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Borderlands 2 + Official Brady Guide

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Kotaku

Kneel Before This Massive Tower Of Borderlands 2 BoxesWhen the games have been sold, and the swag remains: What do you do? What does a man do with 180 promotional boxes for Borderlands 2?



He stacks them, apparently. This image set, uploaded to imgur by bitterguy a week ago, was tweeted at Gearbox's Randy Pitchford this morning. The imgur description: "What to do with 180 leftover boxes in an office building with a high roof."



An ambitious recycling program, to be sure. It kinda reminds me of the Sears Tower:



Kneel Before This Massive Tower Of Borderlands 2 Boxes



Kneel Before This Massive Tower Of Borderlands 2 Boxes



Kneel Before This Massive Tower Of Borderlands 2 Boxes


Announcement - Valve
Save 50% on Borderlands 2 as part of this week's Weekend Deal*!

A new era of shoot and loot is about to begin. Play as one of four new vault hunters facing off against a massive new world of creatures, psychos and the evil mastermind, Handsome Jack. Make new friends, arm them with a bazillion weapons and fight alongside them in 4 player co-op on a relentless quest for revenge and redemption across the undiscovered and unpredictable living planet.

*Offer ends Monday at 10AM Pacific Time
Kotaku





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Nvidia's Tegra 4-powered Project Shield handheld will be great for playing Android games, but the real draw is streaming PC games from your GeForce PC to the handheld and playing anywhere in your house. I can't wait to play Borderlands 2 in the bathroom without a laptop burning my bare legs.



I'm surprised they didn't film this video in a bathroom at Nvidia, though it is the first in a weekly series, so there's still time.


PC Gamer
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title="Permanent Link to Borderlands 2′s Tiny Tina accused of conveying racism, writer says he may change her in future">Borderlands 2 Tina







The Borderlands 2 character Tiny Tina came under fire last night, as a Twitter discussion between the game's lead writer, Anthony Burch, and some of the game's players raised the question of whether her characterisation was racist. In the game, Tina - an explosives expert, and child - speaks using African American lingo, in a way that one Twitter user compared to "verbal blackface".



It began when Mike Sacco, creative developer of Cryptozoic Entertainment - a creator of trading card and iOS games - sent Burch the tweet, "Hey. I really like BL2's writing, but Tiny Tina's trope of "white girl talkin' like them urban folk!!" has got to go."



Others agreed, tweeting responses like, "Its exaggerated stereotypical low class "black" lingo that with Tina amounts to verbal blackface." Another user pointed out that, "She equates stereotyped ebonics with wacky." To that, Burch conceded, "Hrm -- that's an interesting point. I meant to make her a mishmash of stuff (ebonics/fairytale/naivete) but I see what you mean".



But many sprang to Tina, and Burch's, defence. Gearbox head Randy Pitcford claimed, "Tina is not racist because you are not racist. You're a pillar of tolerance and inclusion."



Burch finished by saying, "The last thing I want to be is exclusionary or prejudiced, so if Tina truly is problematic I'll change her," but added, "I'm just not convinced that a character using lingo like badonkadonk/crunk is inherently racist. If I'm wrong I would like to know why."



He also confirmed that any potential change to Tina's character would only apply to future content. When asked if he'd re-do her sections, Burch replied, "That's not actually feasible within the technical constraints of the game, but I'd alter her dialog in any future BL stuff."



Thanks, Kotaku.
Kotaku





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Today, an argument broke out on Twitter between Anthony Burch, lead writer on Borderlands 2, and a few players who think that Tiny Tina is a racist character.



The issue, as some folks saw it, was that Tiny Tina appropriated African American lingo. See above video, which showcases Tiny Tina dialogue, if you want reference.



The argument on Twitter, which ends with Burch saying he'll consider changing her, is as follows—note that this is a mix of developers, game journalists, and random fans:



































































Matt Charles is a producer on Borderlands 2.



Whether or not a change in Tina's character will actually occur is not clear, though I suspect many fans would be upset if she was altered: she is frequently cited as a favorite character.



UPDATE: Some are even defending Tina, as not all players believe she is racist (including Gearbox president, Randy Pitchford):



















Though this is but a small sampling of the response Burch is getting, which you can view here.



I reached out to Burch and have yet to hear back.



UPDATE 2: Burch responds and clarifies:



PC Gamer
rel="bookmark"
title="Permanent Link to Do video games make people violent?">game violence







The debate over the relationship between violent games and violent behavior continues inside and outside the United States. In its initial response to the tragedy in Newtown, CT, the US government said it intends to ask the Centers for Disease Control to “study the root causes of gun violence, including any relationship to video games and media images.” Critics cite studies that link aggression and violent games, claiming that interactivity as a component of games makes them unusually potent. One politician labeled games as "electronic child molesters."



It's an enormous and serious topic—one that we believe gamers shouldn't shrug off, but take it upon themselves to engage critics and fellow citizens on. In the interest of that, Logan, Evan, and Tyler hopped into our podcast studio (inappropriately, the room that most makes it look like we're inside an insane asylum) to talk about their personal relationship with violence in games.
Kotaku

The Hidden Beauty Of Skill Trees



The recent launch of Path Of Exile's open beta—a new hack & slash action RPG known especially for its enormous skill tree, as you can see in the pic above—inspired us to collect some of the best looking skill and research trees spanning a variety of genres. It's interesting to see how creatively devs can handle this part of a game.





The Sphere Grid Of Final Fantasy X


The Hidden Beauty Of Skill Trees source: Zenon1320's gameplay video



The Skill Tree In Hawken


The Hidden Beauty Of Skill Trees source: Hawken Forums



The Passive Skill Tree In Path Of Exile


The Hidden Beauty Of Skill Trees source: PathOfExile.com



The Technology Trees In The Civilization Series


The Hidden Beauty Of Skill Trees The Hidden Beauty Of Skill Trees source: Civfanatics



The Skill Tree In Borderlands 2


The Hidden Beauty Of Skill Trees source: Borderlands2.com



The Research Tree In Ascendancy


The Hidden Beauty Of Skill Trees source: Ascendancy Manual



The Heron, The Shark And The Spider In Far Cry 3


The Hidden Beauty Of Skill Trees source: own screenshot



The Character Abilities Screen In The Witcher 2


The Hidden Beauty Of Skill Trees source: The Witcher Wiki



The Skill Tree In Dead Island


The Hidden Beauty Of Skill Trees source: Gerald Hopkins' gameplay



The Talent Tree In Star Wars: The Old Republic


The Hidden Beauty Of Skill Trees source: Biowarefans



Make sure to submit your own picks in the comments below, with visual support.


Product Release - Valve
New content is available for Borderlands 2 on Steam. Enhance your Vault-hunting experience with a fresh new style! There are 15 new heads and skins sets available.

Kotaku

New Borderlands 2 DLCs Add a Myriad of Skins, HeadsHere's a look at the new costumization options available in Borderlands 2. Each set is available for 80 Microsoft Points or $0.99 / £0.75 / 0,99€ for the Xbox 360 and PS3/PC, respectively (separate from the Season Pass). You can find a shot of the "Madness" set below.



A Flood of New Borderlands 2 Heads and Skins Available, Deck Your Characters Out Today! [2K Games Blog]



New Borderlands 2 DLCs Add a Myriad of Skins, Heads


Kotaku

Science Explains Why We'll Probably Never Be Able To Respawn in Real LifeYou're running out of ammo, the last medikit you saw was three towns behind, and that nice guy shooting at you just got a sniper to help him out.



Without divine intervention and after that nice guy gets a lucky shot (and why wouldn't he?), you (or what's left of you) are probably headed to the nearest respawn point. And just like that, within the game, Pum! Your character appears out of nowhere.



Save points are a bit different. Usually, in games that allow you to save at any moment (ie: Deus Ex: Human Revolution—and I'm glad it lets us!), you just reappear in the same exact spot with the same exact gear you had.



Other games save when a big boss battle is coming up or when you choose to save (e.g. Serious Sam 3 BFE), and you just reappear on the point where you saved.



Saving a game and respawning is something that happens outside of the world of the game; the player is conscious of this, but the character is not, thus breaking the fourth wall. But there are exceptions to this rule, and Borderlands is one of them. So, how could one imagine a respawn point working?



The physics of respawning


Science Explains Why We'll Probably Never Be Able To Respawn in Real Life



In Borderlands, there are New-U stations that "store the character DNA against the possibility of accidental death or dismemberment" and can "digistruct" an entirely new body to replace the recently deceased one, a hand-wavey way to explain how the game save works.



We're going to discuss a bit of physics in this article, but thinking about an action game, being completely faithful to the laws of physics would be a bit boring. For example, if you die, you die, and that's the end, as long as our knowledge of the laws of physics goes!



New-U stations save the game when the character walks within range of it. We will get into the physics of the matter (if you pardon the pun), but just the idea of explaining why a character can reappear is interesting. There's even a tunnel when you're being brought back and an associated cost of 7% of your character's funds! It can be a lot from the player's perspective, but that's just pocket change considering you are actually "reconstructing" a character.



In a nutshell, New-U stations use solid light to digistruct a person, weapons from holsters, even cars. Therefore, the DNA explanation mentioned above is not sufficient. When you are reconstructed from a New-U station, the character returns with all its weapons, ammunition, clothes, etc. So if the New-U station stored only DNA, it would be a bit hard to reconstruct stuff that doesn't have DNA to begin with—think back-in-time-terminator-naked style. There's also the use of another term, "solid light," that is an actual scientific term, but again applied in a science fiction way, in a sense of light transforming into matter.



So how would a more physics-based "reconstruction" work?



Making a "new you" (who's exactly like your "old you")


Science Explains Why We'll Probably Never Be Able To Respawn in Real Life



Lawrence Krauss (a fantastic physicist and writer) did some calculations on a similar problem, the transporter from Star Trek. There are other issues that Krauss discusses, but the physics of acquiring the data from the object and reconstructing it would be similar. Krauss even goes into a deeper philosophical question: are human beings only the sum of their atoms? Is there something else that makes us human, besides matter? It's a very interesting question, but one that we will not delve into. So we're going to stick with physics questions: how much information would one need to store in order to recreate a human being? How do you acquire this information? And how much energy is needed to do so?



The average human body is composed of 1x1028 atoms.



To be able to reconstruct it from a stored pattern, first this pattern must be stored, of course. But how would one go about doing that? The scanner would have to acquire the position and momentum of all atoms, without displacing them. It would need to determine the type of atom that you're scanning, too. It also would have to do it very quickly, taking into account that the character probably wouldn't be standing still. And here quantum mechanics shows to start spoiling the fun, with its pesky Heisenberg principle.



The Heisenberg principle states that, independent of the measure apparatus or future technologies, there are certain combinations of measures that are impossible to be made with arbitrary precision.



For example, it is possible to determine very precisely the position of a subatomic particle—like an electron—but not the momentum at the same time, and vice versa, or the state that the particle is, but not how long the particle will stay in that state.



So for our "scanner beam" to be able to selectively "lock" on a particular atom (which would be a feat on its own) and acquire its information, would disturb that same atom from its present state, somewhat irreversibly. It gets even worse, since, if we need to increase the precision of the beam to get a higher resolution, more energy would be needed, and the more that poor atom would be disturbed. And all that would be done within seconds!



To keep going, let's now assume that this scanner beam works. How much space would be needed to store all this information?



But where would we store all this?


Science Explains Why We'll Probably Never Be Able To Respawn in Real Life



We would need to store not only the position and velocity of each atom, but also its energetic state, whether it's making a bond with other atoms, the vibrational and rotational states, etc.



In physics, each of these pieces of information is called a degree of freedom, and a system is determined if all the degrees of freedom can be defined.



Let's say that we can store all the degrees of freedom of all the atoms. Let's take an educated guess and say that all the degrees of freedom of one atom can be described by 5kB. While we're at it, let's also take into account the weapons and stuff that you carry on that giant backpack, and say that we need to store 1x1029 atoms.



That would give us 5 x 1029 kilobytes, or 50000 yottabytes of information to be stored (and retrieved!) in a few seconds.



Given the world's current supply of hard drives, we couldn't get a single yottabyte. There are some recent calculations (using the Bekenstein limit) that estimate the information needed to describe a human being to be around 1x1044 bytes, considering the maximum amount of information given using a finite amount of energy in a finite region of space, which happens to be larger than our previous estimate.



You died! What happens now?


You died, fini, caput, so the New-U station needs to reconstruct you. We got a nice blueprint of 50000 yottabytes with all your information.



First problem: we need the atoms! It shouldn't be a big deal for the more common ones, like oxygen (65%, in mass), carbon (18% in mass) and hydrogen (10% in mass).



Things start to get a bit more problematic with the rare earth ones, even uranium and beryllium, so each New-U station would have to have an  "atoms stock" to be able to reconstruct a character. And remember, there's also all the weapons… It seems that the weapons are recreated from scratch when the character is recreated, but dematerialized to "hard light" when the character is not using it.



But wait! It gets even more complicated…


So far, we only dealt with atomic level problems, considering that only saving the atoms themselves and not its constituents is necessary.



Each atom is composed by some number of nucleons (protons and neutrons) and electrons, and a lot of empty space. Really, a lot: more than 99% of the mass of the atom is at its center, where the nucleons are, but the size of the nucleous is 10000 smaller that the atom itself.



What prevents things falling through other things is the electric field, or the repulsion of the electric field by equal charges. Chemical bonds are formed to minimize the energy, but getting the atoms together can be a bit tricky, exactly because of that electric repulsion.



There are also reactions that need energy to start and keep going, and others liberate energy when the chemical bonds are formed from the free elements. How much energy? We will have to simplify greatly here: some chemical reactions liberate energy, while others absorb it, so it's not only a problem of putting everything together, but also putting or removing the right amount of energy in the right order.



After seeing the enormous amount of information that would need to be scanned and stored, the energy and materials that would be needed and with all the difficulties that physics presents us, it's not like we would see a New-U on the corner anytime soon (or ever), but the possibilities for understanding the science behind the possible processes is very interesting. There are some fundamental physical barriers and others that are more technological. But nonetheless, not breaking the fourth wall is awesome and talking physics about a game is always awesome.



And all this for only 7% of your funds!



Ivan is a computational physicist and postdoctoral fellow at Laval University and science media consultant for Thwacke Consulting. For more follow Thwacke on Twitter and Facebook!



Science Explains Why We'll Probably Never Be Able To Respawn in Real Life



Zerg Rushes, Suicide Attacks and Splash Damage: How Real Insect Warfare is Similar to StarCraft


Editor's note: Our guy at Thwacke, a Canadian outfit that advises game developers in all things science, writes to us and says he's got an expert who can explain how the Zerg in StarCraft have a whole lot in common with real insects. More »





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