Kotaku

The Worst Thing Players Did in Borderlands Made It BetterGearbox Software's first Borderlands won fans over with its awesome, awesome loot, high-contrast art style and wacky characters. But, as great as the game's procedurally-generated weapons were, Gearbox say that the first-person shooter/role-playing hybrid was whatever the gamer wanted it to be.


During Gearbox Software's trip to NY for a Borderlands 2 preview, I asked senior producer Sean Reardon if he wished certain merits of Borderlands were more emphasized in the eyes of their community of gamers. He told me that the games the team makes are for the consumers, and it effectively becomes their game.


"We make that as a joke. We'll say, ‘You're a bad designer if you tell your customer that you're playing the game wrong.' It's actually the customer's game. We should do our best to enable that experience. If someone is playing the game and they're not having a good time and it's because they're not playing it right, that's our fault."


Borderlands 1's history shows that Gearbox has practiced what they preach here. I brought up the rampant duping and modding of weapons in Borderlands 1 where gamers would have access to things like rocket launchers with unlimited ammo and perfect targeting.


"People duping weapons was eye-opening and made us feel embarrassed."

This was a perfect example, Reardon noted. "People duping weapons was eye-opening and made us feel embarrassed," he responded. And although Gearbox released a patch embedded in the third DLC, The Secret Armory of General Knoxx, that wiped most of the duped and illegitimate weapons, they decided to keep one of the buggier creations. It came to be known as "Pearlescent" for its off-white tone. The glitch-based anomaly wasn't a very good gun but it wound up being incredibly cherished for its rarity. And even though it broke the game, the development team decided to embrace the community's positive response towards it. Because in their view, "So long as the player is laughing, it's a feature. If he's crying, it's not."


Fortunately, a game as wacky and creative as Borderlands lends itself quite well to new, community-inspired additions like this one. Reardon looks pleased when he tells me that "we can do basically anything we want if it feels fun." Gearbox feels obligated to deliver on the kind of content their gamers want, and that their gamers find fun even if it wasn't something that the team had come up with. And adding the Pearlescent gun class was fun.


It's unclear if Borderlands 2 will have similar exploits that let weapons like Pearlescent happen, but here's hoping that players will find more unintended options for making the sequel uniquely exciting.


Kotaku

There's A New Siren In Borderlands 2, And She Kicks Fierce Robot AssWhat do you do with a sequel to a game that has a huge roster of weapons, quirky characters, and awesome 4-player co-op? You add more weapons, of course. And more quirky characters. And you might as well keep the 4-player co-op.


That's the tactic that Gearbox Software seems to be using in the follow-up to Borderlands, their successful loot-driven first-person shooter/role-playing hybrid that released in 2009. As a big fan of the first title, I've been ready to play the game since...well, since I finished Borderlands 1 and all the downloadable content packages, actually.


Sitting down to play a co-operative round with a fellow journalist, I knew before the character selection screen loaded that I'd be playing as the Siren. The blue-haired alternative to Borderlands' first Siren, Lilith, promises to revamp my favorite class, something that made me simultaneously nervous and excited.


Tinkering with my skill tree and choosing which abilities I wanted to invest in, I noticed where this new Siren took a left turn. Maya is much more of a healer than her predecessor. The new Phaselock ability is mostly responsible for this. It's also mostly responsible for how utterly amazing the new Siren is.


The Phaselock's benefits are two-fold: 1. It suspends an enemy mid-air, unable to move and, 2. You can upgrade your skill tree to receive damage and health bonuses while an enemy is Phaselocked. That makes for one very efficient killer. It also makes a leader. The team's focus goes (or should go, if you're a smart player) to the Phaselocked enemy.


This is a Borderlands sequel built on the strengths of the first game.

But Maya, like the other characters in Borderlands (and the game itself), is still nothing without her weapons. Although Gearbox boasts millions of guns (yes, millions)—impressive even by Borderlands' standards—only a handful were available at this preview demonstration. I played with elementals, rocket launchers, and standard assault rifles. Elemental damage-inflicting rifles are my favorite so I sported the corrosive damage weapon in Maya's inventory almost exclusively throughout my playthrough, stopping only to sample the others.


The other weapons stashed into our inventories were mainly sniper-ranged, which suits my play style fairly well. Several of these scoped guns came with a lock-on targeting system. A few were even lock-on rocket launchers outfitted with scopes. Borderlands 2 bolsters the franchise's reputation for a massive amount of diverse weapons.


Borderlands: The Series


Gearbox is scrapping their traditional method of shaping the narrative universe of their games in Acts. They're now going to model it after television's Seasons.


But why Seasons? Seasons are made up of episodes, which, according to Gearbox senior producer Sean Reardon, are "bigger and more important than a mission." Episodes are considered to be larger chunks of a storyline rather than a simple task carried out by the player.


Reardon describes this new development for the sequel as "evolved storytelling."


Gearbox wants Borderlands 2 to be impactful, and boring fetch quests won't cut it.


"You're going to find stories happening and you're using the stories to affect the world. Missions aren't for the sake of creating more missions, but for the sake of being able to tell a more compelling story and make you feel more connected to the narrative of the world," says Reardon.


He promises that this "first-rate narrative" will "pull you through the whole game."


Corrosive weapon proved to be a favorite until I met the corrosive-resistant bugs. These earth-toned bugs are nothing new for Borderlands. But fortunately the two areas we were free to explore—Caustic Caverns and the Wildlife Exploitation Preserve—were host to more than just the bugs and bandits Borderlands veterans will be familiar with.


Robust and versatile robots are perhaps the biggest new entry in the list of enemies. Think of every kind of CAT machinery that you've seen working on constructions sites around your city, and it's probably been made into a robot enemy in this sequel. Gearbox Software producer Randy Varnell tells me that the inspiration, after all, came from real-life machinery. Anything that real-life machines could do served as a brainstorming step for the team. So while surveyors fly speedily overhead to heal their robotic comrades, big Transformer-looking Power Loaders stomp toward you with spinning blades that reflect bullets, and Bull Loaders will actually transform into a bulldozer to slam into you with their reinforced body.


Sequels offer a chance to learn from past mistakes, and to implement new features that may not have been thought of before. So Borderlands 2 is naturally a more polished game. There is a ton more visual feedback, from your shields getting shredded to literal pieces to threshers snatching you with purplish vines. Running feels faster, special ability cooldowns are quicker. In general, the game feels even more accessible than before.


Borderlands 2 takes the opportunity of a sequel to also revamp the mission style. It's a chance to get rid of the Borderlands 1 missions that were all too often composed of boring fetch quests.


There's A New Siren In Borderlands 2, And She Kicks Fierce Robot Ass


Rather than simply carrying out a fetch quest, you will occasionally be offered a choice in Borderlands 2. During one questline in Caustic Caverns [minor spoilers] I was presented with the choice to either return the contents of a safe I had just recovered for Marcus, or to bring the nudie pictures that were inside to Moxxi [take a breath]. Your choices are more for momentary fun than any real impact on the main story. It's a refreshing change of pace to the otherwise standard routines of following arrows on your map.


This is a Borderlands sequel built on the strengths of the first game. Strange creatures, lots of variety in weaponry, large clusters of enemies, quirky humor and fantastic art are still staples of the game. The colors are a bit more varied, and the textures look smoother. It's an amplified Borderlands 2, and hopefully the release of the game on September 18 will prove that.


Kotaku

During last week's GeForce Kepler Editor's Day event, Gearbox founder and CEO Randy Pitchford appeared in video form to show off what Borderlands 2 can do with Nvidia's GPU accelerated PhysX. It's rather gorgeous.


One day I'll look back at this video as the main reason I spent my entire time in Borderlands 2 on the PC looking for bits of cloth to shoot up and puddles to stomp in.


I am a complete sucker for realistic physics simulation. Shooting at people, places, and things in games is something I see every day. It's business-as-usual. Shooting a tarp in half, on the other hand, is fresh and new, and until EA launches its annual tarp-shooting franchise, this is all I've got.


Borderlands 2 NVIDIA GTX 680 Tech Demo (CAM) [YouTube via TopoftheGames]


Kotaku

Gearbox Promises Not to Screw Up the PC Version of Borderlands 2In an adorable letter posted on the Borderlands 2 website today, developer Gearbox Software addresses some of the issues that fans complained about in the PC version of the action-role-playing game's predecessor, Borderlands.


Like an abusive boyfriend, Gearbox then promises that it won't happen again.


Here's what will be included in the PC version of Borderlands 2:


  • An FOV Slider
  • An interface tailored specifically for the PC
  • Cloud save support
  • Remappable keybindings for your keyboard and mouse
  • Lots of other stuff that I don't feel like copying so just read the letter.

Hello My Future Borderlands 2 PC Player [Borderlands 2]


Kotaku

Trying to Recapture that First-Time Feeling of "Whoa" in Borderlands 2I'll never forget the moment when Borderlands—a game into which I would pour at least 60, probably 80 and maybe 100 hours—utterly hooked me. I peered through my scope at a slow, stupid, posturing Bruiser and blasted him with my newly acquired electrified sniper. I held the scope view, and watched him spasm and jerk until his eyeballs popped out of his head and rolled around in the alkaline dust of the Dahl Headlands.


That feeling of whoa when trying out a new weapon, and the rowdy hilarity that coursed through the dialogue and interactions of the first game, is all that the Gearbox Software development team wishes to imitate or replicate in Borderlands 2, due out in September. In the rest, they're striving for a sequel that isn't an update, a love note that reminds you of your first time, but not the fact there is only one first time.


"My perspective on it is, I'd really love it if this game felt like Firefly," writer Anthony Burch told Kotaku in an interview on Friday, referencing the beloved science-fiction television series starring Nathan Fillion. "Ninety percent of that show is people laughing and joking and doing hilarious things and then, every once in a while, something happens to make you sit up and go, 'Holy shit.' And you end up really connected to the characters because of it."


Borderlands was shot through with unforgettable NPCs, led by foul-mouthed, country-fried Scooter, the high-strung, marginally sane Patricia Tannis; and the obliviously cheerful amputee T.K. Baha. The four playable characters, however, were largely rooted in the silent-protagonist school of games design, with some interstitial dialogue and conversations obliquely describing a backstory common to all of them.


Borderlands 2 will bring back the original playable characters Brick, Roland, Mordecai and Lillith, as NPCs, which should be a treat for those who grew attached to one of them over dozens of hours of gameplay. The four new playable characters will also have more dialogue and will interact more with other NPCs, Burch said.


'I'd really love it if this game felt like Firefly,' says writer Anthony Burch. 'Every once in a while, you sit up and go, 'Holy shit.' And you end up really connected to the characters.'

"The amount of stuff that we've recorded is two, three, four times bigger," he said. "One of the bigger pieces of feedback we got is that these were good stories, but a lot of it came in text before and after the missions (of the first Borderlands> We've made a big effort so that the characters you interact with bring you through the story of Borderlands 2."


The story finds you back on Pandora, the dysfunctional, deadly world whose native species exact a relentless vengeance upon those who have come to exploit its resources. This time, it's five years later, and the Hyperion corporation, from an ugly moon base close on the horizon, keeps watch over Pandora as it mines out iridium uncovered after the Vault was opened in the first game.


Reconstituting Borderlands 2 as a pure treasure hunt, like the first game, was too difficult to pull off within the established canon, Burch said. While the four new characters will be pursuing a new vault, this time they're doing it to thwart the designs of Handsome Jack, who is running Hyperion's operation and, as Burch puts it, is trying to turn Pandora into a "fascist paradise."


But that's how the story will handle the question of loot. The game will still provide loads of it, and the shields, weapons and class modifications will both be familiar and pack new features. Scott Kester, a designer, described "roid," "juggernaut" and "impact" shields, for example, which do everything from drain your health to provide greater shield protection, to deliver a health burst when fully depleted. Guns themselves have gimmicks, too—Hyperion weapons get more accurate the longer the trigger is depressed.


"We really amped up the manufacturer distinction of the weapons," Kester said. "They look very distinctive and also will act that way. There'll be a lot more texturing, so you'll see a gun that's rusted and know immediately what it can or can't do. You're not going to just pick up a gun that has some stat differences, and the visual variety will be more impactful."


One of the strongest criticisms of Borderlands gameplay was the fact the enemies were, well, pretty damn stupid. The Crimson Lance, the private military force encountered in later levels, did use some tactics, but the psychos and bandits and hyperaggressive animals all had behavior patterns that could be turned against them. Kester said they'll be toughened up in Borderlands 2.


"The Psycho is still stupid and will still run straight at you, because he's a Psycho, but there's a lot more of a group dynamic," Kester said. "If there's a leader or an alpha male around, they'll rally around him."


The game, Kester said, will be balanced such that a player with brute force, determination, and the stats to weather a brutal firefight, can still prevail, but tactical exploits will present themselves to those who know to look for them. Exploiting the game's "Second Wind" saving throw—killing an enemy as you are bleeding out revives you with a full shield and critical health—will be tougher as certain foes can be healed or rebuilt.


New skill trees, better guns and tons of loot are there to help you destroy plans for a 'fascist paradise.'

Players will get a more diverse skill tree in their classes, two of which are basically new. The Commando and the Siren return to fill the Soldier and Siren roles of the original. The Gunzerker is Borderlands 2's heavy-firepower class, like the Berserker. The Assassin is for those who enjoyed playing as the Hunter.


"If somebody enjoyed playing as Mordecai (the Hunter) or whoever, a lot of the skills will be similar," Kester said. "We're giving you the opportunity to play a similar role, but with a lot more variety. We felt it would have been a disservice if we simply gave you the same characters again." The new variety will come in the form of a remodeled skills tree that, for example, gives Axton (the Commando) a Longbow Turret—borrowing the teleporting capabilities of the Longbow grenade in the original game. With the skill, you can place the turret anywhere that is visible, such as a nearby ledge outdoors, or on the ceiling indoors. Special talents and melee combat will also get more attention and be more useful in the new skill trees.


***

I worry, though, about when or how this game will deliver its hook, what Borderlands 2 moment akin to electrocuting the Bruiser will be—or even if it can be, considering this is an extension of a story as much as it is a new game. Burch promises Borderlands 2 will have those moments.


"This psycho midget was coming at me while I was shooting at him with a Tediore pistol," Burch said. When you run out of ammo with a Tediore, you throw the entire weapon like a grenade, and a new one "digistructs" into your hand. It's basically a disposable gun. "But I forgot that," Burch said.


"So I wounded the midget badly, but then I threw the gun at him and it exploded, and blood and body parts just shot everywhere," Burch said. "And I went, 'Whoa!'"


Trying to Recapture that First-Time Feeling of "Whoa" in Borderlands 2Zero, the Assassin, fills the role left by Borderlands' hunter, Mordecai.
Trying to Recapture that First-Time Feeling of "Whoa" in Borderlands 2Salvador, the Gunzerker, is the heavy class, akin to Brick, the Berserker.
Trying to Recapture that First-Time Feeling of "Whoa" in Borderlands 2Maya, the Siren, brings a new twist to Lillith's phase powers.
Trying to Recapture that First-Time Feeling of "Whoa" in Borderlands 2Axton, the Commando, is an all-purpose fighter similar to Roland, the Soldier.
Trying to Recapture that First-Time Feeling of "Whoa" in Borderlands 2Handsome Jack is the slimeball from Hyperion Corporation whom you and your vault hunters are trying to stop.
Trying to Recapture that First-Time Feeling of "Whoa" in Borderlands 2


Kotaku

Would you like to play Borderlands 2? You can do it on September 18 this year, on the Xbox 360, PlayStation 3 and PC. (September 21 for international audiences, Gearbox tells us, meaning those of you not in North America.)


You can even play it in splitscreen. Four-player co-op, too. With more guns and skills than ever, it looks like.


Kotaku

Here's Your Borderlands 2 Lilith Model, in the FleshGearbox's long and no-doubt exhaustive search for an attractive young woman who looks like an attractive video game woman is over.


Australian Yasemin Arslan will be playing the part of Lilith in the upcoming Borderlands 2. You can see her in-character in the clip below.


Hopefully with this competition over Gearbox can now turn their attentions towards modelling competitions for "fat guy with assault rifle" and "weasly sniper dude". It's only fair.



Xbox 360 Games - E3 2012 - Borderlands 2
Kotaku

One of my favorite things about the holidays is seeing all of the creative ways video game developers and publishers find to celebrate.


The many holiday cards we receive each year, are a great example of that.


Take, for instance, this fantastic Borderlands 2 card I received yesterday from 2K Games and Gearbox.


Thanks for thinking of us!


Kotaku

Do You Look Like That Lilith Lady from Borderlands? Earn Money, Get a Job!Perhaps you are a female. Perhaps you are a female who resembles Lilith from Borderlands. Or perhaps you know someone who does. If so, the game's developer, Gearbox Sofware, has a deal for you.


From the developer's website:


Do you want to be a character in a video game? We're looking for someone to become Lilith from Borderlands. If hired, you will appear in the game, Borderlands 2, as the live action version of the character. Additionally, you may be invited to participate in promotional events and trade shows.


Lilith is a siren—a female character with amazing powers. Borderlands 2, the upcoming sequel to Borderlands 1, features Lilith as a non-playable character.


"In the Borderlands universe, a Siren can project a live-action image of herself into the minds of those she wishes to communicate with," the site continued. "Your look need not be exact, but expressive of Lilith in the mind's eye—similar to how the Guardian Angel was portrayed in the original Borderlands."


There are a couple of stipulations. For one, you must be in the Dallas, Texas area for the first three weeks of December—which I should be! You also must be a female (rats) and between the ages of 18 and 30 (what is this shit?).


While no previous modeling or acting experience is needed, you should be able to follow direction and express character emotion.


Gearbox is careful to note that this isn't a contest. Rather, this is a "job opportunity". The selected individual will be paid US$1,000 per day of shooting, with a minimum one-day guarantee.


There are two ways to apply for the gig: one online, and the other is an open casting call in Dallas. More details in the link below.


Above, that's Kotaku columnist Lisa Foiles doing her best Lilith.


Casting [Gearbox Software]


(Top photo: SexyGamer)

You can contact Brian Ashcraft, the author of this post, at bashcraft@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Kotaku

Borderlands Hits Shelves Tuesday — as a NovelBorderlands has a novel due for release on Tuesday, entitled Borderlands: The Fallen. It'll track the story of Roland, who represents the soldier class in the original game.


From the writeup on Amazon:


His name's Roland. Soldier class, a former mercenary, he's on a full-time mission to scrape a living out of the most dangerous planet in the galaxy.


Is he qualified? He's well armed, he's ruthless, and he's tougher than skag hide. And, oh yeah-he's strapped with some of the most exotic weaponry this side of the Vault, not to mention possessing fists like chunks of steel.


Zac Finn and his wife and young son had better get on the right side of Roland, because a stopover in orbit has turned into a nightmarish fall to the unforgiving landscape of the Borderlands. Zac hopes to find a strange new alien treasure in the Borderlands to turn his down-spiraling life around. But his wife, Marla, and his son, Cal, just want to survive, and reunite, because catastrophe has left them separated by hundreds of klicks. Their chances aren't good ... and Roland is all that stands between them and the planet's kill-crazed Psychos and murderous bandits—not to mention the grotesque primals, giant wyrm squids, insane tunnel rats, voracious skags, brutal bruisers, and ruthless mercs.


You can pick up a 40-page excerpt free, through Gearbox Software, at the link below.


Borderlands: The Fallen (Excerpt, pdf) [Gearbox]



You can contact Owen Good, the author of this post, at owen@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
...