Fri 16 Oct 2009
Borderlands: Mad to the Max?
ByHalfway into Borderlands’ development, Gearbox Software changed everything. A game that started out a dour shower of browns, greys and post-apocalyptic shadows was fed through the Crackdown filter and came out a blaze of SEGA blues, Mario shine yellows and Jet Set cel-shading.
The visual rewrite has done more than merely distinguish the game from its nearest rival, Fallout 3. It also accentuates the Mad Max humour of planet Pandora’s inhabitants and scenarios, turning grisly headshots into party-popper exclamations while, to be frank, making the world a far more pleasant place to be. Any tourist of a science-fiction planet overrun by rag-wearing sand-bandits acknowledges the risk of having one’s balls torn off by a pet rabid mutant hyena. So why not balance the dark risks with some bright, happy vistas?
Twisting graphical conventions isn’t Borderlands’ only novelty. From its unique concoction of ideas plucked from varied influences, Gearbox is hoping to birth an entirely new sub-genre, the RPS, or “Role-Playing Shooter”, as they’re calling it. In truth, this is really just a catchphrase way of articulating a more general trend in action games that has gained momentum in recent years: combining first-person run-and-gun combat with player-defined character progression.
As with Fallout 3, your character earns experience points for every kill and mission completed. At level-up, you earn a single skill point that can be spent on one of 21 ability upgrades, increases to accuracy, fire rate, weapon magazine size and suchlike. As you spend points on those areas that best suit your own play style, so a gently unique character of your own making emerges.
You can read the rest of this play-through of the game’s first five hours here.
