Borderlands Preview

Brothers in 650,000 Arms.

In light of every developer ever's recent decision to set their game in the aftermath of a fictional apocalypse, it's easy to assume Borderlands is much the same. It's got barren, desolate plains, the locals are dressed up in rags and desert goggles, and all the jibber-jabber's about settlements and bandits.

As you will know if you were paying attention during the Borderlands reveal at last year's Games Convention, however, that's not the case. This is actually a distant planet called Pandora, where failed colonisation has left disparate groups of maladjusted individuals to fight over the scraps on barren, desolate plains in rags and desert goggles while talking about settlements and bandits. Completely different, see?

If you can get past the theme though, you may be richly rewarded, because Borderlands is an interesting-looking cross between first-person shooter and role-player. You take on one of three roles (two of which we see during our demo), each with unique skills, abilities and backgrounds, and developer Gearbox Software is pushing the RPG angle heavily.

For starters there's an experience-points bar at the bottom of the screen, and as you level up you get to make decisions about how to develop your abilities (using a software interface to hack into your existing hardware augmentations), and improve your proficiency with specific weapons based on their use. Shotgun-lovers may learn to absorb recoil and get better results at range, for instance.

Your character is also persistent across different game sessions, which brings us to the co-operative angle. Gearbox demos the game in co-op and says it's meant to be played that way, and in order to promote and encourage that you will be able to take your character - whatever his current level, equipment and abilities - into another player's game, however much progress he or she has made. Any progress you make there and any items you collect can then be transported back to your single-player game, or indeed taken to another friend's co-op game.

'Borderlands' Screenshot 1

That's nicer than my flat, depressingly.

But hang on, you might say, if you're just replaying old bits with a friend, won't you already have all the stuff the two of you discover? And won't you feel a bit bad nicking his loot? Not a bit of it, says Gearbox, for a number of reasons. The big one is that in-game weapons are procedurally generated, which means that Gearbox has laid down a range of parameters (loading mechanism, stock, barrel, etc.) and the game itself creates the guns. The system can produce over 650,000 variations.

So not only will the guns you find probably be new, but you'll covet them. Wooden handles are rare, electrified ammo has a BioShock-style stunning impact, sniper rifles with revolver mechanisms are plain old sexy. When you move towards a dropped gun, a pop-up box allows you to quickly survey its stats and see whether it's better than the one you've got in any crucial area.

Guns aren't just found on your enemies and hidden in caves, either, but can be located in randomised RPG-style "drops". The local wildlife enjoys munching down on the odd bandit, and what's left behind often yields bonuses, as do treasure chests with random contents - grenades and ammo, yes, but also guns.

The experience itself varies, too, thanks to Diablo-ish randomisation of combat within specific levels, which might as well be instances. We're shown the Iridium Mines level, which splits the two players up on different paths. The bandits inside are holding hostage an alien artifact, which is a valuable commodity on Pandora, and the administrator of the nearby Newhaven Settlement wants you to get it back. The quest's the same across game sessions, but what happens isn't: in our case, the two players converge on a bunch of bandits sat around a campfire roasting a dog-like "skag", and while one player distracts them with a sniper rifle the other assaults from the flank and cleans them out.

Combat itself is bloody as well as dynamic. Gearbox has no problem getting an "R" rating, so there's dismemberment galore - flying heads, twitching legs - and lots of gibs from cluster grenade chain explosions. On the defensive side, players have a recharging, Halo-style shield and can pick up things like orb shields to augment that. Your ally's health is shown in the top-left, too, so you can keep an eye.

Outside the mines, we're promised Pandora is vast, taking hours to traverse. Vehicular transport and combat will play a big role to assist. Inevitably one player drives and the other rides shotgun, but you can switch places at any time without stopping, and the things you do in the vehicle also contribute experience points. You'll also be able to customise your ride with different weapons and other add-ons.

'Borderlands' Screenshot 2

Weapons may differ in terms of their scope's range and accuracy, among millions of other variables.

That's all we're shown for now, but it leaves a decent impression. The incursion of MMO and RPG ideas into FPS thinking is nothing new (Rage and Fallout 3 may be new examples, but Deus Ex can stick its hand up among others), but the promise of procedurally generated weapons and persistent characters across online co-op games (which will support four players total) is shinier, and we enjoyed the blue-tinted mines with their shantytowns and Ewok bridges, strewn with body parts.

And whereas other developers contributing to the new wave of RPG-influenced shooters run the risk of scooching too close to the cape-and-armour-clad inventory clerk side of things, Gearbox's background is in shooters - the excellent Brothers in Arms, most notably - and Borderlands is a shooter first and foremost. "What we're trying to do is add a persistent character to a shooter experience," Gearbox president Randy Pitchford said recently. That works best for us. Look out for more closer to the game's release next year.

Borderlands is due out on PS3, 360 and PC in 2009.

Comments (24) Latest comment 4 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • andywilkie35 #1 4 years ago

    sounds like this'll be quality, looking forward to it
  • Ryuken #2 4 years ago

    Ditto, the game Hellgate: London should have been?
  • Morte66 #3 4 years ago

    Kind of interesting. The whole coop thing looks good -- there needs to be more coop where you can play with people you know are OK, but aren't reliant on them having exactly the same schedule as you (PUGs are the best and worst thing about MMOs). The advancement mechanics might add a layer of depth to the shooting.

    Two questions I always want to ask about a shooter and RPG:

    1. On the shooter side, is it tactical? Does cover help? Does stealth help? Are ambushes possible and helpful? Is a well-timed retreat helpful? Or is it dumb run and gun?

    2. On the RPG side, is there any actual roleplaying in between the min/max character optimisation and gear fetishism? Do you get to make decisions about which side you're on, do you get put on the spot about ethics? Can you get into your character's head and do things for a reason? Is there a story element and is it good (BG2) or pablum (Guild Wars)? Or are you just grinding NPCs because they're there?
  • Amajiro #4 4 years ago

    Actually sounds pretty great.
  • agparrot #5 4 years ago

    The last thing I need is another game that is great to play in co-op.

    Oh well, I guess it is better to be spoilt for choice... there will be something picking at the gun-porn-whore in me.

    Have been looking forward to this for a while now - the preview sustains my interest.

    Please-be-good-when-is-it-out in 2009?
  • espy #6 4 years ago

    What is it with this current trend towards post-apocalyptic shooty RPG-thingies? Wonderful! What took you so long? And Max Maxy driving bits to boot! Lovely.
  • LunatikCajun #7 4 years ago

    This is the first I've heard of this.

    Sounds really very interesting. Consider my interest piqued
  • Nithron #8 4 years ago

    First Rage, now this. Is it just me or has STALKER somehow spawned an entire genre of its own, GTA style?
  • JediMasterMalik #9 4 years ago

    Sounds great, but will armour and other equipment also have that unique look to it?
  • groovychainsaw #10 4 years ago

    Split screen co-op perchance?
  • gmmonkey #11 4 years ago

  • PearOfAnguish #12 4 years ago

    With 650,000 guns will there be a noticeable difference between them? Be nice if they take a semi-realistic approach and let you craft your own weapons by adding different barrels, converting calibres, changing mag sizes and so on.
  • darc #13 4 years ago

    First person. RPG. Co-op.

    I'm in.
  • Scimarad #14 4 years ago

    This is definitely the most promising of all the 'post-apocalyptic' games coming out IMHO. I hope it doesn't rely too much on the co-op thing though as the only time I bother with that is split-screen. I suspect split-screen is probably too much to ask for on this one...
  • agparrot #15 4 years ago

    It isn't post-apocalyptic, though, is it? It just looks like all those other games, because it is set on some dust world.
  • mkreku #16 4 years ago

    This is on my most wanted list for a reason. Love the concept!
  • cyber_nicco #17 4 years ago

  • YourMessageHere #18 4 years ago

    This is one of the best games/biggest let-downs of all time (delete as applicable after release). On paper, Rage has nothing on this, and probably neither does Fallout 3. FPSRPG is always preferable to plain FPS, even without a proper story, although it's better if it does have a decent plot. Absolutely love the idea of procedurally generated guns, especially if I can play as a gunsmith and ultimately customise every gun I have to hell and back. In my book, more weapons = better. The whole "a game needs one and only one each of a pistol, a shotgun, a sniper rifle and an assault rifle" school of thought, aside of showing that whoever it is has obviously never really tried to play a game like Counterstrike properly, completely misses the point of how satisfying it is to go out and search and search for that one particular weapon that really is exactly what you want, especially if you built it or went through hell to find it. I can see my Giant Stash o'Guns being several times larger than the game-crashingly immense hoard I ended up with in Stalker. Definitely looking forward to this very much indeed.

    Am I the only one getting Trigun vibes here?

    Also, a sniper rifle with a revolver mechanism is a really bad idea. It'd look great, true, but work really badly.
    Edited by 1 at 07/08/08 @ 19:53
  • Schiraman #19 4 years ago

    Sounds fantastic, hope it lives up to the hype.

    Anyone know what engine this is built on? Are we going to need supercomputers to run it?
  • peppergomez #20 4 years ago

  • husmor50 #21 4 years ago

    650,000 weapons? Could be amusing.

    What I find more interesting is the co-op aspects of the game.
    Is it just online co-op or is splitscreen included?
    Games need more co-op stories.

    a bit off-topic, but think Mass Effect co-op...

    that's the game I want from Borderlands (except more Mad Max than Kotor...).
  • sirtacos #22 4 years ago

    The art style is charming and the game as a whole looks potentially very fun and varied.
    However, I'm left wondering about the most important RPG aspects: can you choose which side to be on? How does dialogue work? How does character interaction work? To what extent can you affect the plot?
    Edited by 1 at 08/08/08 @ 03:47
  • 3william56 #23 4 years ago

    "a sniper rifle with a revolver mechanism is a really bad idea."
    Haha - you're talking about an industry that's had a revolver in a 7 foot sword, and a bint with revolvers in her shoes. Everything is better with revolvers!!!

    "Anyone know what engine this is built on? Are we going to need supercomputers to run it?"
    Yep - a PS3!! ;D

    I don't know about all this RPG stuff. Simple levelling up, like Ratchet and Clank or God of War's selectable weapon upgrades is fine, but I'd hate to see the game bogged down in inventory micromanagement or grinding.
  • Tomo #24 4 years ago

    Sounds really good this. Although I didn't like BiA, I think the devs know their stuff so it's certainly promising.