Tag Archive for 'Gearbox Software'

Borderlands

Borderlands is a real success story. It could have been so different. It’s not always that a new IP which was heavily delayed – and endured a major change of art style mid-way through development – turns out to be any good. It’s also rare for a developer to take such a risk with genre; whichever way you look at it Gearbox Software either took the FPS and infused it with elements of the dungeon crawler, or vice versa. You get the feeling it was a calculated risk, that Gearbox had total confidence in their unusual idea. They were right to be so confident. Borderlands is easily the most compelling new twist on old genres to come out for many a year and not only that, it’s an intensely satisfying experience from start to finish.

That it is compelling is even more remarkable as the game is given only the barest of story frameworks from which to hang itself. It casts the player as a new arrival on the planet Pandora. A treasure hunter, of sorts, searching for a mythical vault. Fortunately they chose not to labour the point, or even overtly draw attention to the fact that the player is trying to open something which has remained unopened for quite some time, on a planet called Pandora. The rest of the game follows the trials and tribulations of your vault hunter as they search for the vault. Missions are largely handed out as quests by NPCs leading to some questionable MMO comparisons. Rather than it being based on an MMO I see it more in the vein of something like Diablo, minus the random level generation.

While not deep, the story is compelling; largely due to the charismatic band of characters – both friends and enemies – that the player meets along the way. There’s a whimsical style to the portrayal of the character which is really likable. Claptrap in particular is a standout character. The Claptrap robots are found all over and as their name suggests they tend to do all of the talking. They really remind me of Wall-E in a strange way and are always likable. An aspect of their charm probably relates to the fact that you often find them injured and in need of repair by you. In addition to the characters and the natural curiosity felt due to the desire to discover what is contained in the vault, the main driver for the player’s desire to continue through the game is the loot which can be found in crates and on fallen enemies. Loot comes mainly in the form of new guns, but also in the form of grenade mods and also new shields. All of these types of artifact can have various modifiers applied. Some guns reload really quickly, some cause elemental damage, some cause more damage and reload more slowly, some have massively powerful scopes, and for the most part the generation of these weapons and also the equipment is random. This means there’s almost always a shiny new toy hidden on the next enemy or in the next crate. This is really compelling.

The last compeeling aspect is the constant feeling of character progression. The game has an RPG-lite levelling system, with experience points and a skill tree. At level five the player unlocks the skill associated with their class and also starts earning points which can be ploughed into the skill tree. Each class has three distinct branches in its skill tree, though points can be ploughed into any branch at any time. In addition the game allows for the player to re-distribute these points for a cost whenever they desire. Even within one class there are enough different ways to customise your character to make it really interesting. There’s a level cap at 50, so there’s a limited number of skill points and it’s worth really thinking about the way points are spent.

The four classes are really very well differentiated from each other, both visually and in the way they play. The obvious choice for the person playing through it in single player is the Soldier, whose special skill is a deploy-able turret. The other classes are the Hunter; a sniper focused support class whose special skill is a bird of prey (called a Bloodwing) which will kill enemies for the player, the Siren; a weaker class with the ability to phase walk (turn invisible and invulnerable for a period of time, causing damage in an area of effect around the player whenever they go into or come out of the the phase walk state) and the Berserker; a tank like heavy weapons specialist whose special skill is an overdrive mode where they put down their weapons and cause huge amount of damage with their fists. With wildly different appearances, audio cues and play styles, each class feels really well rounded and also rewarding to play as. The Hunter in particular feels quite sadistic with the way he chuckles to himself whenever he kills enemies. Similarly satisfying are the screams of the Berserker in his overdrive more and also the sounds of his swinging punches.

Each class’s skill tree contains some really fantastically though out skills which add further to the entertainment. The soldier in particular has some really interesting abilites such as being able to heal team-mates by shooting at them. This really comes into its own in the multiplayer co-op mode. Indeed the class interaction is fantastic in the co-op setting, with each class feeling essential and really adding to the dynamics of a team.

Once the game has been completed a Second Playthrough opens up where the enemies in each area have increased in level (starting at around the level the player should be by the time they’ve finished their first playthrough), the loot drops also increase in their impressiveness in this second playthrough. This adds yet more longevity to a game which took over 20 hours to playthrough in single player, in addition to the various co-op games I also enjoyed.

While Borderlands is not without its issues such as occasionally nutty / dumb seeming artificial intelligence and a story which could really have been fleshed out a little more, it is easily a top notch game. Its weapons feel weight and accurate, the art style is colourful and unique, visual effects pop and fizz – particularly during intense battles- and the sound design is fantastic. I can’t recommend the game highly enough and look forward to the rumoured and well deserved sequel.