Borderlands Impressions (Plus Five New Videos)
by Chris Faylor, Sep 15, 2009 5:44pm PDTA few weeks ago, I stopped by Gearbox's offices to play Borderlands for a few hours. Since then, the wait to play more of the shooter-RPG has grown increasingly agonizing, and the five new gameplay clips released today (below) only make it that much worse.
While my time with the game was brief, it made quite a strong impression on me. By the time I had to go, I could already feel the addiction setting in--that drive to slay just one more foe, to do just one more quest, to gain just one more level before leaving.
My adventures began in the Arid Hills, where I and the other three members of my team were tasked with retrieving a certain number of seeds from a nearby cave. It sounded like a simple quest--no one told us that we'd be ambushed by a Level 12 Alpha Skag.
Incidentally, that's how I learned to pay attention to a quest's recommended level.
That quest also helped me discover that it's not just the stats of your weapon that matter, but how you actually use it. Unlike a traditional action-RPG, where critical hits are more luck-of-the-draw than skill, Borderlands rewards careful aiming with extra damage.
For example, head shots.
That's not to say a weapon's stats aren't important, far from it. And because the various armaments spread across Pandora are procedurally generated a la Diablo, you'll probably have to make some tough calls as you examine what enemies drop.
Do you opt for the pistol that does a little less damage, but has better zoom for easier head shots? What about this assault rifle--it's a tad slower than the one you have now, but has a higher chance of setting foes on fire. Don't forget about that other pistol there, it won't do anything fancy like electrocute a guy, but it's got a blade on the end for higher melee damage. Or will you just go for power and take the slow rocket launcher?
As you gain slay bigger and badder foes and gain more experience, you'll also need to decide how to progress along your character's skill tree and which new abilities to unlock. Each class--fast-moving Lilith, Mordecai the Hunter, all-around soldier Roland and heavyweight powerhouse Brick--has its own set of special moves and abilities.
For example, Roland's deployable turret can be upgraded to heal nearby teammates or to just do more damage. As for Brick, you can beef him up to punch things even harder.
One thing that doesn't really come across in these videos is the game's sense of humor, such as robotic companion Claptrap casually remarking "Oh, you're not dead?" as you walk past or a mention of "momma's girly parts" being "busted" during some pre-mission dialog. For a taste of that, check out the recent Claptrap short.
Obviously, I came away rather impressed from my time with an Xbox 360 preview build of Borderlands. That's not to say I don't have some reservations--comparing weapons in one's inventory was a bit clunky, the map's lack of a vertical indicator made it difficult to find an objective if it was above or below you, and I'm not quite sure if the game will be as addictive in offline, single-player form--but there's only one way to determine how valid those concerns are, and I'm more than willing to keep playing until I can find out.
Developed by Gearbox, Borderlands hits PC, PS3 and Xbox 360 on October 20.
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Comments
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This game seems to have worse gun-damage balance than "F.E.A.R. - One Magazine One Kill".
The AI looks like it got frozen a few times there or couldn't pick which opponent to attack, and those creatures didn't react to getting shot in any noticeable way, might be nice if that was fixed some time.
Weapons sound pretty good though, the graphics are nice, getting the kill seems rewarding enough and co-op looks to be fun.
Still getting it but like most open games like this it looks like the AI needs work.
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http://www.youtube.com/watch?v=nWtZjR8mz9c
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There's also a really really damn cool story behind it. This game was practically complete (no testing/debuggin etc etc but finished as far as art, game engine, characters/levels etc etc) and the art fellows went to the like, main panel of guys, probably lead programmer and a few QC heads, and asked to change "the entire look of the game!!!!" AND THEY LET THEM!!! How cool is that!
So be ready, Borderlands, Left 4 Dead 2, Stalker - Call of Pripyat....and if you don't have it, Arma II, still new so it's gotta count, Incredible.
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A guy on the Borderlands forums got out an old Game Informer article on Borderlands and it looks like the bandits we saw are intentionally stupid! From the article:
"While this screen shows untrained bandits, another faction called the Crimson Lance is also vying for territory on Pandora. This highly trained private military shoots more accurately by aiming down the sights and actively seeking cover and flanking positions."
"Though the AI is still unfinished, we're still able to get an idea about how these untrained rebels fight. Since they're just a bunch of common thugs with no military experience, the bandits shoot from the hip and aren't all that concerned with cover. They clamber over walls and hop gaps to get a better shot at you."
Also found this in a recent interview with Randy Pitchford:
"There’s a lot of varied creatures in Borderlands first of all. Every creature has its own kind of behaviour. There are 150 varieties of creatures and enemies in Borderlands, all of them have different behaviour types. The bandits are a little more rag-tag, a little more bold, at other times they’ll be more afraid and run for cover. For the most part they’re pretty bold and aggressive though.
Meanwhile the Crimson Lance, which is the private army of the Atlas corporation, these guys are pretty trained. They’ll work together, they’ll take a knee to fire from a more fortified position, they’ll use cover when it’s available.
If you see a Scag, they’re these pack animals which come in all these different variants. The simple Scag, if he’s mad at you he’ll rush you like a bulldog, want to bite at you or swipe you with his claw. There are other Scags like the Spitter Scag, which spits acid from long range. He wants to avoid getting close to you, so instead will try to find a vantage point to spit that acid at you. There are a lot of AI variations."
From http://games.on.net/article/6867/Reader_Interview_Randy_Pitchford?page=1
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then again, its too close to dragonage, so i'll probably pick it up on ebay someday instead.
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The other thing I realized about Borderlands has the potential to be a bummer for those of you hoping to get online. There doesn't seem to be any built-in item trading interface. You're just expected to drop items on the ground to trade them. If you played a lot of Phantasy Star Online, you probably got ripped off by a stranger due to a lack of a proper item trading mechanic. There also doesn't seem to be any kind of rules for loot distribution. Instead, the game just gives the items to whoever picks them up first. All of this translates to "you're going to want to play Borderlands with people you trust" with a side-helping of "let's hope these things get added at some point in the process." That said, I didn't exactly feel lonely when I was playing Borderlands by myself, either, so the cooperative play doesn't feel like a requisite for enjoying the game.
Even Too Human had a decent looting/trading system :(
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Pretty cool of Gearbox to give the media a substantial demo and allow them to comment on it. That takes some balls.
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And AI isn't very good.
Other than that, game is looking good.
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The floating numbers and crits are beyond fucking distracting. I'd be less annoyed if it contained some blood and gore but it's nowhere to be seen. The combat looks way to grindy for me.
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That is all.
I'll still buy it, play it and love it.
That and the fact I'll be playing Operation Flashpoint 2 and/or L4D2 too around the same time means I can afford to be pickier than usual too. A nice problem to have :)