across the package, and there's not much information to take in at first glance. That's because 9 out of the 10 of these trophies are hidden, which ends up massively going against me here.

Only 5 of them are actually relevant to the new main questline arc, and the rest of these trophies are simply awarded for smaller tasks (or, actually much greater tasks, as it turns out...) which you'll uncover as you dive deeper into the DLC.

The main questline is broken down into 19 new individual quests across 5 chapters as you recover the H Source and stop 5H4D0W-TP in his quest to steal it for himself. It's exactly what you expect of any story-driven Borderlands content as you progress the questline through a series of linear missions, uncovering the new areas of the world along the way. Some of these areas will take you back to previous Borderlands lore, and as a sucker for nostalgia, it's a nice touch to see some of the old Borderlands worlds make an appearance at certain junctures here. As normal, there's also a ton of side content available to explore throughout simultaneously - Some of which is reflected in the other half of these trophies.

This includes 2 trophies dedicated to a post-questline arena mode called the Mutator. This is a repeatable arena that you'll only unlock after beating the final main quest. It's very similar to the Holodome but the twist here is that you can choose a range of modifiers to handicap yourself and reap better rewards as a result of beating 3 waves of enemies with said handicaps applied. There are 9 modifiers in total, and these include gradual loss of health, half gravity and slower reload speed. The premise is interesting, but after having exhausted the Holodome for previous levelling ventures, it felt just like another horde mode that blended into the post-game chaos.

It did help me continue the final push of my main character towards level 50 for the "Space Lord" trophy in the main list, due to the strength of the enemies being presented, and this is where I grinded out the final 4 levels for my character.

This wasn't where the real challenges lay here though, and we were in for one heck of a final stand with Borderlands : The Pre-Sequel;

Shadow of Your Former Self - Defeat 5H4D0W-TP.
Wheely Fast - Outran the Wheel in the Temple of Boom.

Just flipping back to the main questline - The "Shadow of Your Former Self" trophy, awarded for defeating 5H4D0W-TP, signals the ending of the story. It's actually a fairly smooth ride right up until you reach the end, then the difficulty spikes so badly, if you illustrated it on a graph, it would have an overhang. This is a common trap that Borderlands games have systemically been guilty of. 

5H4D0W-TP has multiple forms and his final form is outrageous. He eventually transforms into a massive space station called EoS, dealing huge amounts of damage, spawning tough counterparts that fight alongside him, but most annoyingly, is an absolute health sponge. A successful fight takes upwards of 45 minutes to 1 hour, and I countlessly had my ass handed to me multiple times prior to this.

The general consensus from some research is also that of struggle, and it actually feels like they accidentally added a raid boss into the main questline. I was sufficiently levelled with my main character, had a powerful arsenal and even had the right types of elemental effect applied to weapons that perfectly counter robotic enemies (corrosion). The main problem is, he hits so hard, you can easily be dead in a couple of shots, and when you fight bosses that turn out to be themed on endurance, this is a combination for disaster.

The arena has some good pinch points where you can stay protected from attacks, and the glitched weapons are actually their most useful here. I found that reloading until I managed to see the glitch effect that deals huge damage per shot, and then aiming for critical hit spots, was ultimately the best method to chip away at the shield and health bar of EoS, but popping out of hiding spots and taking shots at the right moment was vital to not end up being melted instantly by a laser beam, so patience is still the most important trait for victory.

The additional enemies eventually start spawning in and create problems of their own, but it's also important to remember that they also exist as second wind opportunities, and these saved me on more than one occasion.

I hate artificial difficulty and boss fights that make you feel like you don't have any real influence on the outcome. That's never fun and Borderlands loves to crowbar in these bullet sponge bosses so it's not exactly shocking, but the fact it's included within a main questline, rather than treated as the side content for the sadistics amongst us who thrive off these things, is another oversight from a game full of them. Overall, it was just another exhausting experience with this game - but it wasn't the only one. There was time for a final "hurrah".

The "Wheely Fast" trophy, awarded for Outrunning the Wheel in the Temple of Boom doesn't fit the usual bill of a trophy of note. It's requirements are very simple and it doesn't involve any skill - However, it was the foundation for a costly error that broke my will with this game.

Towards the end of the DLC content, you'll reach the Subconscious area, and pick up a side mission called "Temple of Boom". You're asked to uncover the temple and find whatever secret hides within. During the mission finale, you're chased out the temple by a giant wheel which you have to outrun to unlock this trophy. I did not manage to do this the first time and the opportunity had slipped away without me even knowing the impact it was going to have.

Once I'd beaten the main questline, I'd noticed I still had a some secret trophies to uncover, and then it dawned on me that the only way I was going to be able to go back and grab this trophy was to play through the entire DLC with another character. This is where I turned back to my Claptrap playthrough I'd recently reached level 25 previously.

I jumped into the DLC for a second time and instantly ran into challenges. My Claptrap character was seriously under-levelled. Enemies start at level 31 upwards in this DLC and I was already struggling to make it through the earliest portions of levels. I had to jump back into the Holodome and farm experience until I was level 28 purely so I could just have a chance at surviving long enough to bypass combat areas within this DLC.

Some parts are just too difficult to bypass and I was dying far too fast. I could at least kill some of these enemies, but my weapons were ineffective and fights took way longer than necessary and I'd continue to die a lot but had no choice but to keep battling through. I couldn't even equip any of the guns I'd found within the DLC world yet, due to their minimum level requirements being beyond 30. It felt like the game was just taunting me at this point.

The biggest blocker comes right before you reach the Subconscious area of the DLC. A level 34 boss called the Denial Subroutine needs to be defeated in order to progress the story and he was essentially just way too powerful for me. I had to spend almost an entire day grinding an additional 5 levels to defeat him. This took me beyond level 30 and also allowed me to equip some stronger weapons I'd found that I couldn't previously equip.

To say I was burnt out from this entire game by this point would be a gross understatement. I reckon I'd easily spent another 20-25 hours slogging fruitlessly through this DLC again - and all I was doing was trying to earn a trophy that I should have already earned and thus could have easily avoided this entire exercise.

There are two costly mistakes the developers made here. Firstly, they made this trophy hidden on the list. It's non-story related and has no reason to be hidden from view. Naturally, I expected this to be a potential spoiler and refrained from any prior research, which is ironic given the fact that this is a mistake I've already made once with this game. Secondly, the fact it's also missable is criminal, and if you don't achieve it first time round, you'll need to go through around 75% of the entire content again just to reach the point at which you can earn this trophy. Why not provide an option to replay the mission? Borderlands has allowed you to farm missions previously. Better yet, why not just exclude it from the list entirely? I don't care to what extent it may be my fault. That's terrible game design.

I've done my best to enjoy this entry into the Borderlands series, even though it's given me very easy reasons to dislike it time and time again. The good stuff is still great, but the bad stuff leaves a sour taste. It's been about as bittersweet of an experience as anything I've ever played through.

Friday, 6 February 2026

Platinum #144 - Borderlands : The Pre-Sequel

Platinum Difficulty Rating - 7/10

Deja vu. French for "Already Seen". The fleeting illusion of having previously experienced a current situation. A befitting way to define the latest instalment of a Borderlands title to the Platinum Trophy cabinet.

We're not just drawing parallels here. We're talking direct copy and paste, and whilst this wouldn't be the first series to be guilty of such when it comes to trophy lists, there are certain ideas that should have always been left behind and considered nothing more than experimental nuggets never to be revisited. Not around here though. 2k Games have other ideas.

Borderlands : The Pre-Sequel sits right between Borderlands 1 and 2 in game lore - Hence the title.

The story focuses on Jack, who is a familiar face in Borderlands 2. He is an employee of Hyperion who wants to find the hidden vault on Pandora's moon - Elpis - but a group identified as the Lost Legion, led by Colonel Zarpedon, attempts to hijack the plan and intends to destroy the planet after taking the contents of the vault.

Jack enlists the help of the Vault Hunters to prevent Colonel Zarpedon's plan, save the planet and secure the loot. It's a very typical Borderlands plot which carries across many of the same gameplay elements seen in both previous Borderlands titles.

Due to the fact you play through the majority of the game on the moon of a planet, there are a couple of new gameplay mechanics at large. You'll experience low gravity environments, which will allow you to jump higher, but move in a more slow and floaty fashion. Oxygen also becomes more relevant, and you'll have an O2 bar which slowly diminishes as you run out of air in low pressure environments. This can be replenished at gas craters and you'll need to wear an oxygen mask, which simultaneously grants powerful combat abilities. It's the sort of game mechanic that can be annoying if not managed well, and Gearbox do a good job of making it add an extra dimension to the game, yet not feel too intrusive at the same time.

The Grinder is also a new feature, and allows the player to feed 3 weapons of a single rarity into the machine with the chance of being able to receive back a weapon of greater rarity. It's an interesting new way to acquire loot, with a slight hint of gambling-esque vibes to it. There are also a couple of new weapon-based variations too, including the introduction of Laser weapons and the cryogenic elemental effect.

Outside of this, it's more of the same in every aspect, both gameplay and trophy-wise. You'll have the ability to choose from 6 different Vault Hunters. They're all new characters with their own abilities and skill trees and you can juggle multiple playthroughs at the same time with each of these characters for maximum flexibility. You'll also see many of the previous cast adopt NPC roles throughout the story including Mad Moxxi, Sir Hammerlock and Mr Torque, as well as the 4 playable Vault Hunters from the first game too. Nostalgia galore, and it was nice to see so many familiar faces.

Graphically, this is still the same cel-shaded shoot 'em up we've become accustomed to by now. The graphics look a little bit dated when you compare them to more modern cel-shaded games, but the character models are well designed and the variety as you transverse the different terrains across Elpis is vast. Boss battles are a key staple within Borderlands games, and this is maintained well here again, with a bunch of varied bosses with some excellent creativity backing them up.

Combat is punchy and hectic, and the addictive draw of hopefully looting better weaponry to improve your arsenal is ever-present. One minute you're rocking a shotgun that fires 4 shells at once and can melt an enemy away with a corrosive elemental effect, and the next you've switched out to a laser gun with a triple beam that can freeze enemies solid and shatter them with one punch. The random concoctions have always added their own unique charm to the series.

Borderlands : The Pre-Sequel also retains the game's core RPG elements. Progressively levelling your character up to spend skill points on unlocking abilities across a fully fledged skill tree allows you the freedom to build your character exactly how you want to. Progressing the story, diving off into side quests or just farming hidden bosses in order to nail that holy grail piece of loot. It's all still exactly how you remember it, and I've always preached the "if it ain't broke, don't fix it" mantra. There are some things I definitely wouldn't have kept, but as a core gaming experience, it's overall still great fun.

In terms of the trophy list, there are a total of 51 trophies contained within, including the Platinum Trophy, and this is where the uglier side of the Deja vu kicks in.

Borderlands : The Pre-Sequel is still a primarily co-operative experience, obviously designed to be played with others, but does still cater to the solo player. It does contain some co-operative only elements to the trophy list, but these can all be earned if you have access to multiple controllers where local split-screen can be used to unlock trophies. Otherwise, you'll need to venture online.

The "Multi-Face-eted" trophy, awarded for Defeating the Empyrean Sentinel, marks the end of the main story arc, and this is where the main focus of this trophy list lies.

As is the same with previous Borderlands titles, the game does not have a traditional option to choose a set difficulty level upon beginning the game, and in typical RPG fashion, the strength of enemies will scale alongside your own levelling progression. The challenge through difficulty comes from the option to enter an exclusive version of New Game + mode one you beat the game for the first time. These are called True Vault Hunter Mode and Ultimate Vault Hunter Mode, and are really important to the levelling process, which has a direct impact on a couple of trophies we'll touch upon later.

Leading up to this particular trophy, there are 12 trophies in total awarded for beating main story missions and I progressed through the main story (and the majority of the entire game) as a solo player. The game does a good job of maintaining balance for difficulty depending on how many players are present, and the drop-in feature is convenient if you ever need to open the lobby up to allow other players to support you. This is useful for a couple of boss fights, especially towards the end of the game, but outside of these, it's fairly plain sailing and even as a solo player, shouldn't give you too much trouble.

Tackling the main story actually ended up being the most relaxing part of this entire list, but that's always been the case with Borderlands games. The main questline has always felt like the calm before the storm, and the extracurricular activities have always been where the true challenges lie, and here is no exception.

The "Challenger" trophy, awarded for Completing level 1 of all challenges with a single character, returns and it presents itself in the exact same form as it did in Borderlands 2. This was my least favourite trophy back then, mainly for it's nonsensical grinding requirements and punishing RNG that you had absolutely no influence over. Both are still present within this trophy.

As before, there are a big list of in-game challenges for you to complete (130 in total), split into different categories and tiered up to 5 levels depending on the quantity of what you're required to fulfil. Obtaining level 1 on the majority of these is fairly straight-forward, but for a small handful of them, they're a little bit more complicated than that.

Firstly, the grindy element to this trophy. Some of the challenges are hidden and need to be unlocked. Level 1 of the "Over Achiever" challenge only requires you to get 10 long range kills with the shotgun. However, you'll need to reach level 5 of the "Take It All" challenge, which requires you get 750 point blank kills with the shotgun. They did this exact nonsense for the same trophy in Borderlands 2. Same challenge requirements on a blatant copy and paste job. I absolutely hate the fact they either overlooked this or knew what they were doing and just did it anyway. There's absolutely no need to grind 750 point blank shotgun kills as a pre-requisite to unlocking a level 1 challenge where 98% of all other level 1 challenges are available from the start.

The same requirements also exist within the rocket launcher challenge category. You need to reach level 5 of the "Collateral Damage" challenge by accumulating 200 splash kills with rocket launchers, just in order to unlock the level 1 challenge "Missile Magnet" - Which merely requires 5 kills with a direct hit via a rocket. It's not quite 750 kills, but 200 kills is still alot once you quickly realise that rocket launcher ammo is expensive and hard to come by, and when you combine hours of griding for almost 1000 kills, just to unlock a couple of level 1 challenges, it just feels like an unnecessary waste of time that didn't need to be repeated from a previous trophy list.

Secondly, the RNG element. I mentioned a new gameplay feature in the form of the Grinder, and this has it's own dedicated challenge category too. 

The "Greater Than the Sum of it's Parts" challenge requires you to obtain 20 Luneshine weapons from the Grinder, which requires you to spend Moonstones every time you grind a set of weapons in order to possibly obtain a Luneshine weapon. Notice the deliberate use of terminology. This is where the RNG comes in.

The Grinder can be expensive, and in actual fact, the lowest amount of Moonstones required to grind is 0, however, this cost is relative to weapon level, so the higher level the weapons you're trying to grind, the higher the Moonstone cost. There may be a fairly reasonable cost-based alternative to complete this challenge, but by the time I'd begun focusing on it, grinds were costing me 12 Moonstones per attempt, which is expensive for only the possibility of obtaining a Luneshine weapon.

I don't know the exact odds, but I've seen it generally theorised as a 30% chance each grind, which isn't exactly terrible, but I did need an effective farming method, and luckily, the Holodome was a key contributor here. I could simultaneously grind for both levels and Moonstones within the Holodome, but that was only half the battle. Since the Grinder also requires 3 weapons to grind each time, I had to find an effective method of obtaining guns too. There's a couple of slot machines in Mad Moxxi's bar in Concordia - Not too far from the Grinder - and these will grant weapons for successful spins. Again, it's expensive, but money earned from the Holodome also went towards further spins.

This wasn't quite as annoying as the seemingly eternal search for Jimmy Jenkins in Borderlands 2, but the similarly uncontrollable variables were just as exhausting, and on top of the level 5 grinds mentioned above, there seemed to be way more effort put into this particular trophy than what was necessary should more reasonable requirements have been implemented. Just so much effort required to simply complete a couple of level 1 challenges as part of this trophy - And this wasn't even the longest part of the post-main questline grind either.

The "Space Lord" trophy, awarded for Reaching level 50, is yet another staple trophy requirement of the Borderlands series, and yet again, this will require much more than a single playthrough of the main story to achieve.

My main character choice was Athena, which ended up being a fatal decision in regards to completion efficiency of this list, and by the time I'd realised this, I was fully committed, so didn't really have much choice but to continue on.

By the time I'd beaten the main questline and completed all side missions, I had still only reached level 31, so the natural transition from this point is to begin a new game in True Vault Hunter Mode. This allows for enemies and quests to scale beyond level 30 and therefore grant more experience, which is eventually capped in Normal mode. This is a necessary requirement to pursue level 50 at a reasonable rate, however, the game instantly feels harder as a consequence, and by this point, I actually pivoted away from the main game and began to explore the 2 DLC content packs as my method of progressing towards level 50.

I did briefly mention it in the Holodome review, but this DLC became an essential part of this trophy. Being able to kill waves of enemies within the Holodome was the most effective way to level, but it also meant we were yet again embroiled in another grind. I used this method to reach level 40 before defecting to the Claptastic Voyage DLC to continue progression - Mainly for a change of scenery more than anything else. Even upon beating that entire DLC package, I had still only reached level 47 - but the Claptastic Voyage DLC also continues a post-story arena mode I took advantage of to knock out the remaining few levels to the end.

An entire initial playthrough, starting a second True Vault Hunter playthrough, completing an entire DLC questline and grinding kills in 2 different arena modes across 2 different DLC packages. Just to reach level 50 - And we still weren't finished with the grind.

The "That Helped, Right?" trophy, awarded for Experiencing all Vault Hunter Modes using VaultHunter.EXE, relates to the specific choice of choosing Claptrap as your starting character. When I said above that picking Athena was a fatal decision, this is exactly what I was referring to.

In order to experience all Vault Hunter Modes with Claptrap's showdown skill, you'll need to earn 25 skill points. At 1 skill point per level, this equates to reaching 25 levels, which is way higher than any of the other playable characters showdown related trophy. So, in an ideal world, it would have made this trophy list much easier to choose Claptrap from the start and continue the pursuit towards the "Space Lord" trophy with Claptrap, which I didn't do.

Claptrap's skill mode will randomly generate an ability each time it's triggered, and these modes are all scattered throughout his skill tree. The furthest unlockable skill, which is the "Pirate Ship" ability, requires 23 skill points to reach, so you'll need to progress Claptrap to level 25, meaning I had to play through around 80% of the main questline all over again just to trigger this random skill mode. This game really did push the limits on what it would make you do just to fulfil simple tasks linked to trophies.

There are 7 default modes to experience, which are available as soon as you access Showdown mode, and there are 6 available to purchase with skill points throughout Claptrap's skill tree. Once you've reached level 25, you will have access to all Vault Hunter Modes, and you can reset and redistribute your points towards other branches of the skill tree to unlock the modes you're missing, so there is that at least.

These modes are all RNG based (shock, horror), so it's just a matter of ticking them off once you experience them when using Claptrap's showdown mode. Just to add to the above, there are also 2 co-operative only modes to also experience - Medbot and Nonsensical sacrifice - and these are both where I spent most of the time attempting to get this trophy. Even though the modes are all RNG based, I'd managed to see most of them fairly easily, but when I booted up the second player in split-screen for the last 2 modes, it took a couple of hours to see them both.

You can still witness the other modes in co-op gameplay, so there is still a lot of trial and error here. Medbot happened fairly quickly but it took me a few hours to see Nonsensical sacrifice - With an approach based on nothing more than waiting for the showdown to cool down and triggering it again hoping for the best. It eventually worked.

Just a final side note on this trophy. I do completely appreciate that, had I followed the game to a roadmap, this would have meant I only had to play through the game once and my stance on this list would have been completely different in lieu of avoiding a heck of a lot of rework. However, I have always maintained a standard of playing games blind, tackling the obstacles of a trophy list organically and then reviewing them in full retrospect of my own experience.

This is one of those situations where I regret living by those standards, and not just having to scale a brand new character all the way up to level 25, but experiencing yet more completely naff RNG directly related to this trophy. The same naff RNG that soured both this game and Borderlands 2. It's worth an extra mark on it's own.

Outside of this, the list has a couple of awkward co-op trophies, even if you have access to additional controllers. You'll need a party of 4 for the "Who You Gonna Call?" trophy, awarded for Completing the "Sub-Level 13" missions with 3 other players. This will be difficult to earn online at this stage in the game's lifecycle, and if you choose the split-screen method, you will require 4 controllers to obtain it. There are some other trophies which will require at least another player, but this one is the main blocker due it's necessity to be completed with 4 people/controllers.

Character specific trophies will also require you to use each of the playable characters and unlock a trophy for using their relevant Showdown skill, but Claptrap aside, these can be picked up fairly early on in the game and don't require too much rework.

Borderlands : The Pre-Sequel copies much of the formula of Borderlands 2, right down to it's trophy list, and I wouldn't go as far to suggest it's put me off, but I'd also be lying if I said the trophy list didn't have me worn down by the end. Some people may argue that a 7/10 is a little on the steep side for difficulty, but I honestly believe this ultimately just turned into a big, grindy blur that felt like it was never going to end, and I'm praying to the heavens this is the last time we see any more Borderlands-esque RNG.

Notable Trophies -

Multi-Face-eted - Defeated the Empyrean Sentinel.
Challenger - Completed level 1 of all challenges with a single character.
Space Lord - Reached level 50.
That Helped, Right? - Experienced all Vault Hunter Modes using VaultHunter.EXE.

Hardest Trophy -



Space Lord
Reached level 50

Thursday, 8 January 2026

DLC #207 - Borderlands : The Pre-Sequel - The Holodome Onslaught

Oh, Borderlands. Why do you insist on being such a complicated beast? It's not that I mind doing things back to front, I just don't know why we insist on ending up in this position again - Yet here we are, slogging through DLC as a backdoor tactical approach to obtaining another Borderlands Platinum trophy.

The Holodome Onslaught will instantly feel familiar to anyone who has played Borderlands before. It's very similar to the Mad Moxxi's Underdome Riot DLC from Borderlands 1 - A horde mode where you fend off waves of enemies through a set number of rounds until everything is dead.

It's slightly on the lighter side in terms of depth of content compared to last time, but that isn't necessarily a bad thing. Underdome Riot was guilty of serious content padding with up to 20 waves of enemies in a single round that made it feel like it just went on forever. I don't like the way they've essentially just copy and pasted a previously used concept, but at least they've been sensible with it's scale on this occasion. We don't need generic horde mode offerings that outstay their welcome.

I'm not saying this is good by any stretch. It's actually very unspectacular and ordinary. However, it does serve purposes to other ends, and my biggest positives of this experience are linked to how the Holodome arena can be used to ease the requirements of other trophies within the main list.

Firstly, it's a good source of experience points for both the enemies you'll kill within the arena and turning in missions for beating the Holodome. One of the trophies within the main list requires you to reach level 50 with any character, and this content is my first stop in exhausting all viable options that'll allow me to reach that milestone without having to indulge in too much repetition.

Secondly, the Holodome is also a good source of Moonstones, which enemies drop fairly frequently here, and you'll need a ton of these in relation to the achievement of some other trophies within the main list, so it turns out to be a great farming location too.

The package also comes complete with 3 additional trophies of it's own, and these follow a very simple route to completion;

The initial phase of the Holodome will see you go through 5 successive rounds, and beating all of these will net you the first trophy within the list. Each round contains between 4 to 6 waves of enemies, scaling in volume, but nothing too outrageous in terms of overall difficulty. If you're like me, and you've beaten the game, and you're using the Holodome to squeeze out some extra levelling, you should have powerful enough weapons to deal with the majority of the enemies fairly adequately.

However, once the initial 5 rounds have been beaten, you'll unlock a final Badass round. Of the 2 outstanding trophies, you'll unlock one of these for beating the Badass round, but for the final Gold trophy, you'll need to go a step further;

I Welcome Your Attack, Fool - Completed the Badass Round without going into Fight For Your Life.

Tackling this trophy as a solo player turned out to be a bit of a rough experience. The Badass Round of the Holodome contains 7 waves, and throws some tough enemies into the mix that are capable of taking you down in a couple of hits if you're not careful.

"Fight for your life" mode is activated when you lose all your health and go down. In solo play, you'll be able to revive yourself by killing an enemy to earn a "second wind" and continue fighting, but this will also void the trophy so you need to be able to progress through all 7 waves without being downed. 

The key is to take your time and be patient. Some of the weaker enemies can be held off at distance with sniper rifles or plasma rifles, but some enemies will need to be fought in close quarters in order to realistically kill them, and this is where the problems arise. Ophas and Virtuous Ophas are dangerous in close quarters because of their powerful melee attacks, but they also spawn Putti - Small creatures which provide health regeneration capabilities to protect the Opha when in danger, so the tactic to pick them off at range with a slower firing weapon wasn't a viable approach because they'd regain their health back too quickly. This forced me into fighting them at close range with an effective Shotgun and Melee combo, but it's a treacherous catch 22 scenario that cost me my life numerous times.

Additionally to this, Guardian Ponders and Guardian Reapers are also incredibly dangerous, and will actively instigate close range fights with their ability to teleport. This often means they'll end up directly at your feet without warning and they both have high damage attacks that can kill you almost instantly. The main thing that makes this frustrating is the lack of ability to get away from a fight courtesy of the space atmosphere that makes your movement floaty and slow, so in most instances where a Ponder or Reaper would suddenly spawn within close proximity, it was rare I'd be able to move quickly enough to escape death. Another annoying way to die that occurred far too often.

There are smaller inconveniences at play too. The arena has an open floor that exposes an insta-kill saw blade trap that caught me out a couple of times, and ammunition management will also become crucial, even if you've upgraded your backpack capacity.

The approach of taking my time and ensuring I did everything I could to fight enemies from a reasonable distance eventually paid off, though I'd estimate it took me over 20 attempts to finally unlock this trophy. You get a feel for spawn patterns and understanding the importance of dispatching the more dangerous foes quickly. It does become a tiring exercise, especially those failed attempts that reach the latter waves - That's over 30 minutes of wasted effort each time. The motivation of levelling proves to be a nice ongoing incentive outside of the Gold trophy. I managed to go from level 32 to level 37 whilst chasing down the 3 trophies in this set, though this did slow down significantly towards the end and I'd just about squeezed the maximum value out of this content from a levelling perspective.

A successful round - and achievement of this trophy - will probably take around 45 minutes, but after around 20 runs of varying degrees of progress, that's a substantial accumulation of time for one trophy. Now to work out how I tackle the remaining 13 levels.