Borderlands: Four Gun as One!
I remember many years ago, I was obsessed (or in love) with an online Dreamcast game called Phantasy Star Online, so much so that I started up a gaming community around it, and the tag line for that community was “Four fight as One”. Whenever I play Borderlands now, I am always reminded of that tag line, however Borderlands has very little in common with Phantasy Star Online other than you can play online, cooperatively, in your own game world instance, with four others.

Since Borderlands evokes this sense of nostalgia within me, and has a decent first person shooter behind it, coupled with a very moorish “loot and tweak” mechanic typical of action roleplaying games, writing a glowing report for the game comes almost naturally to me. Many have claimed it is basically “Diablo with guns”, however I’d prefer to hand that trophy onto the ill fated Hellgate: London. For me, Borderlands combines the action roleplaying spirit, with the adrenaline rush and immediacy of action shooters mounted on the breadth and depth of exploratory sandbox games.
You get to select one of four pre-defined characters, each of which has been stereotyped to the N’th degree. The Beserker is a massive chested Duke Nukem kind of guy, with a propensity to stove in heads at the drop of a hat, or more precisely his over proportioned fists. The Sniper is a weaselly lanky guy with a goatee beard, wearing some badly designed fetish gear, I wouldn’t be surprised if he had a ball gagĀ in his mouth, and a pair of hand cuffs attached to his belt. The Soldier bloke is your typical supporting beefcake, with an armful of automatic weapons and a cigar tucked behind his ear, and finally, the sweetie of the bunch is the Psychic powered chick, all bra straps and attitude, with a bobbed haircut and a shock of white lightning flashed through it.

At the start of your characters journey, Borderlands drip feeds you rewards, from the initial take-up of your HUD through to the customisation of the colours of your outfit, every level gained seemingly rewards you with new items or mechanics to digest. You’re introduced to the concept of regenerating shields, and grenade modifiers, along with elemental weapons, quest boards, primary skills and specialisations as well as the liberating vehicular combat (2 man driver and turret gunner setup). So the journey is really comfortable for those new to genre and old hands alike, and it’s tailored around the first ten levels of questing and exploration. Even the quests loop in an out of the areas and landmarks so after a few levels you have an almost intimate knowledge of the environment around you. As an introduction to the game its a resounding success, however, it also becomes a bit of a burden if you’re wanting to try out a few of the classes and class specialisations because you have to roll through the same stuff for each of the different characters. Each class has a number of specialisation trees that can be followed as you gain levels and spec points, giving an overall level of flexibility and to the builds longevity to the play-style. You can roll two or three fairly different solider builds from the basic class, for example. This plays very much into the action RPG genre, and will have “Diablo fans” posting their favourite builds on numerous web site forums in no time.

Each classes featured skill, is a unique power granted early on at around level 5 and is often enhanced through specialisation skills bought later on. The Bezerker can see red mist and go melee crazy, doing massive damage with his fists. The Sniper has an eagle familiar who can swoop in and make an additional attack on advancing enemies. The soldier throws down a scorpio gun turret, that not only provides extra firepower, but can have health and/or ammo regenerating properties. Whilst the Psychic lady gains the ability to phasewalk, dipping into another phased dimension affording limited invisibility and extra movement speed, whilst in this mode various effects can be brought about on the enemies you sneak by, with elemental attacks, or temporary stuns being applied. All featured skills are only active for a short time, and they’re on a lengthy recharge timer, so they can’t be used too often, but they can be saved for emergency situations or co-ordinated with others for maximum effectiveness. There’s nothing quite like having two soldiers drop health AND ammo regenerating shielded turrets, that you can stand behind, to mow down the advancing horde of charging skaggs.

One of the most unique design decisions to be adopted by the game is the Second Chance mechanism, basically if you die, you go into a death spiral, but you are still lucid enough to be able to fire your primary weapon. If you manage to make a kill whilst in this state, you clasp tightly onto your mortal coil and you are tugged back into the land of the living. Think Call of Duty Modern Warfare’s Last Stand perk, but with the ability to be revived if you make a kill before you finally suffocate on your own blood.
The stylised cartoon like art style of the game, makes it more accessible and places more emphasis on gun-toting fun, rather than having to recreate the desperate looking wasteland its meant to portray. Subsequently the game can afford to add a lot of humour to the carnage, and the cell-shading adds much the comic theme.

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[...] Borderlands: Four Gun as One! Spelk ( Ian Bowes ) looks at surprise of the year, Borderlands, and finds it far from wanting. [...]