Rock, Paper, Shotgun

Hands-On Preview: Borderlands

Posted by Alec Meer on July 28th, 2009 at 9:05 pm.

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A little while back, I spent a few hours playing Gearbox Software’s upcoming, toon-styled, free-roaming FPS-RPG. I was horribly, desperately hungover at the time, and was almost sick on Randy Pitchford while he was cheerily explaining the thinking behind Borderlands to me. I am the most professional of all the games journalists.

But that doesn’t matter. Only the game matters. Here’s how it is.

(Click on the pics for bigguns, by the way).

It was mutiny. Gearbox head Randy Pitchford didn’t want it – he just wanted to finish and ship the damned game. His artists, though, were bored and frustrated. Mutiny. In secret, they returned to work.

They created an art style that totally reinvigorated Borderlands, one so impressive that Pitchford immediately abandoned his plans to shut down this little troupe of breakaways. He also claims that it was enough of shock to also dramatically shake-up Gearbox’s whole approach to development. (I’ll be bunging up an interview with him on such matters in the next couple of days, incidentally).

Here and now though, what matters isn’t so much whether the happy accident of the comicbook character outlines and semi-cell-shading should or shouldn’t have happened, but whether it suits the game. Or, whether the game suits it.

The answer to that is an even more important question: how does Borderlands play? We’ve heard about the thousands of weapon combinations, that there’ll be free-roaming of a sort, a post-apocalyptic wasteland and Mad Maxian vehicles, but what we don’t know is, well, what happens when you sit in front of your PC and fire up this game.

It’s like Fallout 3. No, wait, it’s like Hellgate. No, wait, it’s like Doom.

Well… it has some of the core values of all of those, but a very different implementation. It’s an RPG-FPS, fundamentally. But unlike Fallout 3 and Mass Effect and Hellgate, this isn’t an FPS-like targeting reticule built awkwardly on top of dice-rolls and statistics. It’s statistics and dice-rolls built on top of a first-person shooter. That simple inversion is key to why Borderlands works – this is an action game first and foremost. You won’t find yourself lost eight phrases deep in a dialogue tree. You won’t find a precisely-targeted headshot failing to hit because of some invisible maths, and you won’t find that aiming somewhere within a 20-foot radius of someone automagically punches a bullet through their chest. You will find that hiding behind a rock or running away stops you from getting shot. As does shooting first, and accurately.

The RPG stuff comes as a result of playing the FPS stuff well – you take out the various homicidal men, mutants and mutant-men efficiently, you earn yer XP and your loot drops. It sounds phenomenally simple, and it is. It’s just that no-one’s done it right before. Well, there’s Deus Ex and System Shock 2, but this is scarcely attempting to be those. No moral deliberation, philosophical pondering or literary references here. This is about the joy of meatheadery.

It’s very fast and very silly – more TimeSplitters than Half-Life. You battle Mutant Midget Psychos and are guided around by blind drunkards and crying robots. You wield triple rocket launchers and quad-barrelled shotguns. You respawn instantly into a New-U clone body upon death. You score critical hits on rad-addled dog-things by shooting them in the open mouth. It’s openly ridiculous, and the hyper-stylised look only boosts the glee of that. Pitchford describes it as “the polar opposite of Brothers in Arms”, and he’s not wrong. This is a game geared utterly towards instant, out of the box fun. There are 30 core story missions and 120 side-missions; after a spot of being shepherded through some introductory stuff, you’re free to go fairly off-piste. Alternatively, you can go straight to the co-op mode.

Procedural weapon generation based on combining a raft of randomly-selected elements – e.g. x base gun template + x barrels + x type of ammunition + x barrel-length – means there are more guns in the game than Gearbox can count. It’s somewhere in the hundreds of thousands, they think. If you pick up something incredible (the now traditional white, green, blue, purple loot colour system denotes something’s degree of awesomeness), you’d better watch your back. When you die [yikes - my useless memory managed to conflate dying with a system crash that did cost me all my stuff] sell or discard a gun, that massive, massive degree of randomness means you’ll probably never see the same one ever again. If you find something spectacular, you can consider it nigh-on unique. Sadly the vehicles weren’t on show at this demo, which also meant I didn’t get a clear sense of how freely you can roam, but if it’s based upon similarly unbound, randomatic principles, I’m expecting only good things.

It’s the thrill of high-speed violence paired with the compulsion of loot collection. That’s a dangerous combination, and in the wrong hands an incredibly cynical one. Given that Pitchford repeatedly trots out variants of “fuck it, let’s just have fun”, it’s pretty clear that cynicism doesn’t play much part in Borderland’s DNA.

It isn’t a tactical shooter, and it isn’t a talky RPG. It steps back to the base level of both genres and then piles style and energy on top. It’s the opposite of feature creep – returning to why people wanted to shoot monsters in the face and collect shiny things in the first place. From what I played, it wouldn’t be wrong to call it shallow. It would be wrong to call that shallowness a bad thing. Pitchford again: “we’re dancing around innovation more than we’ve ever done before.” In the land of the endless cover systems, unbound carnage is king.

That said, I’m a little worried about the intense-yet-aimless nature of the co-op mode. I’ll need to play it for much longer to get a real sense of it, I suspect, but in the half hour or so I had there wasn’t much teamwork beyond panicked heals (a one-button task) of fallen comrades and occasionally all shooting the same monster. It was fun, and intuitive, and fast enough to scratch a testosteronal itch almost instantly, but it felt perhaps a bit too vague and messy to yield the sense of satisfaction you get from, say, finishing a Left 4 Dead co-op campaign. Then again, I was playing a slim, out-of-context slice. I certainly got a bit more of a kick out of the roaming, questing and levelling up of the singleplayer, though.

What else? XP unlocks new abilities, but your own FPS prowess is absolutely vital. Pitchford talks about a level 4 player taking down level 10 mobs, simply due to his expert way with a targeting reticule.

Oh, and there’s a bunch of different classes to play as – a straight-up Soldier, the sniper prowess and vicious winged pet of the Hunter, the mystical steathing of the Siren and, my personal favourite, the meaty melee of the Berserker. Hand-to-hand combat for everyone else is largely just a panicked stab at an enemy who’s got too close, but the Berserker can enter a frenzy mode (expandable by spending level-earned skill points – eventually, I was gaining health every time I killed someone in rage mode) that maps a barrel-sized fist to each mouse-button. THUMP THUMP THUMP. Yeah, he’s kinda like the Heavy. The Heavy, though, doesn’t get to punch 20-foot-tall mutant insects to death. I’m definitely playing Berserker.

So does Borderlands live up to its art-style? Totally. Of course, the real proof of this death-pudding is in whether it can remain this spectacular and compulsive for a couple of dozen sustained hours. We’ll find that out for sure this October.

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114 Comments »

  1. RC-1290'Dreadnought' says:

    I think that halfway through the game, I want to take apart my weapons and combine the best parts. Same for the vehicles. That would be cool.

  2. Gutter says:

    Seeing as everyone is talking about Fallout 3 mods, here is a question : is it possible to mod the game to have a kind of “I Am Legend” feeling/storyline to it? The idea is that you spend the day fortifying your hideout and the night defending it.

    Seeing as NPCs are idiotically useless anyway, why not just remove them and make a game about the last human?

  3. Railick says:

    This sounds like it should have pretty low system specs, but I could be wrong. Have then already been released and if so what are they? Can’t access any of the game’s websites here at work ^_^

  4. argh says:

    I’ve learned not to read too much into the hype from game journalists, even from RPS. The game seems to be banking on the art style since that is all you hear first when someone mentions the game. And the weapon combinations is a gimmick.

    The gameplay I gurantee you will be as shallow as Farcry 2 and that was hyped to death. Such is the era of console gaming.

  5. Dominic White says:

    I really don’t get this growing wave of ‘Don’t listen to these RPS hacks – what do they know about REAL games?’ rhetoric that’s going about. I’ve seen them accused of shilling, selling out, being in the pockets of big publishers, small publishers, indie developers, guys they’ve linked to, etc. etc.

    If you’re so convinced that your opinions about games are right, and the Hivemind are wrong, then start your own blog and start preaching.

  6. Railick says:

    This looks like Diablo 2 with guns, which excites me a great deal. Or rather it looks like Doom with a bit of Diablo 2 mixed in. Shallow gameplay isn’t exactly an issue if the game is fun to play, that is the key. Trying to make a game over complex for no reason or just to please a few gamers is a waste of time. The weapon combos may be a gimmick but it sounds like a good one. It will be a great deal of fun finding all sorts of new weapons through-out the game. On the wikipedia page they said they found a gun that locks on to an enemy and then 3 seconds later the enemy just explodes :P That sounds fantastic lol.

  7. Railick says:

    This looks like Diablo 2 with guns, which excites me a great deal. Or rather it looks like Doom with a bit of Diablo 2 mixed in. Shallow gameplay isn’t exactly an issue if the game is fun to play, that is the key. Trying to make a game over complex for no reason or just to please a few gamers is a waste of time. The weapon combos may be a gimmick but it sounds like a good one. It will be a great deal of fun finding all sorts of new weapons through-out the game. On the wikipedia page they said they found a gun that locks on to an enemy and then 3 seconds later the enemy just explodes :P That sounds fantastic lol.

  8. Wisq says:

    Re: Fallout: Wanderer’s Edition, yeah, I already use the drugs mod (Better Living Through Chems / BLTC) and the sprint mod, for example. They’re two of the cornerstones to my character who wears only a trenchcoat + cowboy hat + sunglasses, and wields only a katana (and ‘nades if needed). It suitably bumps the difficulty back up, and avoids most of the VATS ugliness via FPS hackery-and-slashery. (There’s a lot of situations I simply wouldn’t have been able to win without taking a big dose of morphine + aspirin + ibuprofin and sprinting at the enemies in a blurry haze.)

    FO3 actually seems to have one of the most organised and comprehensive modding effort I’ve ever seen, thanks to the Nexus. Granted, getting them to all work together isn’t always easy — my only published mod so far is one that gets four other mods playing nicely together (”BBBMH”).

  9. I hate MMOs says:

    Sounds like World of Warcraft with guns. No thanks.

  10. Serondal says:

    @I hate MMOS = World of Warcraft HAS Guns . . . you lose.

  11. Shnyker says:

    @I Hate MMOs: Yes also, its not an MMO, and it is more shooty than most games can dream of being. You lose AND fail.

  12. pignoli says:

    @ Neems: So, having gone back and started Bioshock again this weekend, in order to actually finish it (and I’m enjoying it much more this time for some reason. I think I’ve got down exactly what bothers me about the mouse control: There is no attempt to undo the ‘look-fudging’ necessary to get it to work with a thumb-stick, so the game basically wants you to use the mouse like a giant thumb-stick. Whenever you try and spin your view round to look at something, the game makes it feel like you should let go of of the mouse and let it snap back to the centre of the pad. Proper mouselook (which is very easy to implement, remember Quake, 2K?) gives you 1:1 mouse to on-screen movement.

  13. FinDude says:

    Profile lines are always great in graphics!

  14. Phil says:

    is the loot system just a first to grtab it or is there any sort of fair balance for it?

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