Ain’t no rest for the
wicked
Borderlands was first released in 2009 as an action
role-playing first person shooter developed by Gearbox Software. It combined
all of the best elements of its various genres to bring an incredibly
compelling experience to the Xbox 360, PS3 and PC. It’s character-building and
leveling reward system is coupled with well-paced gameplay and a story that
takes you for a ride from the Barren Wastelands of Fyrestone to the cold steel
city where we find the Crimson Lance Headquarters. The game is packed with
action, adventure and crude sense of humour portrayed through colourful
characters and really awkward situations. The enemies are varied, smart and elusive
keeping you at the edge of your seat as you move from land to cavern or
traverse the desert in search of Skagzilla who has swallowed a weapon upgrade
you could really use. Experience is plentiful and if you play your cards right
can help you complete the game sooner than expected. All in all, Borderlands is
an addictive experience from start to end with clever twists and turns along
the road to the Vault. I haven’t come across a game that has made me lose track
of time and kept me up long nights since I was 12.
This blog is going to explore the atoms of Borderlands and
explain how they relate to one another and fit together in the overall picture.
If you happened to have missed this terrific experience, here’s a video that
should give you a good look into how the game works while the blog that follows
will give you insight into why the game works so well.
Catch-a-ride at your closest re-fuelling station and let’s
go!
Players
Borderlands is both a single-player and multiplayer
experience rolled into one. It encourages players to work in teams and solve
quests much like many MMORPGs. The interaction modes present here include
‘single-player versus game’ and ‘cooperative play.’ In the sequel, there are
even sparring matches where the ‘player versus player’ interaction mode is
explored. There are arenas in-game where you may go head to head against your
friends either 1v1 or in ‘multilateral competition’. I first played on
single-player mode but introducing another member to your team creates a whole
lot of fun. Here’s where the brilliance of the duel system within Bordelands
shine as the game is quite literally designed for either a one-player o
two-player experience. The vehicles need a driver and a gunner (as with the
Warthogs in Halo) but also work well in single-player mode as you may just want
to drive to the middle of the action, switch to the gunner seat and blast away
your surrounding enemies. When more players are introduced, the game becomes
admittedly more challenging with a tougher group of enemies and several quests
that adapt to support two or more players. The game would typically be played
in teams when online where the player may use any character they’ve created.
There are four playable characters throughout the game and
each is given special powers and attributes unique to their class. The four
characters are Roland the ‘Soldier’, Mordecai the ‘Hunter’, Lilith the ‘Siren’
and Brick the ‘Berserker’. Choosing any one of these player types gives you a
unique advantage specific to your character. The player is allowed to change
the colours of their character’s outfit at “New-U” stations throughout the
game. This is also where players spawn should they die during gameplay. Players
level-up throughout the game and gain skill points which they use to upgrade
their unique powers through their skill tree. Every player gets to choose a
unique build which they will employ for the rest of the game based on what is
available from their particular character’s skill tree. Every time you gain
enough experience to level up, you are given a skill point. On my first
playthrough, I managed to hit level 35 with the max upgradable level being 52.
The amazing thing about the game is that enemies scale in difficulty after you.
Objectives
The primary objective in Borderlands is to level up your
character as much as possible and to use weapons, skills and expertise to push
through the game and find the Vault. The secondary objectives are seen through
the side quests which act as a means to gain more experience, unique weapons
and class mods which enhance your character’s special abilities. There are
missions in the game where you need to find and obtain a certain item (relics
and pieces of the vault key) which will unlock new missions and introduce new
characters. There are some quests focused on chasing an enemy or hunting down a
monster simply to kill it later on. Additionally, there are one or two areas
where you need to rescue a prisoner or someone held captive by fighting off
their captors.
The game involves a lot of exploration as finding new areas
unlocks additional missions whether through bounty boards or new character
found in these locations. Discovery also boosts your XP, constantly encouraging
players to veer off the game’s path and explore for treasure, weapons and
shields. Several objects require the player to find a solution to a problem
although most of these problems involve a meathead in your way to completing an
objective. In these cases it becomes more about outwitting the enemy and
finding a way to get from point A to point B with your health intact. Although
it may not be considered a real objective as far as the game goes, I often
found being trapped inside of a cavern with several enemies gunning for me turn
into finding a way to escape. There is, in fact, an area in the game where an
underground cave takes you to a relic which unleashes aliens as soon as you
come into contact with it. Your objective then turns into escaping the entire
ordeal without dying.
Rules
The rules in Borderlands are well laid out and make it
clear, at every turn, what’s allowed and what isn’t. The rules that limit
player behavior include what you can and can’t do with your player type based
on their choice of character. The Soldier is allowed to throw out turrets as
his action skill but can’t use magic and isn’t as strong at melee attacks as
the Siren or the Berserker may be. The player isn’t allowed to use a weapon or
item which is a higher level than he is. Additionally there are certain enemies
that may be fought when they are a higher level although the game strongly
suggests against this and makes it very difficult for the player to face off
against these opponents when they aren’t strong enough, A lot of areas are
blcked off to players until the obtain the ability to lower a bridge connecting
or gain access to Catch-A-Ride stations which unlock these locations. Any
player type or class is allowed to use any weapon they choose but some are
better suited to certain classes (such as the Sniper is well-suited for the
Hunter and gives him bonus XP when using it).
Gaining XP will help your player level up which in turn
makes him stronger and allows him to build on his action skill which is very
beneficial and changes gameplay as the game progresses. The player may drive
vehicles but the terrain these vehicles can travel on is restricted by the
game’s system. There are several areas that the player needs to step out of his
vehicle to access, while other areas allow the player to carry his vehicle
through. Picking up certain objects trigger waves of enemies. Enemies have a
pre-defined set of attacks and are susceptible to damage on different areas of
their bodies. Headshots are usually the safest bet and deal the greatest
damage. Not using cover leaves he player exposed and will lead to his eventual
death. This rule strongly encourages players to duck and cover. Adversely, if
you stay in the same place for too long, a berserker enemy will run at you
forcing you to back out of your hiding spot and exposing you to direct gunfire.
When you kill a boss, you typically get a lot of XP allowing you to level up
faster. Completing side missions also earns you tons more experience, which
encourages players to explore everything the game has to offer.
In order to progress through the game you must earn XP to
be strong enough to defeat bosses, gain vault keys, meet new characters, be
assigned more objectives, and unlock new areas.
Resources
The resources in Borderlands centre on character-building
and personal preference, really. Players are encouraged to pick up items that
they feel are needed for their particular character build and to enhance the
way they play the game. Resources include money, health, shields, ammunition
(for different weapon types), guns, grenades, class mods, and pieces of the
vault key. Health is the most valuable resource and can be replenished using
health kits, quick-healing vials or can be re-charged using shields or specific
player-type class mods (the Siren has this in her repertoire). Shields are
excellent and come in various varieties based on your play style. The
attributes change with every shield except for capacity and recharge rate which
are tweaked based on the shield type (impenetrable, high capacity, quick
recharge, etc). Some shields have additional attributes such as shock
resistance, corrosive resistance and protection from explosion damage. I even
came across a shield that would replenish a percentage of your health
constantly over time.
Ammunition and health packs may be bought at vending
machines to replenish your stock. Guns can also be bought here but, quite
honestly, the gun vending machine is used primarily in the beginning of the
game when enemies drop mainly weak weapons. As you progress, guns become a
powerful resource and are dropped when enemies are defeated. Usually, the
stronger the enemy, the better the gun. Enemies also drop ammo and health vials
but most of the time you’ll find yourself fighting an enemy hoping that you can
get his gun after you’ve killed him – the real life of a bandit. Grenades work
like they do in most game and can be used to inflict massive damage on large
groups of enemies. Grenades also have attributes which deal additional
elemental or explosive damage. Class mods are a scarce resource in the game and
for a valid reason – they give the player a good boost in stats, amping up
their action skill or providing them with a unique advantage for their specific
player type. When playing the soldier, I came across a class mod that
replenishes your ammo over time, this saved me tons of money and completely
changed the survivalist mechanic of the game. Pieces of the vault key are the
rarest and are scattered all around Pandora with only 3 or 4 to be found in
total. These are strictly to progress the story of the game and give the player
no special skills for their character.
The games resources are controlled through an inventory
system that is stylized as a backpack where you carry all your gear, weapon,
shields and money. Money is earned through quests and picked up from corpses
and boxes plentifully spread throughout all of Pandora. Money can be used to
purchase any and all resources except for vault keys. The player earns Backpack
SDUs (Storage Deck Upgrades) and Weapon SDUs which expand the size of their
inventory and ammo capacity respectively.
Game State
At any time during gameplay, Borderlands might be in any
one of 3 or 4 game states. Combat is one of these game states. When the player
is engaging an enemy (or another player) in combat he is locked into this game
state until he has either defeated the enemy or has been killed. Of course, the
player could always run away from the battle in which case proximity switches
game states. However, enemies do chase you down if you don’t move fast enough
and continue attacking you until you are considerably far away from their
terrain. Other game states include idle. This usually happens when not too many
enemies are around and the player is free to run around and collect the spoils
of war in addition to purchasing ammunition and health or opening chests/boxes
for money. The idle mode is usually when the player is allowed to take a
breather and is also used as an opportunity to scavenge and explore.
Boss fights are another important game state in which
players are restricted to a certain area of play for a certain amount of time
(till the boss is killed). A health bar representing the boss’ life appears and
stretched across the bottom of the screen and physical boundaries are created
surrounding the player. Vehicle play may also be considered a game state in
which the player is limited by the mechanics of the vehicle they are in and may
only move as fast as the vehicle allows. Once the player steps out of the
vehicle, he again enters idle mode. Games states in Borderlands change rapidly
as the player moves between them from one moment to the other based on where
they need to go and what they need to do.
Information
Information in Borderlands is defined by the player’s
current experience and the characters the player has met as well as the quests
they have given him and those he has completed. For the most part, information
is readily available to the player and most of the game state is visible. The
vehicle game state is one that is introduced in beginning of the game, but only
after the player is given enough time and presented with enough challenges to
gain a good understanding of the world around him before he steps into a runner
and goes on to tear up the sands of Pandora. Based on the player’s experience
some information, like levels and characters, will be restricted. The game is sandbox-style
but is more semi-linear than non-linear in that there are several side quests
for the player to go on should he choose, but in order to progress the story,
main story mission must be completed.
When the player receives a new vault key, more information
is made available in the form of conversations with characters who need his
skills and expertise. Other information can be found in the form audio logs that
are scattered throughout Pandora (some hidden and some not-so-hidden). There
are certain times when you can choose one of two rewards offered on completion
of an important objective. In these cases the choice not made may be considered
hidden information. A lot of information in the game may be considered privileged
information, in that it can’t be accessed except by higher leveled characters
(weapons and enemies). Not all game states are visible as soon as the game
begins as the player learns by progressing through. Additionally, enemy
information such as stats and behaviors (amount of armour, how effective are
headshots, how do elemental weapons affect the enemy, etc.) are hidden to the
player until they engage in combat or level up enough to do so.
Sequencing
The sequence of events that follow the game are
straight-forward and work in repetitive increments. The usual alternating
repetition is [battle/scavenge/gather item or activate quest/battle] and so on
and so forth. Usually from when you begin a mission, the process is to get to
the area that the quest requires you to be in, kill everything in your way to
get there, intermittently scavenger for loot, complete the objective. Sometimes
objectives require you to fight a boss in which case this variable is added
into the sequence which repeats over and over again. Most missions require you
going somewhere for someone and collecting something that they desperately need
or killing someone or something they don’t want around anymore. Variations
include gathering parts of a gun which you later deliver to the quest-giver who
combines the pieces and returns the finished weapon ready for use (or sale
based on your preference). Almost every mission results in the player receiving
money and experience. The player’s experience level will influence his choice
of missions but the sequencing structure is basically the same. Once in a while
the player will have to take a vehicle to get from point A to point B. In such
cases there are often opponent vehicles that get in the way of the player doing
their job or getting to where they need to be. The player is free to choose
which missions to complete and in what order but story missions are mandatory
to complete the game.
Player Interaction
Player interaction stems from negotiation, trading and
information sharing. If players choose to quest together then they may share
weapons and money with each other (trading). Most teamplay consists of players
completing missions together where experience, monetary gain and loot is split
evenly between players. Many times players will also share information with
each other – this is especially true when one player is more experienced than
the other or has found secret treasure or a strategy to kill certain enemy
types or bosses. The player is also allowed to revive their teammate on the
battlefield if they are in survival mode. There are certain action skills that
allow for team-beneficial abilities such as team-heal and
team-ammo-regeneration. This kind of player interaction encourages player to stick
close together and assign roles when questing.
Theme
When I first played Borderlands, I was very emotionally
invested. It became a person objective of mine to level up my character to a
stage where enemies weren’t challenging anymore or where I could sail through
missions with ease. This is mainly because I am the kind of person to grind
through a task that will make gameplay easier for me in the future. It comes
from a fear of the unknown or being stuck later on in the game where I can’t go
back and change something I did wrong. The rules were well laid out from the
get go and were introduced in a consistent and creative manner throughout the
game. I definitely felt a deep connection to my character and wanted the best
weapons and skills for him to get through the game.
Setting
Borderlands is set on the planet of Pandora and follows the
story of four vault hunters who are after the treasures behind the fabled Vault
which opens once every 200 years. Pandora is a wasteland filled with bandit
scum that roam around looking for people to kill and loot. They are lunatics,
beserkers and psychos all rolled into one happy family that is the only thing
standing between you and the Vault.
Working Together
The game atoms in Borderlands work really well together to
form an immersive and interesting experience for players hard enough to handle
the rough terrain and gritty reality of Pandora’s massive wasteland. The game
knows what it is and doesn’t try to be anything its not. The player types and
interaction modes work well with the genre of gameplay and complement the
objectives which are well thought out and offer enough of a variety to portray
all the rules and mechanics needed to keep the game fun and dynamic. The
resources that need to be plentiful (health) are and those that offer the
player a significant advantage are hidden well but aren’t made too hard for
explorers to find. The game states offer enough of a variety to make sure that
the player isn’t seeing similar gameplay for too long and help sequence game
events as well. The theme is set from the very beginning with the game’s unique
toon-shaded art style and the gritty westerners that populate the planet of
Pandora and portray the typical new settlers of any habitation. Players
interact frequently enough to encourage teamwork but not to the point where the
player has no freedom and isn’t allowed to veer off and explore of his own
accord. The right amount of information is available to the player and some
information is even restricted unless the player has a friend to join in the
fun. Some information comes in the form of game states that the player has to
work up to unlock.
Overall, Borderlands is a terrific game that combines all
the best elements of the game I love and put it together in one beautiful but
deadly adventure about the life of bandits, skags, vault hunters and the
characters that surround their crazy story. There is a lesson to be learned in
all of this of course
“There arin’t no rest
for the wicked until we close our eyes for good…”
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