The co-op RPG shooter is back with a new skill system, new enemies and the same brand of twisted humour
There is an irony at the heart of Borderlands 2 that will no doubt strike a chord with other developers of slightly off-beat games. As Gearbox's Steve Gibson explains at the start of the Gamescom demo: "When we were here with the original Borderlands in 2009, we were pleading with the press – please show gamers that there are other things beside sequels; there are fresh things happening. We were quite successful with that ... And so we made a sequel."
But Gibson is quick to clarify. "We weren't talking about people getting to return to the same worlds and genres; our real problem with sequels, and what was happening in our industry, was what we like to call content dumps. This is when a team designs a game and then a year later, they throw in a bunch of new levels, put a '2' on the box and ask for money. We felt that for a true sequel you have to dig in and do something much more ambitious, you have to treat it like a new game."
Hence, when it ships in 2012, Borderlands 2 will have been the product of a three-year development period. Gibson says they've re-thought every element of the game, including the AI, vehicle, weapons and quest systems – "it's all been entirely gutted and majorly changed," he assures us.
Set five years after the events of the first title, and still on the wretchedly inhospitable planet of Pandora, Borderlands 2 revolves around a new dictator Handsome Jack, who has somehow betrayed the player, dumping you out in the Arctic tundra. Immediately, as we're attacked by a rampaging pack of ape-like beasts named bullymongs, it's clear Gearbox has retained its chaotic sense of humour.
• PS3, Xbox 360, PC; released 2012
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Source: http://www.guardian.co.uk/technology/gamesblog/2011/aug/18/games-ps3
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