Borderlands: The Secret Armory of General Knoxx Review
Hard Knoxx.
Version tested:
There are salt flats, twinkling with the bright bones of fish, left behind by a long-dissipated ocean. There are circling hit squads made up of foxy gymnasts, itching to slide a hot pink katana up your nose. And then, at the centre of it all, there is General Knoxx, a suicidal cold warrior, willing you ever onwards, urging you to close the gap and finish the job.
They get downloadable content at Gearbox. It's more than a contractual obligation to this team, more than a wearisome way to keep an old disc in everyone's drive. Many said that the original Borderlands was a little sketchy around the edges; the developer seems to agree. The studio's using the post-release vacuum to provide the mission drops and additional modes that everybody expects from an 800-Microsoft-Point care package, naturally, but it's doing something else, too: turning DLC into a kind of second pass, layering in the detail, and sharpening the focus.
So you're back on Pandora. What's changed? Someone wants to kill you, for starters. Someone always has in Borderlands, of course, but this time it's personal. Two minutes into the game's first real mission, and you're knee-deep in back-flipping Crimson Assassins, fronted by Vulcana (I killed her super-quick, incidentally, and I didn't have a pen nearby, so I can't be entirely sure that was her actual name).
Vulcana: you were, like, totally hot. I dug the shiny black bodysuit, the sultry voice and the nimble moves. It's too bad I had to set you on fire. Worse still that you didn't have any loot worth pinching afterwards. Oh well. XOXO.

In the Lockdown Palace, you'll meet Mr Shank, a prison boss who doesn't want you to think he's gay just because he hasn't harmed a female captive you've come to liberate.
The Secret Armory of General Knoxx isn't all about raiding sexy corpses, of course - although, frankly, they had me at hello with that one. Borderland's third DLC instalment is the biggest yet: a decent chunk of adventure, continuing the main story arc as it pitches you into a guerilla war between the invading vanguard of the Atlas Corporation who want to take control of the planet and, on the opposite side, Athena, a rather prickly hottie would really rather that didn't happen.
Spearheading Atlas' mission is the General himself, a winning combination of weary one liners and hulking mech suit, and there are plenty of cheery cameos too. (Gearbox has clearly been keeping an eye on which members of its oddball cast has gone down well with the fans, so resident grease monkey Scooter is back in an expanded role, and Moxxi, the sad-eyed china-doll psycho from the Underdome expansion, makes a devastating curtain call.)
As a very smart acquaintance of mine pointed out quite recently, the setting of Borderlands is actually pretty interesting: a nasty backwoods planet where the population is forced to rely upon the good favour of a handful of villainous megacorps who import everything of value from off-world. Now it seems that, with the Vault business out of the way, Gearbox is starting to experiment with the universe it's created. The boxed game had a habit of making you feel a little irrelevant at times, and as the assassins on your tail suggest, that's all changed here. Because of what you did at the original game's climax, you're Atlas' number one target now. Finally, after months of levelling, you're allowed to take a central role in events.
It's not just a narrative experience, however. If you're after the stats - and, since this is Borderlands, that would be totally appropriate - The Secret Armory clocks in with over 40 new missions, three new vehicles, a bumped-up level cap of 61, a new class of rare weapons, and a brace of new enemies and maps.
The new maps are amongst the best so far. Focused on T-Bone Junction, a figure-eight of tarmac with a surprisingly bustling hamlet threaded into it, ribbons of highway are flung out to both the left and right. They're covered with Crimson Lance checkpoints and lead to nice roomy scatterings of desert, perfect for exploring - and even more perfect for accidentally blowing yourself up on rusting depth charges (this landscape was once underwater, after all).
Highways, being pretty linear affairs by design, mean that there's a fair amount of tooling along in a straight line. But even these sections turn out to have plenty of secrets of their own to discover, and while there's a lot of backtracking involved, there are enough side-quests to fill in while you're going from A to B.
They're the ideal spaces to try out the new vehicles, too. Ranging from the flimsy to the brutally heavy, the three new rides add a much-needed element of variety to the game's barren garage. At the high end is the Lancer, a kind of depraved Hummer with a grinning grill stuck on the front - a fearsome, if lumbering, beast that can likely withstand a direct hit from a nuke. Then there's the Monster, a rugged mid-ranger blessed by a fantastic homing missile launcher and enough flame decals and white-trash piping to make it the kind of thing Evel Knievel would probably have piled the kids in for holidays.
Finally, there's the Racer, its exhilarating boost balanced by the fact that it explodes in an awkward flash of boiling metal and bouncing tyres if you so much as sneeze while cornering. You can fling it off the end of a ramp and watch it tumble through the sky for the best part of a minute, though, even if you don't really want to be inside when it lands again.

Assassins race around in short epileptic bursts: it's both unnerving and kind of funny.
Granted, all the vehicles have to contend with Gearbox's bizarre physics modelling - in short, the game can never decide whether you're skidding over the surface of the moon in a bouncy lunar rover or trying to cross a large expanse of gravel on a SMEG refrigerator tricked out with skateboard wheels - but there's been a nice attempt to make each car handle a little differently.
If the vehicles are merely OK, some of the new enemies are genuinely fantastic. Those Assassins pop up every so often to keep you on your toes, flipping in and out of shotgun range and leaving attractive crimson slashes across your vision, while the other Lance corps have been boosted by everything from racketeers, hovering overhead and letting loose with missiles, to the Devastator, a gigantic mech that can take a frightening amount of damage while it shreds your health bar in seconds.
Warping into confined spaces, Devastators are a terrifying presence. They still pail beside the towering Drifters, however. Five-storey daddy-long-legs with glowing slopes of brain and a hideous spindly gait, this latest addition to the Pandoran ecology reminds you that the very best enemy design lies outside the realms of mere artistic appreciation because it freaks you out too much to actually look at it. They're fantastically horrible to contemplate, and whenever I heard one pulling itself out of the sand just around the next corner, I found myself wishing I was very far away. Possibly holding a frappucino.
Assassins, Devastators, Drifters and the rest of them provide the supporting cast for the most polished story Gearbox has yet pulled together. Picking up after the final credits have rolled means Knoxx is aimed at level 35 players and over, and a lot of the focus of the central narrative as you take on the General seems to lie with providing the kind of pressurised end-game the original release fumbled somewhat.
It's witty, vivid, and, at times, brutally difficult. The whole thing starts fairly slowly, with a couple of cut-and-paste roadblock-clearing objectives, but you're soon jetting off on suicide missions, stamping out the worst excesses of the local wildlife, gadding around in cable cars, and raiding a high security prison by precision boosting your car through a tiny knothole in a cliff face. Everything's soloable, but it's worth having a friend around for the brilliant final battle with Knoxx, as, with a chum beside you, respawning health turrets switch from cheap trick to smart secondary objective.
Once that's done - take your time, and you can get a good weekend out of it - there's some final content available only to players who have hit the new level cap. It's unspeakably challenging, but it rewards you appropriately.
Meanwhile, some truly wonderful artwork manages to gives the game's caving spirals of primeval highway the spooky grandeur of ancient Egypt, especially when it sticks them next to a bluff topped with the bones of a giant reptile. But whenever the game threatens to become beautiful but sombre, a gimmick - a billboard advertising a mad scientist's lab for rent, or a tatty roadside attraction named The World's Largest Bullet - yanks everything back towards tobaccy-chewin' hilarity. Like GTA, this is a game with more than just a sense of humour; it's a game with an incredible eye for the shrill Technicolor of hick culture.

There's a new arena mode to play through, pitching you against wave after wave of the Crimson Lance. It's a cracker.
All of the above is lovely, of course, but what's truly unmissable about Knoxx is that playful sense of evolution. Along with new toys and new objectives, you're buying into the chance to see developers exploring different directions to take their game in, changing its scope and its balance, moving things around to see what happens, and zeroing in on the stuff that looks promising. This is how Turner used to paint (apparently, anyway - I rarely watched), and it worked out pretty well for him.
It's working pretty well for Gearbox, too. Dr Ned and Moxxi's Underdome may have been about busting Borderlands out into strange new splinters, but Knoxx sees the team returning to the core experience and quietly tinkering. There's more polish - NPCs have lip-syncing, cut-scenes are a little more elaborate - but there's also a sense that you're seeing the future of the franchise take shape, and that makes for a dazzling combination.
The truth is, when it comes to DLC, nobody is doing this stuff as well as Gearbox's team at the moment [apart from Capcom, perhaps - Ed.]. And they just keep getting better at it all the time.
9 / 10
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Comments (42) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Gearbox, not only have you made sweet love to me, but you cuddled me all night and now you've made me a massive English Breakfast. I thank you.
OK, you read it right, I like being cuddled afterwards. So sue me.
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General Knoxx is a genuinely interesting adversary, and the story telling has been vastly improved.
How long Gearbox can keep this up is anyone's guess...
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Think it's going to be a Mass Effect / Borderlands DLC / Bad Company 2 week.
Ace
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The ending is highly fun.
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I have yet to start the game, might wait until this now or.
On that subject, it would seem that only 2 of the 3 lots of DLC is on the disc EG mentions on the hompage. Play.com have it for £15
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This DLC probably took me and my friend to find like 6-8 hours, which is very good for a DLC.
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Sorry but how is that a GOOD thing for games?
By the time you get this you've almost paid for the original game again. How is it a positive step that the original was thin on the ground and has some pretty obvious flaws (which was offset by 'ooh shiny useless lot drop' and 'ooooh, shiny art style' in review scores) and for it to be then layered in later, after release, with content that you have to pay for?
Wether DLC is a good thing or not, I found that to be the most ridiculous way to open a review of a DLC package I've ever seen. Under that logic every game may aswell be released episodically for a fiver a time.
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Don't worry, they remove the roadblocks eventually allowing you to drive straight through that long highway. I know what you mean though, it annoyed me to begin with!
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Content made AFTER the game was finished. And looking at the file size, a lot of it. They could have simply said "game is done, no more Borderlands" and that would be that. You do not need to get all, or in fact any, DLC. I never bothered with Mad Moxxi's as I was not a huge fan of arena fights.
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20h of fun with 3 friends.... best few pounds i have ever spent.
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(For Those That Know
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DLC is fine but I'd rather have a hard copy.
Suppose I could download to both my xbox 360 drives for backup purposes
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1. One fast travel point, Dr Ned was nice and small, I don't have the time to play for 8-9hrs straight, the driving was the worst part, focussing on it and even worse forcing you to by having a single fast travel point is a terrible idea, particularly coupled with 2...
2. Its stupidly unfairly hard on playthrough 2. I'm using a soldier and my mate has a hunter and only he's doing any real damage any more. The Crimson Lance section was the only bad bit in the first borderlands (rubbish ending and no killing of claptrap aside). Now they're all armed with shock weapons, even their vehicles kills your cars in seconds, you just die and die and die... The only way to do it is through playthrough 1 or spend ages leveling outside of the new quest which seems to defeat the point somewhat.
I really really wanted to love this, we've been talking about nothing else for two weeks prior but the new enemies (assassins aside) seem to be Gearbox wanting to hammer the challenge up without really realising what made the first game so fun. Anyway perhaps we'll level up enough to enjoy it but for the moment I'm struggling to gain the motivation...
FYI I'm a lvl 52 soldier, machine gun with 348 dmg and 70% fire rate mod so I'm not exactly a weakling before I get too much stick from the hardcore lot:-D
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What's the problem with that? I don't think it's a crime for a game to be coop centric. About the difficulty, yeah... it's a bit, but one doesn't need to kill everything. I usually avoid fighting multiple vehicles.
Btw, found a sneaky midget yesterday, buggers are level 61. Took forever to kill him.
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As Claptrap would say, "Yeah well HAH!"
I'm having a better time of it. I started playthrough 2, detoured to Zombie Island at level 42 or so, stopped playing once I hit level 50 cap (otherwise all your quest completion XP seems to go down a black hole!) then resumed once I had this DLC. Reached level 53 when I completed the main quest, went over to T Bone and dealt with the ninja squad without too much trouble.
So for all those having trouble, was it because you completed quests while on the level cap and lost all that delicious XP? Ideally the XP should have just accumulated so as soon as you start the game having downloaded Knoxx you level up some more. Naughty Gearbox.
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Negotiator is right to an extent. My controversial opinion is that it's like Left4Dead: a game that uses co-op as a crutch, and quickly falls flat without it. The Zero Punctuation review as always says it better than I ever could.
If something is designed for co-op and intended to be played co-op then how can it really be using it as a crutch? I'm not sure what the intended audience for Borderlands was (I enjoyed it equally both single player and co-op) but saying Left4Dead "uses co-op like a crutch and quickly falls flat without it" to me is like saying WoW "uses its massively multiplayer nature like a crutch and quickly falls flat without it".
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I'll play with anyone that fancies a game! And I'm not a complete jerk. But I am a lowly level 30-ish, still on my first runthrough...
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Its not a bad point around the level cap, we went straight in at level 50 and found it very tough indeed, there was a badass level 54 on one of the early roadblocks and the amount of swearing and rum drinking required to get through was frankly ludricous! Still would argue the point stands however, Gearbox stated that this is for players who've completed playthrough 2 and want a new challenge, I would argue its more of a complete ass kicking unless you've done as you have and played other levels so you're above lvl 50 when you start.
Oh and the single start save point irritant also still stands along with the driving, why Gearbox suddenly thought we needed more driving sessions I'll never know and you can't even run the f&%$$g drifters over!
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But either way Borderlands is fantastic and Zombier Island was fanatstic too. Just about to stat this and go all madmax.
See ya...................
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Then I think of something like Halo 3, which presented a compelling singleplayer experience AND also let you play the whole thing through with co-op! And that's what I'm on about - design a great singleplayer game and then let us share it with friends. Because a shallow experience is still shallow even if your friends are there. I have several friends who just got bored of Borderlands, even playing it co-op, as there's just not enough to it to keep you interested. There's no real story, no epic battles, no crafting (how is it everyone else on Pandora can customize their weapons but we can't??) and almost no real depth beyond some very bare statistics. Yes, it's fun, but it's not as amazing as some folks think it is.
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Up until you fight Knoxx.
Oh, he's tricky, and at level 42 I'm wondering where the complaints are coming from. Be sure to have some good corrosive guns, though I spent most of the shooting at his head with a rare SMG and that kept him from firing his shots. Meant I could just stand there until the adds come along.
But he isn't impossible.
No, I'll tell you all where Gearbox made A COLOSSAL FUCK UP. If you quit the game at any point during the DLC, you're returned back to T-Bone Junction. So, after going through the long trek to Fort Knoxx, then fight the guy, then ATTEMPT to escape the fucking bomb (I still haven't worked out how the hell you do that), you end up dying...
And have to do it all over again. From T-Bone Junction.
I'm just calling Oxford, I think we finally found the true definition of the phrase "dick move".