Borderlands 2

When Gearbox released Borderlands 2 in 2012, it had a novel idea: "SHiFT codes," which players could find on Borderlands' forums and social media accounts and enter into the game to unlock rare weapons and cosmetics. Shift codes come in two main varieties:

  • Golden Keys, which open a special crate in the city of Sanctuary. That crate is guaranteed to serve up a purple rarity item. In a game with billions of randomly generated guns, it was a tantalizing way to skip the RNG and get some great weapons. 
  • Special skins: There are unique skins and heads for each Borderlands 2 character that can only be unlocked with Shift codes. 

Today Borderlands 2 is still going strong on Steam, and has gotten new Shift codes every month of 2019. But that may change now that the sequel is out: check out our new guide to Borderlands 3 Shift codes for unlocks in the new looter shooter.

If you're playing Borderlands 2, these codes will help you load up on rare guns and cool skins. Below we've collected tons of Borderlands 2 Shift codes that unlock skins or big piles of keys.

New Borderlands 2 Shift codes for 2019

Here are some hot new Borderlands 2 Shift codes from 2019. Many of them unlock exclusive skins for Borderlands 2 characters that you otherwise can't easily get.

W3KJB-H9CBW-XRBRW-JTBTJ-9JRXK (25 Golden Keys)

C35TB-WS6ST-TXBRK-TTTJT-JJH6H  (Salvador's Community Day Skin, 5 Golden Keys)

53KBB-KXXRC-RZ66Z-WFJBB-WSRZ3 (Zer0's Community Day Skin, 5 Golden Keys)

5B3BJ-XZWFW-T3KRZ-JBJTB-6WST9 (Maya's Community Day Skin, 5 Golden Keys)

W353J-RR6RC-X96R9-C63J3-RJTFW  (Axton's Community Day Skin, 5 Golden Keys)

WJ5TB BJSZJ TFB6W JTJJJ 3Z3CB (Krieg's Community Day Skin, 5 Golden Keys)

‪5JWBB-9ZX9J-B636C-BBBBT-ZCWXF (Gaige's Community Day Skin, 5 Golden Keys)

New Shift codes that work as of November 2019:  

W3C3J-XRS9J-RRTFC-BJBJJ-BFTZ5 (5 Golden Keys, expires December 10th)

KTKTT-K6ZHT-RFTRK-JTT33-BRRCZ (5 Golden Keys, expires December 10th)

To find new codes regularly you can follow the official Gearbox and Borderlands social media accounts, but your most efficient destination for Shift codes is this website: Shift.Orcicorn.com. The website automatically monitors and posts updates from both Twitter and Facebook onto one convenient page. If Gearbox has put out a new batch of Shift codes, they'll be listed here. The Twitter account is also easy to follow.

Keep in mind that Shift codes typically expire after 2-3 weeks, so check in once a week or so if you're actively looking to stockpile.

Now let's get to the really good stuff: special Shift codes that can unlock unique items and cosmetics.

Cosmetic Borderlands 2 Shift codes

Despite being years old, these Shift codes for character skins haven't been deactivated (at least, not yet). As far as we know, they should continue to work. Thanks to Orcz for an exhaustive list that's mostly up-to-date.

Note: These codes are all for the PC version of Borderlands 2 and won't work on consoles. For PS/Xbox codes, follow the Orcz link above.

Tiny Tina's Assault on Dragon Keep

KTK3J-FR3JS-ZX55B-B3BJ3-HSRB6 (Axton’s Natural Twenty skin)

535BB-3R3BZ-HF5K3-JJB33-3BF3J (Gaige’s Summoner Sickness Skin)

CTKJ3-9CBJS-9R5WT-JBJ3T-WKXKF (Zer0’s The Pandora Chainmail Massacre skin)

CBCJ3-W5TT9-S65K3-BJJ3B-XHWWC (Maya’s Her Violent Nature skin)

CBKJ3-5FT39-ZRCCT-JTJB3-RFJ5B (Krieg’s My Fantasies Involve Blood skin)

5J5TT-RCJBS-ZXWCJ-TJ3BJ-TK3FB (Salvador’s Bear Naked skin)

Heads

KJKJT-WHBKX-HC9BT-TJBJ3-XJFSJ (Axton's Warrior of Light head)

CBKBJ-6ZJW6-HKH3T-B3T33-F5ZRS (Gaige's Wayfarer Wizard head)

CT5BB-XTW5X-9CSBT-3BTTJ-FT5X5 (Zer0's G0ry Gh0ul head)

KTC3T-WTW5F-ZCHB3-BT3B3-XJ9WR (Maya's Elven Eliminator head)

CBKBB-ZHJC6-SWHJT-JJ3BB-3CXHS (Krieg's My Ears Are Ringing head)

WBCJJ-33KWR-S5Z33-BJTTB-65WJJ (Salvador's The Beast Within head)

Loverpalooza

5T53B-6K9KT-Z5B65-BTJJ3-655CZ (Loverpalooza skins & gun)

WTCBJ-FTCXF-5TXCT-3TJ33-TZXW6 (Krieg's Loverpalooza skin)

Luck of the Zafords

 5JWT3-3H5FB-SCBX5-TJ3JB-H5R6X (Luck of the Zafords skins & Chulainn SMG)

Borderlands The Pre-Sequel

CJKBJ-3XWTF-HCJ6K-JJB3T-SB35X (Axton as Athena skin)

CTWTB-RXKTR-SKJXW-3TBTJ-KXKKH (Salvador as Wilhelm skin)

KBWT3-WF5TR-SC3XW-T333B-TSCTS (Maya as Nisha skin)

W3C33-H653X-9CTR5-3TBJ3-HZ99S (Zer0 as Claptrap skin)

53WT3-59KJX-95B65-3J333-S9JW9 (Gaige as Moon Moxxi skin)

CTKTJ-JSWJF-SCJXK-3TJJ3-RWTKX (Krieg as a Scav  skin)

Class Mod Borderlands 2 Shift codes

Class Mods change how characters play and give certain skills big buffs and bonuses. Definitely use these Shift codes if you're planning a new Borderlands 2 playthrough, since they'll open up new ways to play.

5JKBJ-K9WHW-WBZTJ-T3TTB-TW9HR (Axton Class Mod)

W3C3B-5JRZC-WJH33-JBJJB-9S6CJ (Gaige Class Mod)

CBWJ3-S5CJ3-WTTCF-WX333-9STBF (Zer0 Class Mod)

WJWJ3-FXC33-KT3CR-KR33J-J9B35 (Maya Class Mod)

WTCJT-J653B-C3TKF-5X333-F6JRH (Krieg Class Mod)

WJKBB-KXC3J-5BBCR-5X33J-XZ6RZ (Salvador Class Mod)

Golden Key Borderlands 2 Shift codes

Check the long list of Shift codes on this Wiki page to find loads of codes that still work. Most of them will give you a bundle good for five Golden Keys, which means five openings of the chest in Sanctuary for purple loot. But here are a few codes you should definitely activate, which are good for way more than just five keys. Pump these in and you'll be swimming in loot!

WBK3T-BKW6T-TXTRK-JTTBT-C6BS5 (25 Golden Keys)

5BW3B-F96CT-KXJFK-TB3B3-39BWZ (20 Golden Keys)

Borderlands 2

Last month a Redditor posted a photo of "Borderlands wig made out of foam by Goldvester Cosplay", showing a recreation of Gaige's hair from the Borderlands 2 Mechromancer DLC. Though the wig is a 3D object made out of foam, it's got heavy black outlining around it that makes it look like a cel-shaded 2D cartoon from any angle, and if you look at it long enough it'll hurt your eyes. The comments underneath that Reddit post are full of people saying "My brain refuses to interpret this properly" and "REDDIT is now CONFUSED!"

It's the work of Jennifer, aka Goldvester, who specializes in brain-breaking cel-shaded cosplay. Here she is as Snow White from The Wolf Among Us.

There are plenty of tutorial videos to show how these effects are achieved, like this one showing off bodypaint work, this one for clothes, and this for prop work. Though characters from Telltale games, comic books, and cartoons like Archer are popular inspirations, most of the cosplayers bringing cel-shading to life focus on the Borderlands games. Here's how Jennifer's Gaige ended up, as well as some shots of her as other Borderlands favorites Maya and Mad Moxxi. Plus, one more look at that downright eerie Snow White.

You can follow Jennifer's creations on Instagram and Twitter.

Borderlands 2

Borderlands 2 and Superhot are both excellent shooters, for very different reasons—one is a colourful FPS with a bajillion guns and cool enemies, the other is a more minimalist, focused affair that's all about timing and careful movement. A mod that combines the two should be out in the "next few days" and, from the trailer above, it looks like a brilliant mash-up.

Superhot's key mechanic is that time only moves when you move, and when transplanted into Borderlands 2 that means being able to jump over bullets in slow motion, dodge massive machine gun fire, and vault over enemies' heads before popping them in the back.

Borderlands 2's enemies can be bullet sponges, but here—just like Superhot—it's one shot, one kill. Even though that negates the game's core charm of constantly finding a bigger, better gun to play with, I think it'll be a good excuse to jump back in and muck about for a few hours. It's not shown in the trailer but, presumably, you'll die in one shot too.

The mod's creator Blacktavius said on Reddit that it'll be out over the next few days, and that you won't be able to play with a gamepad. Keep an eye on the Borderlands 2 subreddit to find out when it goes live.

Borderlands 2

As you prepare to escape into the weekend, Fanatical wants you to escape Planet Earth. The digital storefront's Sci-Fi Weekend Sale is live now through Monday, August 27 at 4pm BST / 8am PST—and offers discounts on the likes of Borderlands 2, Galactic Civilizations 3, and System Shock 2

From front to back, those are going for £4.99, £10.53 and £1.04/your regional equivalent, respectively. If you fancy catching the latter's full story, the System Shock Pack adds the original's Enhanced Edition for £2.09. 

Other highlights include Offworld Trading Company for £7.49, and indie gem The Final Station for just £2.19. Like most of Fanatical's sales, entering a special coupon will next you an extra ten percent off. This 'un's code is SCIFI10.

Check out Fanatical's Sci-Fi Weekend Sale in full this way

Before you go—remember that Fanatical Assistant browser extension we mentioned a while back? Well, syncing your Steam Wishlist via the tool now stands you the chance of winning $100. 

"Everyone who syncs their Steam Wishlist via the Fanatical Assistant browser extension will be entered into our special prize draw, it's as simple as that," says Fanatical. "Ten lucky winners are in with the chance of bagging $100 to spend on the Fanatical Store, with thousands of PC games to choose from.

"Everyone who has installed Fanatical Assistant and synced their Steam Wishlist since the extension launched in July will be eligible to win. Details on how you can sync and win can be found [here], as well as the T&Cs. The contest ends on September 3rd at 9am BST—good luck, and thanks for syncing."

Some online stores give us a small cut if you buy something through one of our links. Read our affiliate policy for more info. 

PC Gamer

Borderlands 3 hasn't been announced, but it almost surely exists. In 2017 Gearbox's Randy Pitchford got on stage during an Unreal Engine 4 presentation to show what, hypothetically, a new game that happened to look a lot like Borderlands would look like running on that shiny new engine. E3 is coming up; could this be the year that Gearbox decide to show their major new shooter to the world? As Destiny 2 struggles along, there's certainly room for a shiny new loot-driven shooter to steal the crowd.

But what would Borderlands 3 have to do to win out? Here are a few features we'd love to see in a new Borderlands game.

Less playable Claptrap

Actually, less Claptrap period, please. Borderlands' little robot mascot was always a bit grating, intentionally so, but over the course of three games became a bit of an Urkel: that obnoxious minor character who somehow gets so popular they show up more and more and before you know it Reginald VelJohnson can't even find a moment's peace in his own house. Claptrap is like that, but for our ears while we're playing Borderlands.

Less is more. Borderlands 3 could do with some fresh characters, so let Claptrap run a shop somewhere we can talk to him once every 10 hours or so.

Bungie-caliber shooting

Okay, this is a big ask, cause just about nobody does guns like Bungie does guns. But Borderlands has always been a shooter where the feeling of pulling the trigger and killing an enemy was fine, but not amazing. The fun comes from the wild variety of weapons and their outlandish effects, like an SMG that fires 43 lightning bullets a second, or a grenade launcher that fires grenades that explode into yet more grenades and blanket an entire area. The effects of the weapons were fun, and so were combining them with abilities that upped your crit damage or sent you into a melee-killing god rage.

But how much better would Borderlands' procedurally generated arsenal of wacky guns be if the feedback and punch of each gun was as satisfying as it is in Bungie's Destiny 2? Or in 2016's Doom? Or Tripwire's Killing Floor 2? Those are lofty goals to aspire to, especially with procedurally generated weapons, but Gearbox has a big opportunity to buff up the fundamentals of its trigger-pulling, bullet-firing animations and physics. Make each weapon archetype feel incredibly good to shoot, and then figure out how the random modifiers would tweak those sensations. Make Borderlands 3 a shooter we'd want to play even without all the lootin'.

Broken builds

The best payoff in loot-dumping RPGs is to find loot that actually matters. In Borderlands 2, it was possible to make some ridiculous builds (remember when literally every shotgun pellet was counted in damage multipliers?) that took down endgame bosses in seconds. We’re not asking for a buggy, easily exploitable stat system—we just want loot stacks that actually get better the more you play. Don’t scale the challenge and suck out the expressive traits of classes and weapons like Destiny 2.

Channel those wack-ass late-late game witch doctor Diablo 2 builds where molten frogs and jars of spiders cloud the screen, pulling loot from corpses like water from a loaded sponge. Hell, how about a gun that shoots loot?

Raids

Borderlands’ sturdiest leg was its co-op play. Without a buddy or two to lean on, the massive empty worlds felt far more massive and empty, and the more challenging combat encounters felt too onenote without other players to synergize with. But even with friends, the only time close cooperation was required was during the endgame boss encounters and those synergies played out similarly every single time—you just had to play your damn class. With full-blown raids, the rest of Borderlands’ mechanics could get put to the test in areas designed for a specific amount of players.

Imagine big dungeons that match (or surpass) the sophistication of Destiny 2’s first-person platforming ballets and phantom-realm symbol memorization, but with Borderlands much more diverse classes, skill trees, and weapon types. I can’t wait to hate my friends all over again. 

Leave Pandora behind

Look, Pandora's great. It shows that the Sanford And Son aesthetic works well in almost any environment—be it deserts crawling with skags or decrepit hamlets ripped out of Dungeons & Dragons. But after three games, piles of DLC, and Tales From the Borderlands, it's time to move on. A new Borderlands would do well to set its unique brand of shoot-and-loot on another planet entirely, or for that matter, on multiple planets. It's a big galaxy out there, and letting us explore it would not only give us a welcome change of scenery, but also let Gearbox experiment with different physics and elemental loot.

Planet hopping could be an especially cool twist, making your ship home base along the lines of a 3D Starbound. However Gearbox chooses to handle a new setting, it should feel free to detach itself from the history it's built up on Pandora. We're ready for entirely new adventures.

Improved character customization

Since Borderlands, similar shooter/RPGs like Destiny and Warframe have placed a huge emphasis on character customization, because they know RPG players love to look fashionable. Borderlands 2 had some light customization options, but didn't go nearly far enough. Borderlands is best enjoyed in its cooperative mode, and extensive customization would allow players to distinguish themselves from their party.

We'd like to see more options besides swappable heads and color variations for outfits—instead, let's have entirely different costumes for each character. Just imagine, for instance, how much better Tiny Tina's Assault on Dragon Keep would have been if you were allowed to put on a robe and a wizard hat.

Improved enemy AI

You know the drill: You encounter an enemy in either Borderlands, and then they go nuts, either rushing you with makeshift axes or pelting you with bullets while they saunter from right to left. In time, the only thing that makes non-boss fights different from one another is how many bullets to takes before the baddies fall over. That's not going to cut it for the next game.

Enemies need to be more responsive and less bullet spongy, and more varied in their behavior. We're not asking for tactical geniuses, here, but the occasional flanking maneuver wouldn't hurt. Make playspaces arenas that enemies will intelligently navigate, rather than rushing at us like maniacs over and over again. Just because the enemies are psychos doesn't mean they have to be idiots.

Improved difficulty balance

The Borderlands games are definitely built for co-op, and they're a blast that way, but that ends up meaning some sections are almost trivial with a full group, and maddeningly tough solo, depending on your class. Better scaling for number of players could help smooth things over. Going further, we'd love to see more nuanced difficulty in Borderlands for New Game+, which is a crucial part of the Borderlands experience. Most of the time, that New Game+ difficulty just means enemies have much larger health pools. Give them new attacks, bring out surprise new enemy types, shake things up. 

Smoothing out the difficulty curve for various player numbers is important, but so is keeping that difficulty interesting for the entire run.

Make your own bounty hunter

Customizing premade characters would be cool, but we wouldn't mind seeing Borderlands lean into its RPG side even more and let us completely design our own characters from scratch. Let's be honest—we're not playing Borderlands for the story, even though Borderlands 2 did have some fun twists and turns. But the point is, we don't need to play predefined characters. Let us create our own and fully customize their looks and playstyles.

A broader, more open-ended skill tree for a range of character classes would be a huge task to balance, but would make us more attached to our characters and make Borderlands even more replayable than it already is.

Better inventory and bank space

What's the most heartbreaking moment in Borderlands? You'd think it's the death of a major character, but it's not. It's tossing aside your legendary Fashionable Volcano with a 44.5 percent chance to ignite because you had to make room in your 27-slot backpack for some new specimen of badassery. Borderlands 2 remedied that problem a bit when it released a patch for new slots (among other things) back in April of 2013, but even then it seemed like a sin to toss aside legendaries that couldn't fit.

While we're at it: Gearbox, give us a place to display some of that cool loot that we may have outgrown but we're still proud of. It works for Skyrim, and there's no reason why it can't work on Pandora.

Borderlands 2

The pantheon of great videogame weapons is dominated by shotguns, rocket launchers, and the odd sword or hammer. And it makes sense, these tools are responsible for the large majority of blood you’ll spill in most games. It’s a shame though, because there’s something wonderful and elegant about a perfect grenade toss—that graceful arc through the air before unleashing untold, instant destruction. If the rat-a-tat of a gun is the string section of an orchestra, grenades are that ear-splitting crash cymbal. Pound for pound, grenades can be every bit as satisfying—and there’s no shortage of wacky grenades that rival the most absurd guns.

In honor of these little death dealers, we’re rounding up the best grenades in PC gaming—from the satisfying shockwave of FEAR’s frag grenades to the divine chorus that spells doom for your team in Worms. If you like watching things explode (or implode!), we’ve got some good ‘nades for you.

Holy Hand Grenade - Worms 

Few grenades are capable of triggering horrific childhood memories quite like Worms’ Holy Hand Grenade. I vividly remember the dread of seeing one plop down next to several of my worms, a chorus of angels singing a triumphant “Hallelujah!” before blasting them all straight to hell. It’s the enormity of God’s holy wrath contained in the tiniest of weapons. Compared to Worm’s other assortment of absurd weaponry, the Holy Hand Grenade is elegant and simple: You throw it and count to three—four shall thou not count, neither count thou two, accepting that thou then proceed to three—and revel in the obscenely large explosion capable of destroying a huge portion of the map. And if the initial blast doesn’t finish off your enemy, you can always rest easy knowing it’ll send them soaring through the air to a watery grave. Monty Python might have invented it, but Worms’ hilarious variation is what really made this one of PC gaming’s most iconic grenades. — Steven Messner

Pulse Grenade - Destiny 2 

I generally don’t like a damage-over-time ‘nades, but until these were nerfed they were straight up broken in Destiny 2. Pulse Grenades are arc-powered pineapples that are exclusive to the Warlock Stormcaller and the Titan Striker subclasses, the latter of which could carry two at once with the top skill tree. Toss a Pulse Grenade down and the initial impact sends enemies pinwheeling through the air. Anything not killed instantly is then flash fried by repeated bursts of electrical energy that look like a fire in a sparkler factory. The funny thing is that Pulse grenades were absolutely garbage in Destiny 1, but for the sequel they were buffed to be good enough to melt bosses, whilst almost every other grenade got reduced to water balloon effectiveness. But that’s Bungie’s sandbox balance team for you. The daft bastards. — Tim Clark 

N6A3 Fragmentation Grenade - FEAR 

*Slow motion voice* Get dowwn!

I don't know what porn is, but watching a N6A3 fragmentation grenade explode in slow motion is grenade porn. The explosion bends the air into a visible concussive bubble, a shockwave that sends office supplies flying and men's asses to the ground. There's a half-second of quiet as everything floats away from the grenade's center, and then pop, fire and shrapnel fill the screen and dissolve the men and their asses into errant blood spatter textures and goofy little giblets. It takes some time for the smoke to clear. Exhale with it as you try to convince yourself FEAR came out over ten years ago. — James Davenport 

Medic grenade - Killing Floor 2 

Killing Floor 2 is so focused on shooting and blowing stuff up that even its medics get to shoot you (with love) and blow you up (with vitality). I love that KF2's medic class doesn't have to slow down or weild a Team Fortress 2 or Overwatch-like proton pack to do the job: just alt fire to stick a teammate with a healing dart, or throw a medic grenade to pop a cloud of blue smoke for everyone to suck into their lungs. It’s not the most impressive visual effect, but nailing a toss and capturing your struggling teammates in the cool, healthy embrace of your medicinal gas, which also damages Zeds, can prevent a team wipe—and I love saving my teammates by violently chucking metal at them.— Tyler Wilde

Boogie Bomb - Fortnite Battle Royale 

Would you rather your digital avatar be torn limb from limb by bits of shrapnel or would you rather lose control of it altogether, forced into some stupid boogie nights wiggle as your executioner watches and laughs? Sure, Fortnite Battle Royale's Boogie Bomb is cute, but the reality is a horror show, a tool built for humiliation. Death by one such mirror-plated 'nade is like being taken to the influencer gallows, where you're forced to tromp around and bash cymbals together for a meme-hemorrhaging audience before the floor gives out. I'll take the shrapnel, please. — James Davenport

Thermal Imploder - Star Wars Battlefront

The best grenades don’t always have to have to do something wacky, sometimes it’s all in the presentation—and in that regard the Thermal Imploder is unparalleled (except by FEAR’s N6A3 ‘nade, maybe). EA’s Battlefront stuck relatively close to Star War’s canon when it came to weaponry, but the Thermal Imploder is an exception I’m willing to make. The blast effect is gorgeous, but it’s really the bwah-bwuuuuh! of its detonation that makes this grenade stand out. If FEAR's frag grenade is grenade porn for the eyes, then the Thermal Imploder is grenade porno music for the ears. — Steven Messner

Candela - Rainbow Six Siege 

The fanciest flash grenade in video games, Ying's 'candela' spits out not one but six independent flash charges in quick succession, making it hard to shield yourself from. It also has strangely nuanced throwing behavior. If you cook it, up to three LEDs will illuminate on the candela before throwing. The more lights that are lit, the further the tactical light ball will roll along a floor. And separately, you can simply affix the thing to any 'soft' wall in Siege to flash through the wall. It's fun to hurl into a bombsite or hostage room, knowing at the very least you've sent anyone inside scattering. — Evan Lahti

Singularity grenade - Borderlands 2 

I played most of Borderlands 2 solo as Maya, so singularity grenades, which suck enemies into a little black hole before exploding, were my best friend. I sampled a few other grenade mods in the early hours, but once I found my first singularity, I never looked back. I'd actually hold onto low-level singularity mods instead of using higher-level bouncing betty mods and the like. They're that good, especially for Maya, whose super skill preys on clusters of enemies. They're also fabulous with rocket launchers, and I have fond memories of gawking at their Geforce PhysX particle effects. Remember when that was still novel? Where do the years go... — Austin Wood

Frag Grenade - XCOM

On the surface, frags in XCOM are not that impressive. You can cause more damage by shooting someone, their range isn't great, they destroy equipment so you can't salvage stuff off anyone you do manage to kill with them, and lining up that bubble showing where they will land can be annoying. It's not flashy, it's not special, it doesn't draw attention to itself. It's the Jimmy Stewart of handheld explosives. But the humble XCOM frag grenade is in everybody's inventory from mission one, they destroy cover, and you don't have a percentage chance to miss with them. They always lands where you want and cause enough damage to kill a baseline sectoid. The number of turns where I've messed up every easy shot and found myself in a situation where someone's fucked unless I can cause precisely three points of damage to that one guy over there are beyond counting. In those situations, the XCOM frag grenade is the best.— Jody Macgregor

Incendiary Grenade - The Division 

If the twenty first century has taught us anything, and so far it probably hasn’t, it’s that blowing people up is bad. But for real transgressive thrills you can’t beat setting (pretend) people on fire.  I think my love of immolating NPCs began with TimeSplitters on PS1, because Free Radical Design went the extra mile to code in really scared HOLYFUCKIMONFIRE screams. But it was with The Division that my pyromania took root. I main the Firecrest gear set which is built around setting dudes on fire. Mostly with the rinky dink flamethrower turret, but also with the extra Incendiary Grenades the gear grants. Pop one of these spicy little peppers and it spills liquid napalm over a satisfyingly wide surface area. Enemies caught within the nade’s roast radius start flapping around like, well… like their arses on fire. With the Wildfire talent enabled the burn spreads to their colleagues in that satisfyingly organic way that Ubisoft games seem to have nailed. I dunno, man. Burning is just the best. — Tim Clark

PC Gamer

Back in 2017, Gearbox's Randy Pitchford got on stage during an Unreal Engine 4 presentation to show what, hypothetically, a new game that happened to look a lot like Borderlands would look like running on that shiny new engine. A game like, say, Borderlands 3, which hasn't been announced but almost surely exists. It's been five years now since Gearbox made Borderlands 2, and three years since the Pre-Sequel mostly followed the same playbook, with more Handsome Jack and more playable Claptrap. That's long enough for us to reflect on what we want from Borderlands 3, and we're ready for another round of sarcastic looting and shooting.

Here's where we want to see Gearbox take Borderlands next.

Actually, less Claptrap period, please. Borderlands' little robot mascot was always a bit grating, intentionally so, but over the course of three games became a bit of an Urkel: that obnoxious minor character who somehow gets so popular they show up more and more and before you know it Reginald VelJohnson can't even find a moment's peace in his own house. Claptrap is like that, but for our ears while we're playing Borderlands.

Less is more. Borderlands 3 could do with some fresh characters, so let Claptrap run a shop somewhere we can talk to him once every 10 hours or so.

Okay, this is a big ask, cause just about nobody does guns like Bungie does guns. But Borderlands has always been a shooter where the feeling of pulling the trigger and killing an enemy was fine, but not amazing. The fun comes from the wild variety of weapons and their outlandish effects, like an SMG that fires 43 lightning bullets a second, or a grenade launcher that fires grenades that explode into yet more grenades and blanket an entire area. The effects of the weapons were fun, and so were combining them with abilities that upped your crit damage or sent you into a melee-killing god rage.

But how much better would Borderlands' procedurally generated arsenal of wacky guns be if the feedback and punch of each gun was as satisfying as it is in Bungie's Destiny 2? Or in 2016's Doom? Or Tripwire's Killing Floor 2? Those are lofty goals to aspire to, especially with procedurally generated weapons, but Gearbox has a big opportunity to buff up the fundamentals of its trigger-pulling, bullet-firing animations and physics. Make each weapon archetype feel incredibly good to shoot, and then figure out how the random modifiers would tweak those sensations. Make Borderlands 3 a shooter we'd want to play even without all the lootin'.

The best payoff in loot-dumping RPGs is to find loot that actually matters. In Borderlands 2, it was possible to make some ridiculous builds (remember when literally every shotgun pellet was counted in damage multipliers?) that took down endgame bosses in seconds. We’re not asking for a buggy, easily exploitable stat system—we just want loot stacks that actually get better the more you play. Don’t scale the challenge and suck out the expressive traits of classes and weapons like Destiny 2.

Channel those wack-ass late-late game witch doctor Diablo 2 builds where molten frogs and jars of spiders cloud the screen, pulling loot from corpses like water from a loaded sponge. Hell, how about a gun that shoots loot?

Borderlands’ sturdiest leg was its co-op play. Without a buddy or two to lean on, the massive empty worlds felt far more massive and empty, and the more challenging combat encounters felt too onenote without other players to synergize with. But even with friends, the only time close cooperation was required was during the endgame boss encounters and those synergies played out similarly every single time—you just had to play your damn class. With full-blown raids, the rest of Borderlands’ mechanics could get put to the test in areas designed for a specific amount of players.

Imagine big dungeons that match (or surpass) the sophistication of Destiny 2’s first-person platforming ballets and phantom-realm symbol memorization, but with Borderlands much more diverse classes, skill trees, and weapon types. I can’t wait to hate my friends all over again. 

Look, Pandora's great. It shows that the Sanford And Son aesthetic works well in almost any environment—be it deserts crawling with skags or decrepit hamlets ripped out of Dungeons & Dragons. But after three games, piles of DLC, and Tales From the Borderlands, it's time to move on. A new Borderlands would do well to set its unique brand of shoot-and-loot on another planet entirely, or for that matter, on multiple planets. It's a big galaxy out there, and letting us explore it would not only give us a welcome change of scenery, but also let Gearbox experiment with different physics and elemental loot.

Planet hopping could be an especially cool twist, making your ship home base along the lines of a 3D Starbound. However Gearbox chooses to handle a new setting, it should feel free to detach itself from the history it's built up on Pandora. We're ready for entirely new adventures.

Since Borderlands, similar shooter/RPGs like Destiny and Warframe have placed a huge emphasis on character customization, because they know RPG players love to look fashionable. Borderlands 2 had some light customization options, but didn't go nearly far enough. Borderlands is best enjoyed in its cooperative mode, and extensive customization would allow players to distinguish themselves from their party.

We'd like to see more options besides swappable heads and color variations for outfits—instead, let's have entirely different costumes for each character. Just imagine, for instance, how much better Tiny Tina's Assault on Dragon Keep would have been if you were allowed to put on a robe and a wizard hat.

You know the drill: You encounter an enemy in either Borderlands, and then they go nuts, either rushing you with makeshift axes or pelting you with bullets while they saunter from right to left. In time, the only thing that makes non-boss fights different from one another is how many bullets to takes before the baddies fall over. That's not going to cut it for the next game.

Enemies need to be more responsive and less bullet spongy, and more varied in their behavior. We're not asking for tactical geniuses, here, but the occasional flanking maneuver wouldn't hurt. Make playspaces arenas that enemies will intelligently navigate, rather than rushing at us like maniacs over and over again. Just because the enemies are psychos doesn't mean they have to be idiots.

The Borderlands games are definitely built for co-op, and they're a blast that way, but that ends up meaning some sections are almost trivial with a full group, and maddeningly tough solo, depending on your class. Better scaling for number of players could help smooth things over. Going further, we'd love to see more nuanced difficulty in Borderlands for New Game+, which is a crucial part of the Borderlands experience. Most of the time, that New Game+ difficulty just means enemies have much larger health pools. Give them new attacks, bring out surprise new enemy types, shake things up. 

Smoothing out the difficulty curve for various player numbers is important, but so is keeping that difficulty interesting for the entire run.

Customizing premade characters would be cool, but we wouldn't mind seeing Borderlands lean into its RPG side even more and let us completely design our own characters from scratch. Let's be honest—we're not playing Borderlands for the story, even though Borderlands 2 did have some fun twists and turns. But the point is, we don't need to play predefined characters. Let us create our own and fully customize their looks and playstyles.

A broader, more open-ended skill tree for a range of character classes would be a huge task to balance, but would make us more attached to our characters and make Borderlands even more replayable than it already is.

What's the most heartbreaking moment in Borderlands? You'd think it's the death of a major character, but it's not. It's tossing aside your legendary Fashionable Volcano with a 44.5 percent chance to ignite because you had to make room in your 27-slot backpack for some new specimen of badassery. Borderlands 2 remedied that problem a bit when it released a patch for new slots (among other things) back in April of 2013, but even then it seemed like a sin to toss aside legendaries that couldn't fit.

While we're at it: Gearbox, give us a place to display some of that cool loot that we may have outgrown but we're still proud of. It works for Skyrim, and there's no reason why it can't work on Pandora.

Borderlands 2

Welcome back to the PC Gamer Q&A. Every week, we ask our panel of PC Gamer writers a question about PC gaming. This week: which game were you the best at? We all have those games we become obsessed with, until we reach some level of mastery. We'd love to read your suggestions in the comments, too.

James Davenport: Super Hexagon

I never get too attached to one game for very long. I think the most time I've spent playing any one game is Borderlands 2 with something like 300 hours clocked, and I don't even like it that much. But when I do love a game, it's a swift, dedicated, blinding attachment, usually the product of horrible depression or anxiety. So it's weird that I would play Super Hexagon during one of the most difficult months of my life, but I did, and it helped me calm down. Within a week I beat the hardest difficulty and managed to stretch nearly a minute beyond the 'win' time, though I can't remember my times exactly. When you see that game for the first time, it's almost not easy to parse what's going on. Between the rotating screen, flashing colors, and intense chiptune soundtrack, maneuvering that tiny triangle for even a few seconds was impossible at first. But then it wasn't impossible, just difficult. Then it wasn't difficult, it was second nature. It's a silly example, but I try to remember that when I don't feel capable. Super Hexagon is more potent than any quote from a dead philosopher. 

Wes Fenlon: Tower Wars

Years ago, a friend and I spent a good week mastering the wonderful tower defense game PixelJunk Monsters on PS3, which had a rare co-op mode that let you run around the map together building and buffing towers. So when we happened upon another cute tower defense game on Steam with online co-op, we decided to give it a shot. And for a couple weeks we were utterly addicted to Tower Wars.

It's classic Tower Defense, really: you build mazes out of towers, upgrade them as you get more cash, and defeat hordes of enemies as they wind their way towards your base. But in online multiplayer, you had to manage building your own defenses and send waves of units crashing down on your opponents. We played the 2v2 mode and quickly developed a pretty effective strategy. Cheap towers to sketch out just enough of our maze to handle early waves, and then rush the right combination of fast units to send our opponents into a panic. We figured out some good unit combinations and managed to win against most of our opponents. It was a winning spree of only a few days, but man it felt good.

Only a few thousand people owned Tower Wars when it first came out, and I don't remember how many people were on the 2v2 leaderboard, but I do remember we got down below 100. Maybe 80? Maybe 40? We were definitely some of the best players in the world. Never mind that it was a very small pool. Wherever we peaked, we definitely started playing against opponents who could outlast our rush strategy and slowly wear us down with clearly superior maze building. Those matches would drag on for so long that Tower Wars' framerate would slow to a crawl as we delayed the inevitable. We knew we'd topped out. But for those couple of weeks, we were unstoppable. 

Chris Livingston: Half-Life 2: Deathmatch

I'm sad to say it's Half-Life 2: Deathmatch. Damn, I was good at that. Something about flinging around toilets and file cabinets with a gravity gun was second nature to me and it's pretty much the only multiplayer game where I'd routinely wind up with the most kills. And there's no better kill than a toilet kill, except possibly using the gravity gun to catch someone's pulse rifle orb and fling it back at them. I was good at that too.

Unfortunately, HL2 Deathmatch was about as popular as an antlion at a beach party and quickly fell by the wayside. Maybe everyone got tired of being killed by flying toilets. Or maybe it just wasn't a good multiplayer game. I guess I'll just wait for Half-Life 3: Deathmatch. Should be out soon, right?

Tim Clark: Hearthstone (obviously)

This feels like a very deliberate attempt to trap me into answering Hearthstone again, which I will now step smoothly into. The one time I put the effort into grinding to legend rank remains the single hardest thing I've done in a game (even though I played Zoo for quite a bit of the way), and so seeing that card back reward pop when I made it is also one of my happiest moments. For the rest of the month I tooled around playing comedy decks with the pressure off, and one Sunday afternoon managed to find myself at about rank 400-and-something (blaze it) on the EU server with Yogg & Load Hunter. For about an hour or so, I was technically, sort of, the 400th-ish best player in Europe. Contract offers from pro teams should be directed to the usual address. 

Austin Wood: Hearthstone

Most of my best games aren't on PC, so I was having a hard time choosing—until Tim answered Hearthstone. Which reminded me that, for a glorious hour, I was legend rank four (which, correct me if I'm wrong, is better and handsomer than 400-and-something) on the North American server. It was during Midrange Paladin's Goblins vs. Gnomes heyday. I built a list with two Equality, two Solemn Vigil, one Defender of Argus and only one Quartermaster, and climbed the ladder with a 67 percent win rate. It's still the only time I've actually recorded Hearthstone matches. That deck absolutely feasted on the Zoolocks and Handlocks in that meta. I hit legend at rank 13, and climbed to rank four before being beaten back by a wave of Rogues. Which was when I, too, started playing meme decks.  

Jody Macgregor: Thief Gold

After finishing Thief on normal difficulty I went back and did it all again on expert, 100% loot. I was unemployed and living with my parents, which is the only reason I had time for it. Replaying it more recently I'm pretty average, and have forgotten where half the secrets are. But on the other hand I don't sleep on a mattress on the floor of my parents' spare room these days so it's hard to feel sad about my atrophied stealth skills. 

Andy Chalk: Doom

I was an untouchable OG Doom machine. Ultimate, Master Levels, Lost Episodes, WAD CDs, you name it, I slapped 'em all around like they were a pistol zombie standing in the middle of a room full of barrels. Opportunities for multiplayer were far rarer than they are now—you could go one-on-one over a phone line, or put yourself through the hellish wringer of setting up an IPX network for some four-way fun—but I was a monster there, too. And strictly with the keyboard—it never occurred to me to play with the mouse at first, and mouseketeers couldn't keep up anyway so I never saw a point in changing. (This attitude would come back to bite me in the ass when I attempted to take on Quake.)

At one point I exchanged a few messages with American McGee on the Software Creations BBS in an attempt to shit-talk John Romero into taking me on. McGee politely but firmly told me to stop bugging him. 

Samuel Roberts: Batman: Arkham City

I'll never be Batman, but in Arkham City's challenge rooms I got pretty damned close—while still being able to maintain my diet of cheeses and red wine. The amount of tools you get deep into the second Batman game, like the ice bomb and the remote electrical charge, give you numerous ways to creatively deal with Gotham's thugs and send your score soaring. It's terrific to just practice that until you can perfect each room without breaking your combo or taking a hit. I never quite mastered Arkham Knight in the same way. 

But what about you, reader? Let us know below.

Borderlands 2

The Humble Bundle's latest collection of games goes big on Borderlands, packing Gearbox Software's original role-playing shooter, its immediate sequel and its low-gravity follow-up, Borderlands: The Pre-Sequel. 

It's all part of the slightly awkwardly-named Humble Endless RPG Lands Bundle. The 'Endless' bit is because it also throws in Endless Legend, the excellent sci-fi 4X game.

The pay-what-you-want part of the bundle includes the Original Borderlands (which is probably just about still worth playing) plus all its DLC, as well as action-RPG The Incredible Adventures of Van Helsing and Wurm Online, the fantasy MMORPG.

Splash out more than $4.96 and you'll get all that plus Endless Legend, Borderlands 2 and some of its DLC (some major story add-ons are missing) and Guild of Dungeoneering, a card-battling dungeon crawler that Andy wrote about back in 2015.

More than $10 will also nab you Borderlands: The Pre-Sequel, which Evan called a "well-executed but thoroughly unambitious extension of Borderlands 2".

Overall, the package is a good one for those who haven't played the Borderlands games. $5 is near enough a historic low for Borderlands 2 alone, which is the star of the show. You can read Tom's original review here.

The bundle is available for the next two weeks: grab it here.

Half-Life 2

Every year PC Gamer's editors and contributors vote on a list of the 100 best PC games to play right now, and every year our Top 100 list is contentious. A game is always too low, and another too high, and another unbelievably missing. Such is the inevitable fate of any List Of Things In A Certain Order.

But this year, we decided it would be fun to transform the heated comment threads under our list into a list of their own—the Readers' Top 100. Last week, I asked you to pick your top two games from our Top 100 list, and suggest two games to add. I then compiled the votes (1,445 of them), weighing the write-ins more highly than the picks from our list, given that it's much more likely that 50 people would chose the same game from a list of 100 than all write in the same game.

My totally unscientific method does cause a few problems, namely: how much more do you weigh the write-in votes? A multiplier of three produced the most interesting list in this case, though next year I may ditch that tactic all together and take write-ins only. The danger is that a write-in-only list might be more easily swayed by organized campaigns (though that certainly happened anyway), and for this first attempt, I wanted to include a baseline to build off of just in case the suggestions were too scattered, or too homogeneous.

It worked out pretty well despite the uneven, improvised methodology—but do think of it as a fun exercise and not a perfect representation of PC gamers' tastes. Caveats out of the way, check out the list below. (Games that aren't on our Top 100 list are in bold.)

The PC Gamer Readers' Top 100

  1. The Witcher 3: Wild Hunt
  2. Half-Life 2 
  3. The Elder Scrolls V: Skyrim 
  4. Dark Souls 
  5. Borderlands 2 
  6. Fallout: New Vegas 
  7. Mass Effect 2  
  8. Doom (2016) 
  9. BioShock 
  10. Doom 2 
  11. Fallout 2 
  12. Deus Ex 
  13. Portal 2 
  14. Life is Strange 
  15. Starcraft 
  16. Baldur's Gate 2: Shadows of Amn 
  17. Grand Theft Auto 5 
  18. League of Legends 
  19. Diablo 2 
  20. XCOM 2 
  21. Fallout 4 
  22. Dragon Age: Origins 
  23. The Elder Scrolls III: Morrowind 
  24. PlayerUnknown's Battlegrounds 
  25. Bioshock Infinite 
  26. Overwatch 
  27. Command & Conquer: Red Alert 2 
  28. World of Warcraft 
  29. Rimworld 
  30. Path of Exile 
  31. Planescape: Torment
  32. Fallout 
  33. Dishonored 2 
  34. Crysis 
  35. Stellaris 
  36. Crusader Kings 2 
  37. Metal Gear Solid V: The Phantom Pain 
  38. Dishonored 
  39. Half-Life 
  40. Warcraft 3 
  41. Quake 
  42. Factorio 
  43. Prey 
  44. SOMA 
  45. Fallout 3
  46. TIE Fighter 
  47. Elite Dangerous 
  48. Rocket League 
  49. Civilization 5 
  50. Heroes of Might and Magic 3 
  51. Starcraft 2 
  52. Nier: Automata 
  53. Stalker: Call of Pripyat 
  54. Wolfenstein: The New Order 
  55. Minecraft 
  56. System Shock 2 
  57. The Elder Scrolls IV: Oblivion 
  58. Psychonauts 
  59. Divinity: Original Sin Enhanced Edition 
  60. Knights of the Old Republic 
  61. Age of Empires 2 
  62. Thief 2 
  63. Endless Legend 
  64. Vampire: The Masquerade – Bloodlines 
  65. Titanfall 2 
  66. Warframe 
  67. The Secret of Monkey Island  
  68. Kerbal Space Program 
  69. Europa Universalis IV 
  70. Hotline Miami  
  71. Payday 2 
  72. Battlefield 1 
  73. Dota 2 
  74. Total War: Warhammer 
  75. Mass Effect 3 
  76. Batman Arkham City 
  77. Rainbow Six Siege 
  78. FTL 
  79. Stardew Valley 
  80. Counter-Strike: Global Offensive 
  81. The Talos Principle 
  82. Tyranny 
  83. Civilization 6 
  84. Undertale 
  85. Knights of the Old Republic 2 
  86. Team Fortress 2 
  87. The Witness 
  88. Thief Gold 
  89. Arma 3 
  90. Dying Light 
  91. Alien: Isolation 
  92. Hyper Light Drifter 
  93. Planet Coaster 
  94. Jagged Alliance 2 
  95. Call of Duty 2 
  96. Transistor
  97. Mass Effect 
  98. Freespace 2 
  99. 7 Days to Die 
  100. Ultima Online

For reference, the top 10 games on our list this year were: The Witcher 3: Wild Hunt, Dark Souls, Dishonored 2, XCOM 2, Portal 2, Metal Gear Solid V: The Phantom Pain, Mass Effect 2, Alien: Isolation, Doom (2016), and Spelunky. If you want a condensed sense of how our tastes differ from those surveyed, here are a few observations:

We like Spelunky a lot more than everyone else. It was in our top 10, but didn't even make it into the Readers' Top 100.

While Half-Life 2 has lost some stock in our minds, it hasn't in everyone's. It was 11th on our list, but 2nd on the Readers' list.

Everyone agrees that The Witcher 3 is great. It was first on both of our lists.

Skyrim is still chugging along. It was 26th on our list, but came in third in reader voting.

Borderlands 2 wasn't on our list, but came in 5th. Did Borderlands fans came out en masse, or are we just weird for not putting it on our list?

14th place is pretty impressive for Life is Strange. Rimworld ranked pretty high, too. Either these games are more popular than we realized, or the survey happened to be circulated among their biggest fans. Probably a mix of both.

League of Legends fans showed up to challenge our preference for Dota 2. It came in at 18, while Dota 2 was knocked down to 73. Justice?

If you'd like to compare the lists directly, I've put them side by side in a spreadsheet. Thank you to all 1,445 people who responded to the survey! Feel free to suggest new ways to compile this list in the comments, and I'll take them into consideration next year. My skill with Excel spreadsheet formulas is at least double what it was last week, a cursed power that will only have grown by next year.

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