Sunday, January 13, 2013

Super Nerd Sunday Presents: Borderlands 2 is Fucking Awesome!



It borders on facile to say that Borderlands 2 is Borderlandsier than the original Borderlands, but there’s a certain nuance concealed within that tautology that justifies its place here.  The first Borderlands was a game about spectacle: the spectacle of giant gunfights, loot, shiny funny guns and special powers that blow shit up.  That spectacle, for the most part, was spread out through a series of gray, brown and tan maps consisting of deserts, garbage dumps and one time a garbage dump in a desert!  There was some snow late game, and the expansions had a few interesting settings, but for the most part the world of the first Borderlands game was painted with a very monochromatic pallet.  Even the characters were, in a sense, of the same cloth: there was very little personality between them, spare the weapons you were told to use for certain kinds of characters.  Even that served more to limit the characters you engaged with, rather than expand or develop them – when the game was over I couldn’t tell you a thing about Mordecai’s backstory or why Lilith was a siren.  Roland had a shadowy past.  That was the extent of character development.

Enter Borderlands 2.

The gameplay is more or less unchanged.  You shoot shit and grab loot.  But every other aspect of the game explodes with personality.  The loot is colorful, handy, worthwhile and fun.  There’s something distinct about each and every piece of gear, even if it isn’t readily apparent when you pick first pick it up.  The scope of the equipment, its functions, its constant pressing feedback loop, it’s all ramped up in a way that’s difficult to define.  But I’ll try.

In the original Borderlands, most guns worked more or less the way every other gun worked.  There was a uniformity to how weapons fired, looked and felt.  There was variance within it, sure.  Guns acted like guns – they shot bullets, they used sights that were pretty recognizable, and they did damage to targets when those bullets hit.

Borderlands 2 violates that most fundamental formula.  Guns don’t act predictably, and there’s no rhyme or reason to how or why they might act the way they do.  That SMG that does electric and slag damage might also constantly inflict slag damage on you.  The curse of that cursed gun?  Who knows what the fuck that actually is until you use it.  That assault rifle you found in the dirt?  Turns out it fires a bunch of acid mortars.  Projectiles with insane velocities, guns that shoot pixels that do delayed damage to enemies, guns that blow up when they’re reloaded or have knives slapped on the front of them.  It’s all there, and it’s all madness, and I’m still exploring just what all of the unique weapons that I’ve encountered in Borderlands do.  And that’s just the guns.

The personality overflows from every element of the game.  Where the first Borderlands ran you through a series of drab landscapes, Borderlands 2 opens into a snowy landscape mixed with wrought iron and offal scattered across the landscape.  Within twenty minutes you’re fighting enemies inside of a giant metal dragon.  The stakes constantly increase.  Shit gets crazy.  Insane things happen.  The game world is changed by your actions and as you fight your way through droves of enemies with distinct behavior and snazzy outfits, it just gets crazier.  Stakes consistently rise, landscapes shift, and the game’s pallet is forever blossoming.  Gone is the series of endless deserts and junkyards, though you do spend time in a desert and a junkyard and a junkyard in a desert.  These set pieces, however, are broken up by lush verdant landscapes, ice-plains, mountainous ruins and futuristic cityscapes.  There’s never a moment where I felt like rolling my eyes as I looked at a landscape for the umpteenth time.  There was always something interesting to experience, something new to engage with or enjoy.

And characters!  A mix of recording devices doling out the history of various characters, paired with the best kind of fan service imaginable manages to make the world of Pandora, previously as generic as a world could be, into something…fun.  It’s a place with a heart and soul all its own, a place filled with characters who are actually interesting.  There are other groups of adventurers, NPCs that help you out, and a constant barrage of information, some of which is hilariously self-referential.  There’s a lot of sloppy story stuff, but whatever.  This isn’t an arthouse movie, somewhere I’ve come to engage with an interesting and thought provoking storyline.  This is video games a la Michael Bay.  This is about spectacle, bombast and sheer overriding fun saturating every aspect of gameplay.  This is about making shit as awesome as possible and then celebrating that.  It’s a game where you get an achievement for high fiving a robot.

It’s not perfect, but it’s not supposed to be.  It’s fun, and that’s enough.  Borderlands 2 improves on the first Borderlands in every way, and it’s clear that Gearbox understood exactly what made their game work previously.  A stripped down core with lots of bells and whistles guides the entire thing, and the nuance of it all, the real energy of the game, emerges in how those bells and whistles violate that core game and alter it in interesting ways.  It’s a clickfest the same way that Diablo is a clickfest, but unlike Diablo there’s no aspiration to be anything more than a rollicking good time in Borderlands 2.  Everything is over the top, fun and frenetic.  If I’m pausing to resolve some sort of issue or strategize to get through a particularly hard fight, the game’s kind of failed me.

Borderlands 2 runs on bombast and swagger, internet references and jokes for and about its core audience.  It’s a loot fest with charm, and it doesn’t need to be more.  It’s a game with a currency called “badass points,” for fuck’s sake.  Enough said.  More on its problematic story some other time.

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