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[OFFICIAL] ~ BORDERLANDS 2 ~ | Released !
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Developer:Gearbox Sofware | Publisher:2K Games | Release Date:TBA 2012 | Genre:Shooter RPG | Platforms:XBOX 360,PS3,PC
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2K Games and Gearbox Software Announce Borderlands 2 in Development
Fans can get their first glimpse of the bold evolution of the Role-Playing Shooter at Gamescom and PAX Prime 2011 this month
New York, NY August 3, 2011 2K Games and Gearbox Software announced today that the sequel to the extravasplosive breakout hit, Borderlands, is currently in development at world-renowned developer Gearbox Software. Coming to the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system and Windows PC during Take-Two's fiscal year 2013 beginning on April 1, 2012, Borderlands 2 is the epic sequel to the ultimate four-player Role-Playing Shooter loot fest. Combining invention and evolution, Borderlands 2 features all new characters, skills, environments, enemies, weapons and equipment, which come together in an ambitiously crafted story. Players will reveal secrets, and escalate mysteries of the Borderlands universe as they adventure across the unexplored new areas of Pandora.
2K Games and Gearbox Software are taking this show on the road, and fans and media will be able to get their first look at the game at Gamescom 2011 from August 17 August 21, and at PAX Prime (Booth #3417) from August 26 August 28. Eager gamers can learn more about Borderlands 2 right now by picking up the latest issue of Game Informer Magazine, which has the worldwide exclusive cover story on the title. Readers will find many game details inside the issue, including the first reveal of one of the several new character classes being introduced in Borderlands 2.
About The Game..
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About Borderlands
Taking the gaming world by storm, Borderlands delivered its unique flavor of humorous and lovable characters and addictive non-stop collaborative loot-hunting gameplay on an unsuspecting populace. The critically acclaimed and best-selling Role-Playing-Shooter, as well as its four downloadable expansion packs, captured the imagination and attention of single-player and cooperative gamers around the world.
Borderlands 2 First-Look Preview Gamescom 2011
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Gearbox is hardly taking the easy route with its next off-the-wall hybrid of first-person shooter and role-playing game.
If Borderlands is an example of how far an original concept and a terrific sense of humor can take a game, then Borderlands 2 is what happens when the developer takes a step back and realizes that those two qualities aren't everything. In fact, listening to Gearbox vice president Steve Gibson, you can't help but feel tempted to remind him that Borderlands was actually a pretty great game. "We had no weapons in Borderlands 2 for about six months while we gutted the weapon system and replaced the whole thing," says Gibson. "But we felt like we could do a lot better. We thought the AI system could be a lot better. We felt like the quest system could be a lot better. We felt like the vehicle system could be a lot better." We're sensing a theme here.
Gearbox's laundry list of improvements starts with the gameworld itself. While Pandora was a visually striking place with delightfully absurd inhabitants, the whole place lacked any sort of greater context. Why are you there? Do people actually live in this place apart from those enemies? According to Gibson, "This time around we've actually put the writer of Borderlands in the same room as the lead designer of Borderlands. We're connecting the world and the story and your quests all together now. We're trying to weave a much more intricate tale."
Specifics on said tale are hard to come by right now, but here's hoping it's as endearingly ridiculous as the rest of Borderlands 2. This is a game where one boss fight has you up against a heavily armored enemy who has tied a vulgar midget to the front of his riot shield. This is a game where suicide bomber robots come charging at you with reckless abandon, dragging their torsos around if they were lucky enough to lose only their legs. And did we mention the disposable guns? Instead of reloading them, you just throw the empty ones at your enemies for no other reason than, well, why not? (Even stranger, the next disposable gun just appears in your hand as if out of nowhere.)
Yet it's not all silliness and absurdity. Gearbox promises a wholesale overhaul to the way enemies behave in combat. You'll find enemies who are more keenly aware of their surroundings and chances of survival, jumping up to higher ledges to flank you, dodge out of the way of gunfire, or slink off behind cover and back toward safety when they're critically injured. "Enemies are actually going to work together, call plays, and take more advantage of the environment," says Gibson. At least, the smart ones will do that. The psychos, everyone's favorite raving lunatics from the first game, still operate with a mantra that Gibson describes as, "Wow that's a gun! I want my face in front of it."
Getting around from quest to quest looks to be easier thanks to reworked vehicle physics. Gibson promises that your car of choice will no longer freak out when it clips the slightest rock, reacting more smoothly to bumps along the road while adding more variance to the previously zero-sum game of trying to run over enemies. (It was either you killed them dead, or they stopped your car.) Speaking of navigation, Gibson also boasts that views of the gameworld from high-up vantage points are now "geographically correct" rather than a faked skybox, meaning that you can now spot someplace you'd like to go and simply head in that direction until you get there.
The one quest we were shown served to explain what Gearbox is trying to do differently with some of the mission designs. In this case, you're out to rescue a friend of yours who is being held hostage at the top of a dam by the evil Hyperion corporation. As it turns out, that friend is actually Roland from the first game--there's a new cast of characters, while the original cast return as non-player characters--and he's being held by a floaty jet engine robot monster called the W4R-D3N. Said robot monster proceeds to lead you on a chase along the dam, where you have to deal with groups of incoming enemies, some of whom are called in as reinforcements from Hyperion's base on the moon. Why? Because why wouldn't the evil corporation you're fighting be able to call in airdrops from the moon? You can dual-wield ridiculously powerful and exotic guns. It's all about keeping a level playing field.
The point is, Gearbox wants to make quests more about being self-contained adventures and less about being sent off on yet another fetch quest. We could continue to go on about areas that Gibson wants to improve, but suffice it to say that the team at Gearbox isn't resting on its laurels for Borderlands 2. Now we're just eager to play the thing and see how it feels, and whether some of the user interface improvements Gibson promised feel like major upgrades. But we like what we've seen so far, that's for sure.
If Borderlands is an example of how far an original concept and a terrific sense of humor can take a game, then Borderlands 2 is what happens when the developer takes a step back and realizes that those two qualities aren't everything. In fact, listening to Gearbox vice president Steve Gibson, you can't help but feel tempted to remind him that Borderlands was actually a pretty great game. "We had no weapons in Borderlands 2 for about six months while we gutted the weapon system and replaced the whole thing," says Gibson. "But we felt like we could do a lot better. We thought the AI system could be a lot better. We felt like the quest system could be a lot better. We felt like the vehicle system could be a lot better." We're sensing a theme here.
Gearbox's laundry list of improvements starts with the gameworld itself. While Pandora was a visually striking place with delightfully absurd inhabitants, the whole place lacked any sort of greater context. Why are you there? Do people actually live in this place apart from those enemies? According to Gibson, "This time around we've actually put the writer of Borderlands in the same room as the lead designer of Borderlands. We're connecting the world and the story and your quests all together now. We're trying to weave a much more intricate tale."
Specifics on said tale are hard to come by right now, but here's hoping it's as endearingly ridiculous as the rest of Borderlands 2. This is a game where one boss fight has you up against a heavily armored enemy who has tied a vulgar midget to the front of his riot shield. This is a game where suicide bomber robots come charging at you with reckless abandon, dragging their torsos around if they were lucky enough to lose only their legs. And did we mention the disposable guns? Instead of reloading them, you just throw the empty ones at your enemies for no other reason than, well, why not? (Even stranger, the next disposable gun just appears in your hand as if out of nowhere.)
Yet it's not all silliness and absurdity. Gearbox promises a wholesale overhaul to the way enemies behave in combat. You'll find enemies who are more keenly aware of their surroundings and chances of survival, jumping up to higher ledges to flank you, dodge out of the way of gunfire, or slink off behind cover and back toward safety when they're critically injured. "Enemies are actually going to work together, call plays, and take more advantage of the environment," says Gibson. At least, the smart ones will do that. The psychos, everyone's favorite raving lunatics from the first game, still operate with a mantra that Gibson describes as, "Wow that's a gun! I want my face in front of it."
Getting around from quest to quest looks to be easier thanks to reworked vehicle physics. Gibson promises that your car of choice will no longer freak out when it clips the slightest rock, reacting more smoothly to bumps along the road while adding more variance to the previously zero-sum game of trying to run over enemies. (It was either you killed them dead, or they stopped your car.) Speaking of navigation, Gibson also boasts that views of the gameworld from high-up vantage points are now "geographically correct" rather than a faked skybox, meaning that you can now spot someplace you'd like to go and simply head in that direction until you get there.
The one quest we were shown served to explain what Gearbox is trying to do differently with some of the mission designs. In this case, you're out to rescue a friend of yours who is being held hostage at the top of a dam by the evil Hyperion corporation. As it turns out, that friend is actually Roland from the first game--there's a new cast of characters, while the original cast return as non-player characters--and he's being held by a floaty jet engine robot monster called the W4R-D3N. Said robot monster proceeds to lead you on a chase along the dam, where you have to deal with groups of incoming enemies, some of whom are called in as reinforcements from Hyperion's base on the moon. Why? Because why wouldn't the evil corporation you're fighting be able to call in airdrops from the moon? You can dual-wield ridiculously powerful and exotic guns. It's all about keeping a level playing field.
The point is, Gearbox wants to make quests more about being self-contained adventures and less about being sent off on yet another fetch quest. We could continue to go on about areas that Gibson wants to improve, but suffice it to say that the team at Gearbox isn't resting on its laurels for Borderlands 2. Now we're just eager to play the thing and see how it feels, and whether some of the user interface improvements Gibson promised feel like major upgrades. But we like what we've seen so far, that's for sure.
Borderlands 2 Features New Playable Characters & Customizable Weapons
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Borderlands 2: List of improvements and new features outlined
Sequels can be very problematic. For every Austin Powers 2 or Godfather 2, you have dozens of Speed 2 or (cringe) Grease 2. This reality extends to the realm of video games. While Dragon Age Origins opened to a lot of positive critiques, Dragon Age 2 was lambasted by quite a few critics who felt really let down. The bottom line is this producing game sequels involve walking a tight rope between your installed base of fans and improving the franchise so you can make even more sequels (and, since game publishers arent doing this for charity, more money).
The focus must be on building on what made the prior game successful or worthy of a fan following. It appears this dynamic hasnt been lost on the developers of Borderlands 2, Gearbox Software. In an interview at Gamescom, Gearbox said that the game features a new playable Siren character. Her name is Maya who will have a different ability from Liliths phasewalk. Indeed, all Sirens have different abilities. In total, there will be four new playable characters including Maya and the dual-wielding dwarf, Salvador. Two other characters are still unrevealed. There will also be more weapons from across a wide range of manufacturers. There is even a player trading system for these weapons.
The trade system has been improved and will be a better version of the drop that one and Ill drop this one system of the first game. Split-screen mode will also be available along with an enhanced UI. Plus, those pesky non-eligible quest messages are gone with Borderlands 2. So far, the list of improvements and enhancements show that Gearbox is paying attention to their fan base. Looks good so far.
~Will Be Updated Soon~
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