
Publisher: 2K Games Developer: Gearbox Software


Genre: Action
Publisher: Microsoft
Developer: Feel Plus
Release: 03 September 2009

Genre: Action
Publisher: LucasArts
Developer: LucasArts
Release: 03 September 2009
Roaming the Borderlands
by Jeff Haynes - IGN.com | 01 September 2009 12:00We gear up our posse, explore caves and blow monsters to pieces.
If someone wanted me to attempt to describe Borderlands in about a sentence, the easiest thing that comes to mind is "Mad Max meets Diablo meets science fiction set on a distant planet akin to the Wild West." As odd as that description might be, it's strangely appropriate given the upcoming hybridized first person shooter/action RPG game from Gearbox. Blending genres and influences, Borderlands takes the traditional shooter twitch mechanics and throws the character specialization and development of an RPG into the mix, creating a unique game that will appeal to fans of both genres. At a recent demo in Texas, I had a chance to explore the Borderlands during an extended multiplayer session, discovering some additional details about the world and the characters themselves.
The four player co-op demo that I played started at the beginning of the game, but excluded the intro movie and beginning details of the characters. Instead, I was presented with the choice of any one of the four characters. While I selected Roland, the soldier, because of his balanced skill with weaponry and turrets, I discovered that just because I made that decision didn't mean that other players in my party couldn't select him. In fact, if I and the other journalists wanted to field an entire squad of Rolands, we'd all have the option to do so, and would be given the chance to differentiate between characters thanks to our skills (which I'll get to in a bit). Of course, the other three characters had unique abilities that would help out in battle. Brick was the Berserker, a mountain of a man who favored heavy weaponry and could charge into combat to perform melee strikes on enemies for large amounts of damage. Lilith was the Siren, a lithe, scout like attacker who had the ability to cloak herself to perform strikes and detonate a shockwave once she re-appeared. Finally, Mordecai was the Hunter, the sniper of the group, who also packed a pet known as Bloodwing that could also attack targeted enemies.

Check out the latest gameplay here (HD available).
What's more, the more you use a particular weapon, the higher your proficiency with that firearm becomes, making you more capable of using it in the field. Collecting ammo and cash was easy, as hitting the X button on a 360 controller allowed me to collect everything from a searchable area (which was highlighted in green) or red chests, which contained weapons and armor. It was always possible to check or compare the items that were around before you picked up the item as the game would compare its stats against the newly "acquired" spoil of war. However, health pick-ups, weapons and armor are not shared, so that can turn into a first come, first serve competition. In fact, Borderlands also allows for competitive play in the form of duels that can be instantly set up by one or more characters. If one player runs up to a party member and melee attacks them, the victim has a few seconds to strike back. If they land a blow, an energy shield is erected around the two players within the duel (and anyone trapped within its radius).

Watch where you're looking, you bucket of bolts.
We were initially tasked with killing a number of indigenous animals that were scattered outside of the city walls, but also discovered that some of these encounters could be relatively randomized based on the number of players. During separate play throughs, I encountered both doglike creatures fighting each other and mask wearing little people wielding weapons and attacking my kneecaps. After taking care of some of the doctor's requirements, I was provided access to my first vending machine, something that might sound trivial, but is actually vital within Borderlands.
Vending machines are essentially like stores within any RPG town; they provide you with a way to sell your equipment while gaining new items with a minimal amount of hassle. Players are provided everything from instant specials based on a specific item to armor and health refills. Unfortunately, instant specials seem to act like armor or weapons, because if one player picks the item, it's gone for quite some time until the game replenishes it with a like powered or stronger item. Anyway, shortly after unlocking the vending machines of the world for use by our party, we discovered the Bounty Board, a location where players could travel and accept side missions and plot driven main quests. While you would still have to talk to specific characters to trigger certain events, the Bounty Board was an easy way to earn extra experience and build out a character's skills, allowing you to customize your character based on your play style. Players could also queue up multiple missions with this board, taking on as many tasks at one time as they wished and returning for a bounty once everything was finished. Finally, players could also get a quick glimpse at the recommended level strength for each mission by checking the objectives they'd chosen from the board. This was an easy way to determine if you needed to level up by fighting monsters in the wilderness, or if you could risk going on a mission and survive the odds stacked against you.

Give me one more second and you're dead.
While taking on some of the missions and destroying the first boss was amusing, I also managed to get a sense of vehicular combat, which expands gameplay shortly after you defeat Nine Toes in battle. See, at one point, you're tasked with getting from the town of Fyrestone to another location, but you discover that your path is blocked by a large barricade that has been erected by marauding bands of enemies. The solution, of course, is your vehicle, a mix between a dune buggy, tank and the Batmobile. It has a rocket boost which allows you to leap directly over chasms or barricades, as well as punch directly into enemy vehicles to flip them over. For more direct assaults on groups of enemies, vehicles or structures, the vehicle also had a rocket turret that could be aimed and fired. While I never found out the specific name of the machine, I couldn't help but liken the machine to a Warthog from the Halo series; it felt like it had the same kind of control and suspension, but the rocket turrets allowed the gunner to cause more destruction.

Surrounded? Not a problem.
The art style of Borderlands really makes the game stand out, particularly now that it's been redesigned earlier this year with the cel shading-influenced look. However, one thing that was unexpected was the improvement in visual fidelity on the PC. Thanks to DirectX 10, improved resolution that supports 1920x1200 and better shading and texture work, the PC version really appears to leap off the screen. That's not to say that the console versions aren't eye-catching, because they are; however, put side by side, the PC version appeared to be the clear visual standout. We'll have much more on Borderlands soon, but for now, check out the latest clips of the game in action.
Supplied by IGN.com





