Sid Meier's Civilization® V

For the first 5000 years, nothing much happened. We must have embarked on our epic enterprise sometime in late 2013, though neither of us suspected we were about to spend the next five years embroiled in a seemingly never-ending coop hot-seat game of Civilization 5. If we had, we'd probably have played something else instead. It was folly, but by the time we realised, it was too late; we had become thoroughly invested, the game had taken on a life of its own, and there was nothing else but to see it to its (eventual) end. On and off, we kept chipping away at our task, sometimes meeting every few weeks for a couple of hours, sometimes once every couple of months. But soon our time with the game had to be measured not in months, but in years, and our game of Civilization had become a sort of parallel history to our personal lives.

When I sat down to prepare this article, it felt like historical or archaeological research. My friend and I compared notes, trying to reconstruct what had happened years ago. We gathered our save games from several machines, flash drives and Google Drive. I even rifled through ancient emails which mentioned our game in passing in the hopes of pinning down the timeline. In the end, the oldest save game we could find dates back to January 2016. After about 200 turns (and more than two years of playing), we had just entered the 1860s. After that point, our game is fairly well documented. Before, however, lies nothing but vast stretches of prehistory, a long dark age illuminated by nothing but the faint and flickering spotlights of our unreliable memories. It's easy for beginnings to get lost in the mists of time.

We started our game on either side of a vast lake set in a subcontinent, the south-eastern-most part of a Pangean super-continent. My early empire, Carthage under Dido, occupied the parts between the western shores of the lake and the ocean farther west. My friend's and ally's Celtic empire, led by Boudicca, lay to the east of the lake. We know for certain that soon after our early expansion, we ran afoul of another confederacy, consisting of Rome to the north and Greece to the west, for reasons largely lost to time (possibly, it was the Celtic annexation of the city state of Z rich which exacerbated tensions). Rome declared war against the Celts, dragging Carthage as well as Greece into the conflict. The Celtic city of Truro bore the brunt of Caesar's aggression. Over the course of several thousand years, Truro was taken and eventually retaken again and again, its population decimated in the process.

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Half-Life 2

There is a saying in architecture that no building is unbuildable, only unbuilt. Structures may be impossible in the here and now, but have the potential to exist given enough time or technological development: a futuristic cityscape, a spacefaring megastructure, the ruins of an alien civilisation. However, there are also buildings that defy the physical laws of space. It is not an issue that they could not exist, but that they should not. Their forms bend and warp in unthinkable ways; dream-like structures that push spatial logic to its breaking point.

The Tomb of Porsena is a legendary monument built to house the body of an Etruscan king. 400 years after its construction, the Roman scholar Varro gave a detailed description of the ancient structure. A giant stone base rose 50 feet high, beneath it lay an "inextricable labyrinth", and atop it sat five pyramids. Above this was a brass sphere, four more pyramids, a platform and then a final five pyramids. The image painted by Varro, one of shapes stacked upon shapes, seems like a wild exaggeration. Despite this, Varro's fanciful description sparked the imaginations of countless architects over the centuries. The tomb was an enigma, and yet the difficulty in conceptualising it, and the vision behind it, was fascinating. On paper artists were free to realise its potential. If paper liberated minds, the screen can surely open up further possibilities. There's no shortage of visionary structures within the virtual spaces of video games. These are strange buildings that ask us to imagine worlds radically different to our own.

Whilst many impossible formulations are orientated towards the future, there are also plenty from the past. The castle in Ico is one example of this. During the Renaissance, Europe was obsessed, not with future utopias, but with ancient Greece and Rome. While the box art of Ico is famously inspired by Giorgio de Chirico, the long shadows and sun-bleached stone walls only make-up a portion of the game's mood. It is the etchings of Giovanni Piranesi that best capture what it's like to explore the castle's winding stairs and bridges. Piranesi's imaginary Roman reconstructions were absurdly big - so colossal you could get lost in just the foundations. In a similar way, Ico's castle is impossibly large, the camera zooming out in order to overwhelm you and build up the unfathomable mystery of its origin and purpose.

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BioShock™


"I forget everything between footsteps.

"'Anna!' I finish shouting, snapping my mouth shut in surprise.

"My mind has gone blank. I don't know who Anna is or why I'm calling her name. I don't even know how I got here. I'm standing in a forest, shielding my eyes from the spitting rain. My heart's thumping, I reek of sweat and my legs are shaking. I must have been running but I can't remember why.

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The Darkness II - contact@rockpapershotgun.com (Giada Zavarise)

The Darkness II is a game about being a mafia hitman, shooting everyone, and feeding the hearts of your enemies to the black abomination coiled inside your chest. But it s also a game about fighting your darkest self, doubting your own mind, and finding salvation in love. When John reviewed it, he said: I was genuinely expecting a brash, stupid shooter, noise and bluster and shooting at heads. That it s so smart is a fantastic surprise .

The Darkness II (like its console exclusive predecessor) is actually based on a comic book series, first published in the nineties.

(more…)

Sid Meier's Civilization® V

Actor and voice actor William Morgan Sheppard, known for his work in video games and sci-fi television series, has died at the age of 86.

Those familiar with Sid Meier's Civilization series will best recognise Sheppard as the narrator of Civilization 5. He also voiced Colonel Hargrove in Medal of Honor: Allied Assault, and Medal of Honor: Frontline.

Outside of video games, Sheppard took on several notable roles in Star Trek, such as Quatai in Star Trek: Voyager episode Bliss, and Data's grandfather Ira Graves in The Next Generation episode The Schizoid Man. He also played the older version of Canton Everett Delaware III in Doctor Who episode The Impossible Astronaut.

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Sid Meier's Civilization® V - Hinkle2K
We have released a new update for the 2K Launcher today. The update should download automatically; if you are having trouble, restart your Steam client and it should download automatically.

Patch notes:
  • Added fix for launcher preventing Civilization V SDK - World Builder from working properly
  • Added fix for launcher not scaling properly on high resolution displays
BioShock™ - contact@rockpapershotgun.com (R0B0D4D)

Cyber Monday is, of course, a pure and honest celebration of all things cyber. We hack the planet as one, united against corporations, capitalism and the class divide. Then we all burn our 4K televisions and go off to have a massive rave-orgy in an abandoned sewer. Such is the way of the Cyber Monday Warrior.

But it’s not all talking in C++ and overthrowing distant tyranny. Cyber Monday is also a time to remember the sacrifices made in the name of the hacking. None of these are quite so tragic as otherwise great games laid low by poorly-judged hacking minigames, forcibly inserted by executive pressure to pad out the running time. Today, let us honour the fallen. (more…)

Sid Meier's Civilization® V - Hinkle2K
Hello, Civilization fans! If you booted up Civilization V or Civilization VI today, you may have noticed that both now include new and improved launchers. These launchers are in a new update that should automatically download when you start your Steam client; please restart Steam to trigger the download if you are having issues.

This new launcher keeps the same core functionality of the older launcher: You can easily choose your DirectX version and quickly jump into the game, but we’ve also added sections to keep you up to date on the latest Civilization news, content and special offers. We want you to have the best experience possible with our games and it is our hope that these new launchers better connect you to the Civilization community. Stay civilized!
Sid Meier's Civilization® V - Hinkle2K

The world around you is more alive than ever in Civilization VI: Gathering Storm, the second expansion to the award-winning grand strategy game, Sid Meier’s Civilization VI.

https://youtu.be/trNUE32O-do
SUBSCRIBE on YouTube ► http://2kgam.es/CivilizationYT

Launching for Windows PC on February 14, 2019, Civilization VI: Gathering Storm adds new advanced technologies, engineering projects, the fan-favorite World Congress, and introduces a living world ecosystem that showcases natural events that could enrich or challenge your growing empire. Civilization VI: Gathering Storm also adds eight new civilizations and nine new leaders, seven new World Wonders, and a variety of new units, districts, buildings, improvements and more.

A Word from the Developer

I’m Ed Beach, Franchise Lead Designer for Civilization VI, and I’m going to take you through some of the exciting changes that you can expect with the upcoming expansion for Civilization VI.

History is full of rich stories of great empires, exploration, survival, and the human spirit. While we have always managed to capture a lot of this in the Civilization series, our story of human history was missing something without the impact that a changing planet has had on our settlements, and the imprints that we have left behind on Earth. This was the primary theme that we wanted to explore with Civilization VI: Gathering Storm.


Volcanoes, Storms, and Floods – oh my!

With this expansion we’re unleashing the forces of nature to bring the world to life in a way that you’ve never seen before. We’ve always had Floodplains in the game, but I always found it disappointing that they were completely static. No longer! We’ve enlarged the floodable areas to include flat Grasslands and Plains tiles next to Rivers so these valleys can offer the potential of incredibly high yields. So you’ll still want to settle there -- but now doing so comes with real risk. Periodically each of these rivers will flood, damaging structures throughout the floodable tiles. But don’t worry, there’s an upside!  First, you can mitigate the effects with our new Dam district. And once you’ve rebuilt, the flood will have enhanced a number of those tiles with rich, fertile soil. I love the way this works out: throughout history civilizations have risen and flourished in dangerous places, like near volcanoes and in river valleys. Now you’ll experience those same high risk/high reward decisions as you plot out where to settle in your next Civilization campaign.

Another exciting new environmental effect is the addition of volcanoes. They offer some of the same risk/reward decisions as floods, with eruptions occurring periodically.  When you see the magma spilling down the side of one of these you know there’s going to be damage to adjacent tiles. However, the long term benefits are there with the yields provided by the volcanic soil left behind. We have also been able to use volcanoes to add a level of realism to our map generation. We’ve always had continents in Civilization VI, but the geology didn’t necessarily correspond to continental boundaries as you might expect. We’ve updated all that so you’ll find the Mountain ranges you expect along these continental divides, as well as Volcanoes and Geothermal Fissures. We’ve also taken the Volcanoes we already had in our Natural Wonder system and made them really powerful.

As we added more significance to these geographic features, we thought there should be a way to identify them. This inspired the addition of named features. So every time a new feature – river, volcano, mountain range, or desert – is discovered, it is named after the discovering civ. Now if Egypt starts on a River, that waterway will officially be designated as the Nile River. Of course, this gets tricky when a civ like the Netherlands discovers a Volcano – in that case, it will be named for a civ that isn’t in the current game. It ends up becoming an interesting geographic trivia game while you play. And the better you are with river and mountain names the more clues you get about which other civs may be present in this particular Civilization world.

During Gathering Storm development, we had floods and volcanoes working but we decided the world wouldn’t truly be alive without adding in some sort of weather system. So we added droughts and four different kinds of storms to spread the risk of succumbing to a natural disaster across the map. And we had fun adding in some of the historical impacts you might imagine storms would entail. So we now have hurricanes that can sink ships at sea, dust storms sweeping across the deserts and choking nearby cities, and blizzards in Russian terrain being particularly dangerous for invading armies. Though all storms can cause damage, Dust Storms and Hurricanes can be valuable in adding fertility to affected tiles.

Taking the World by Storm

But although the earth has thrown many challenges our way, mankind continues to adapt. The Dam district I mentioned above is one of the earliest historical examples of our work to harness the power and unpredictability of nature. Finishing a Dam in a city is great: it provides the city with a nice reservoir that boosts your Housing and Amenities. (Later in the game you can add a hydroelectric station to your Dam to generate clean electricity as part of the Power system added with Gathering Storm.)

Which brings us to something we know many fans are excited about - the addition of the Canal district. This is something we’ve seen asked for again and again, and we are excited to bring it to fruition in this expansion. There are actually three parts to this. First, we have taken our player’s existing use of cities on one-tile wide isthmuses (what our fans call “canal cities”) and officially recognized these features with the art on the map (which shows a navigable channel through these cities). The second part is the introduction of the Canal district. It’s another tile that provides navigation and since it can connect into cities you can actually use two of them around a city center to create a 3-tile wide path between bodies of water. But why stop there? Here on the Civilization VI team we have heard about “a man, a plan, a canal, Panama” so we felt it was pretty imperative to have a Panama Canal wonder. There’s an achievement in Gathering Storm for creating a full 7-tile navigable path using Canal districts, cities, and this wonder together.

And our civil engineering upgrades didn’t stop there.  You’ll find that with Gathering Storm you can also create both Mountain Tunnels and Railroads. Even more ways to bend the map to your will and make sure there are really efficient ways to get units and trade goods across your empires!

Avoiding the Great Mistake

Of course things are not always that easy and there are some conflicts between mankind and our planet.  So introducing global warming and climate change made sense in an expansion focused on interactions with the planet. It is also mapped well to our goal to add depth to the second half of the game. We felt that a player shouldn’t be able to exist in a vacuum alongside the game world; rather we wanted a relationship between the two where every turn and every decision can have lasting – and global – impacts.

In Gathering Storm, you can use the Power system to improve the effectiveness of some of your late game buildings. There are strategic resources that can be burned for fuel – Coal, Uranium, Oil – but doing so will have an adverse effect on CO2 levels in the world and impact the Global Temperature of the planet. This increases the chances of flooding and storms, sea levels can rise, and may melt the polar ice caps. As you settle coastal cities, it’s important to keep an eye on their level of risk with rising sea levels, just in case you or your neighbors become reliant on Strategic resources for Power. But additional Research will provide alternative options – Geothermal energy, Wind Farms, Solar Farms, and more.


Maybe We Can Work This All Out Together?

Many fans have asked for a Diplomatic Victory, and we couldn’t add that without adding some form of a World Congress, so we’ve added both. In Gathering Storm, Favor is a new form of currency to track your diplomatic goodwill. It serves as voting power in the World Congress so you can get the world community to adopt your ideas. On the other side, we’ve replaced the Warmonger score with Grievances. This acts as a tug-of-war between a pair of players – if you’ve ever been at the receiving end of a surprise attack and retaliated by taking a few cities, I think you’ll appreciate how this system has been updated. The other leaders are now likely to feel that such a countermove was entirely appropriate.

In the World Congress, you’ll be able to vote using Favor on Resolutions – congress-mandated rules that last until the next meeting of the World Congress. These are choices between positive and negative effects, and have specific targets. For example, you may vote to ban Furs or chopping Rainforests, or all players may choose to ban further building construction in a certain District. Favor is also useful to get the world community to sponsor global competitions – such as World Fairs, World Games, Disaster Relief, and Emergencies – and each of these competitions has a unique set of rewards.

So, how does it tie into the new Diplomatic Victory? Besides periodic votes for this role as world leader, granting points towards the victory condition, you can also receive points towards this victory from winning Disaster Relief competitions or Nobel Peace Prizes. You really will have to become the darling of the other leaders to win the game through this victory.


Predicting the Future

The design team was able to do something a little bit different in Gathering Storm, and added a new era of techs and civics including some speculative technologies. As we cannot predict the future, we decided that there would be no single path through this era, but instead these new branches of the trees would have a bit of randomization to them. I’m not ready to provide specifics just yet, but I can confirm that yes, we do have some new items unlocking in these late eras that spice up the present Science, Culture, and Domination Victories in fun new directions.

Who Can It Be Now?

Clearly I can go on and on talking about the new systems in Civilization VI: Gathering Storm, but I’d be remiss if I didn’t at least mention that we have a number of exciting new leaders and civilizations that we’ll be revealing over the coming months. We’re bringing back some fan favorites – with brand new twists that you may not expect – and of course we are introducing a few civs that are brand new to the series. As with every expansion, we wanted to make sure we had civs that tied into our new systems, so there will definitely be a couple that have interesting interactions with the new environmental mechanics, as well as with the World Congress.

This is just some of what’s to come in Civilization VI: Gathering Storm. We have a lot more to share before the expansion launches on February 14, 2019, so be sure to tune in to our livestreams and social channels to learn more.


In Summary

Thanks, Ed! As you can see, Civilization VI: Gathering Storm is the largest expansion Firaxis Games has ever created for a Civilization game. We can’t wait to see what you all think when you get your hands on it. See below for the full features list:
  • ENVIRONMENTAL EFFECTS: Volcanoes, storms (blizzards, sand storms, tornados, hurricanes), climate change, floods, and droughts.
  • POWER AND CONSUMABLE RESOURCES: Strategic resources play an additional role in Gathering Storm. These resources are now consumed in power plants to generate electricity for your cities. Initially you’ll be powering your most advanced buildings by burning carbon-based resources like Coal and Oil, but renewable energy sources also unlock as you progress to current-day technologies. Your choices about resource usage will directly affect the world’s temperature and can cause melting ice caps and rising sea levels.
  • ENGINEERING PROJECTS: Shape the world around your empire to overcome unfavorable land conditions by making improvements like canals, dams, tunnels and railroads. When settling cities, consider the flood risk to coastal lowland areas, but keep in mind that in the late-game, new technologies like Flood Barriers can be used to protect these tiles.
  • WORLD CONGRESS: Make your voice heard among the other leaders of the world. Earn Diplomatic Favor through Alliances, influencing city-states, competing in World Games, and more. Use Diplomatic Favor to extract promises from other leaders, vote on Resolutions, call a Special Session to address an emergency, and increase the weight of your votes in your quest to achieve the new Diplomatic Victory.
  • 21<sup>st</sup> CENTURY TECHNOLOGIES & CIVICS:  A new era has been added to the Technology and Civics trees. Combat new environmental effects with speculative ideas such as relocating your population out to seasteads and developing technologies to recapture carbon emissions.
  • NEW LEADERS AND CIVS:  Nine new leaders from eight new civilizations are introduced. Each brings unique bonuses and gameplay, as well as a total of nine unique units, four unique buildings, three unique improvements, two unique districts and one unique governor.
  • NEW SCENARIOS:
    • The Black Death: The Black Death ravaged Europe and western Asia in the mid-14th century, killing a greater share of the population than any other event in world history. The pandemic killed millions, ruined economies, upended political dynasties and transformed the face of the Western world. Your task is to lead your nation through the calamity: keep your population alive, your economy strong, and your faith unshaken amidst a world of terror and desperation.
    • War Machine: At the outset of WWI, the German Imperial Army had a daring plan: invade neutral Belgium and then rush the French heartland before they could mobilize to resist. If successful, the German forces would capture Paris within a month and end their resistance forever. In counter, the French command prepared Plan 17, an all-out onslaught designed to meet and stop a German offensive. When war was declared, both armies swung into motion and set up one of the most incredible and shocking military campaigns in world history. In this scenario, players take the side of one of these two great powers at this same precipice. As Germany, your task is to capture Paris. As France, your task is to prevent its capture. The clock is ticking, and the enemy is moving. Advance!
  • MORE NEW CONTENT: Seven new world wonders, seven natural wonders, 18 new units, 15 new improvements, 9 new buildings, 5 new districts, 2 new city sets, 9 new techs and 10 new civics have been added.
  • IMPROVED GAMEPLAY SYSTEMS: The Espionage system has been enhanced with new options, the Culture and Science Victories have been updated, new Historic Moments have been added, and additional improvements have been made to other existing systems.

https://store.steampowered.com/app/947510/Sid_Meiers_Civilization_VI_Gathering_Storm/
Civilization VI: Gathering Storm will launch for Windows PC on February 14, 2019. Follow the conversation on social media by using the hashtag #OneMoreTurn, and be sure to follow the Civilization franchise on social media to keep up to date with the latest news and information on Sid Meier’s Civilization VI.

           
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 Gearbox is still doling out new Shift codes. In fact, Gearbox dropped some big ones when it announced Borderlands 3.

If you're playing Borderlands 2 for the first time or replaying it while you wait for Borderlands 3, why not 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, and we've also listed some time-sensitive codes for Golden Keys that are current as of July 2019.

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)

New shift codes that work as of August 2019:  

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)

CBCTJ-SFXZ3-RFBRC-JTJ3T-JK3B3 (5 Golden Keys, expires August 5)

W3K3T-TSR9B-XXBF5-JJJBB-TXZFW (5 Golden Keys, expires August 5)

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)

...

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