Borderlands 1 Game Of The Year
| Borderlands | |
|---|---|
| Comprehend art featuring a Psycho Bandit | |
| Programmer(s) | Gearbox Software[a] |
| Publisher(due south) | 2K Games |
| Producer(s) |
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| Designer(south) | Matthew Armstrong |
| Programmer(southward) |
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| Creative person(due south) |
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| Writer(s) |
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| Composer(s) |
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| Serial | Borderlands |
| Engine |
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| Platform(s) |
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| Release | PlayStation 3, Xbox 360
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| Genre(s) | Action role-playing, kickoff-person shooter |
| Mode(s) | Single-histrion, multiplayer |
Borderlands is a 2009 open world action role-playing first-person looter shooter video game. Information technology is the first game in the Borderlands series, developed past Gearbox Software, and published by 2K Games for PlayStation 3, Xbox 360, Microsoft Windows, Mac Bone 10 and Shield Android TV.[five] [vi] The game was released worldwide in Oct 2009,[ane] with the Mac OS 10 version existence released on December three, 2010 by Feral Interactive.[7] The game'southward story focuses on a grouping of iv "Vault Hunters", who travel to the distant planet of Pandora to search for the "Vault", which is rumored to contain avant-garde conflicting applied science and other priceless riches. The hunters slice together clues to find the Vault while battling the cruel wild animals of Pandora and the bandits and outlaws that populate the planet, ultimately banding together to preclude the Atlas Corporation and its privately-funded paramilitary forces from reaching the Vault get-go.
The game features the ability to explore the in-game world, and complete both main missions and optional side quests, either in single-player or online cooperative gameplay, with the latter providing additional options for duels and competitive PVP matches in designated areas. Gameplay features include access to various weapons and shields that vary in type and statistics, weapons with special elemental functions, each playable character having distinctive class types and unique abilities for combat, upgradable skills, and the use of two-person vehicles. The game itself is rendered in cartoon-mode graphics, to provide greater item on weapons and environments, and was inspired past diverse activeness role-playing games of the time, such as Ultima and Diablo.
Considered one of the greatest video games ever fabricated, Borderlands received critical acclaim upon its release, and sold over ii meg units by the finish of 2009. Its success spawned four DLCs—The Zombie Island of Dr. Ned in November 2009, Mad Moxxi'south Underdome Riot in Dec 2009, The Secret Armory of Full general Knoxx in Feb 2010, and Claptrap's New Robot Revolution in September 2010—and three follow-ups, Borderlands 2 in September 2012, Borderlands: The Pre-Sequel in October 2014, and Borderlands 3 in September 2019. A remastered version for Microsoft Windows, PlayStation 4 and Xbox 1— was released on April 3, 2019, which features graphical enhancements, and gameplay improvements backported from Borderlands 2.[eight] A version for the Nintendo Switch was released alongside Borderlands two and Borderlands: The Pre-Sequel in the Borderlands Legendary Collection for release in May 2020.
Gameplay [edit]
Lilith, the siren (left) and Mordecai, the hunter (far right) prepare to set on the Rakk Hive, one of the enemies in the game
Borderlands includes character-building elements found in office-playing games, leading the developer Gearbox Software to telephone call the game a "function-playing shooter". At the starting time of the game, players select one of four characters, each with a unique special skill and with proficiencies with sure weapons.[nine] From so on, players take on missions assigned through not-player characters or from bounty boards, each typically rewarding the player with experience points, money, and sometimes a reward item.[ix] Players earn experience past killing both human being and not-human foes and completing in-game challenges (such as getting a certain number of kills using a specific type of weapon). As they gain levels from experience growth, players tin and so allocate skill points into a skill tree that features three distinct specializations of the base character; for example, Mordecai can become specialized in sniping, gunslinging with revolvers, or using his pet Bloodwing to assist in kills and health boosting. Players tin can distribute points among whatever of the specializations, and can also spend a small corporeality of in-game money to redistribute their skill points.
Players start the game with the ability to equip two weapons simply subsequently proceeds upward to four weapon slots, every bit well as slots for an energy shield, a grenade modification, and a form modification. Items collected can be sold dorsum at vendors for money that then can be used to buy meliorate items. One of the central features of Borderlands is the randomly generated weapons and items created either every bit dropped by enemies, found in storage chests about the game, on the ground, sold at vendors in the game, or every bit quest reward items. The game uses a "Procedural Content Cosmos System" to create these weapons and items, which can alter their firepower, rate of fire, and accuracy, add in elemental effects such as a risk to set foes on fire or cover them in burning acid, and at rare times other special bonuses such as regenerating the player's ammo.[10] A colour-coded calibration is used to indicate the rarity of the weapon or item. According to Gearbox developers, the random system could generate around sixteen-17 meg variations of weapons.[11] [12] The Procedural system is also used to create the characteristic of random enemies that the player may face. This allows for enemies of the same species to have widely varying attacks: for example, variations of "spiderants" in the game could spring around and would bound onto players' faces, while another variant can gyre up into a ball and attack people, depending on the content generator.[thirteen]
When in combat, the player tin can take damage if their shield is depleted, affecting their health. If they lose all their wellness, they must either wait to exist revived by another player or effort to kill an enemy to achieve a "second wind", or otherwise will be regenerated back at the final "New-U" station that they passed, losing a 'ratio-appropriate' percentage of their coin in the process. Players rapidly proceeds admission to two-passenger vehicles, and can engage in vehicular combat with other enemies. Eventually, a system of fast transit points between the game world is available to the thespian; until and then, players must walk or drive betwixt areas to get around.
The game can exist played alone, but also supports two-player cooperative play through split-screen (on consoles), and up to iv players playing cooperatively online or over LAN. The game follows the progress of the host player, rewarding the other active players for completion of quests for their characters. If the other players are doing the same quests in their campaign, the completed quests remain the same in their entrada also as the host's. When more than players are present, the game alters the statistics of the generated enemies, balancing the game due to the larger number of players. Players can take part in one-on-one duels anywhere in the game world,[14] or can visit arenas in the game earth to participate in free-for-all, 2-on-two or 3-on-ane combat battles with their boyfriend players.[fifteen] The original title every bit shipped for Windows used GameSpy servers for multiplayer modes; as a result of GameSpy'due south shutdown in 2013, 2K Games patched the game and moved the servers to Steam, equally well every bit providing Steam-versions of the game for those that purchased the title through retail channels.[xvi]
Plot [edit]
Setting [edit]
Borderlands is set in the distant time to come of 2864, at a time when various mega-corporations seek control of planets to colonise and mine for their mineral wealth and resources. Prior to the events of the game, the Atlas Corporation, one of the major mega-corporations, uncovered an ancient conflicting Vault filled with advanced weapons technology, allowing them to chop-chop overtake their competitors. Finding like ruins of the same conflicting architecture on the planet Pandora, Atlas sought to settle the planet in hopes of finding more than alien engineering, just were forced to abandon their plans due to a failure to find whatever conflicting technology on the surface, and being unprepared for the dangerous wildlife coming out during their stay. After their departure, the Dahl Corporation, another mega-corporation, colonized the planet to secure its vast deposits of minerals, using big amounts of convict labor for the mining operations, while initiating their own search for a Vault.
Their research team's efforts to find the Vault were headed up past Patricia Tannis, a respected xenoarchaeologist. Despite losing all of her colleagues to the planet's wildlife and being driven partially insane herself, Tannis found proof that a Vault does exist on Pandora. Her news was intercepted by Atlas, who sent its private military strength, the Crimson Lance, to kidnap Tannis and go the Vault's location from her. Faced with their invasion, Dahl abandoned the planet, taking but the wealthy colonists with them, and leaving the remaining population to scavenge for a living amid the barren wastelands and industrial trash heaps across the planet. To make matters worse, the convict labor was allowed to go costless, leading them to grade gangs of bandits that terrorize the local populace. Despite the circumstances, the Vault and its rewards transformed into a legend that attracts mercenary "Vault Hunters" to the planet.
Characters [edit]
There are iv playable characters featured in the game for players to choose from: Brick - a big, powerful man, who operates as a Berserker; Lilith - a woman with powerful alien abilities, operating as a Siren; Mordecai - a skilled marksman with an avian companion named Bloodwing, operating as a Hunter; and Roland - a former member of the Crimson Lance, operating as a Soldier. Each graphic symbol's form defines the style of weaponry they specialise in, along with the unique skill they can utilise - Brick can enter a rage state for increased melee strength and a brusk menses of health regeneration; Lilith tin can turn invisible to enemies, moving much faster in this state, and capable of shock blasts when entering and exiting this state; Mordecai tin phone call his companion to attack enemies in his crosshairs; and Roland can utilise an automated turret to take on enemies, and provide additional comprehend.
Story [edit]
Borderlands begins some time afterward the Dahl Corporation's abandonment of the planet Pandora. 4 Vault Hunters (Brick, Lilith, Mordecai, and Roland) make it in search of the fabled Vault. Later on discovering the town of Fyrestone, the Vault Hunters brainstorm to receive psychic instructions from a mysterious woman known as the "Guardian Angel". The Vault Hunters meet a CL4P-TP or "Claptrap" robot and a doc named Zed who aid them establish a reputation by killing several bandit leaders, eventually leading to the collection of an alien artifact, being the showtime piece of a key needed to open up the Vault. This causes Patricia Tannis, Dahl's former archaeologist still in residence on the planet, to contact the Vault Hunters, revealing that the Vault can only exist accessed one time every 200 years and that the time of the adjacent opening is approaching. Tannis likewise explains that three more artifacts are needed to consummate the Vault Key. Meanwhile, Commandant Steele of the Ruby-red Lance (a well-outfitted military machine forcefulness led by the Atlas Corporation) threatens to declare martial law and demands the Vault Primal pieces.
The Vault Hunters secure the second and third pieces past following Tannis' instructions, but the final piece, supposedly in the possession of a bandit lord named Businesswoman Flynt, turns out non to be where information technology was expected. Steele contacts the Vault Hunters to reveal that there are in fact only three pieces and that Tannis has betrayed and misled them. Steele then disables the planet's ECHO network, preventing further advice with the Guardian Affections and anyone else. The Vault Hunters infiltrate the Ruby Lance's headquarters and find Tannis imprisoned. She claims she was forced into expose and urges the Vault Hunters to restart the Echo network and terminate Steele and the Crimson Lance earlier they attain the Vault. Afterwards restoring the network, the Guardian Angel directs the Vault Hunters toward Steele's location. During the last arroyo to the Vault, the Vault Hunters meet Ruddy Lance forces already locked in combat with the Vault's conflicting Guardians.
The Vault Hunters finally arrive at the Vault only moments also late to stop Steele from using the Key. When the Vault opens, a behemothic monster emerges and wipes out Steele and the remainder of her troops. The Guardian Angel explains that the monster is chosen the "Destroyer" and was imprisoned in the Vault long ago by the Eridians, the alien race who left behind the ruins and created the Vault, in order to prevent the destruction of the universe, and that the Guardians were posted to forbid anyone from opening information technology. Although the Vault Hunters kill the Destroyer, the Vault is re-sealed for another 200 years. The Guardian Angel is revealed to be transmitting her signals through a Hyperion satellite in orbit high higher up Pandora. The game ends with the satellite sending a point to a Claptrap robot on the planet, changing information technology into an "Interplanetary Ninja Assassin" (connected in the plot of the DLC Claptrap'southward New Robot Revolution).
Evolution [edit]
Gearbox'southward Randy Pitchford said that the thought of Borderlands was inspired both being an avid role-playing game (RPG) fan, including roguelikes such as NetHack and action function-playing games similar Ultima and Diablo, and being drawn into first-person shooters (FPS) that he worked on in his early on career, including Duke Nukem 3D.[17] He recognized that the core gameplay loops for both genres are at unlike time scales; whereas the core loop for a role-playing game is long in terms of leveling up characters, a shooter has a much shorter one in moving and shooting to clear out a new area. Pitchford felt these ii loops were non mutually exclusive due to the unlike fourth dimension scales, and believed some type of fusion could be made from the 2 genres, thus forming the basis of Borderlands.[17] Pitchford recognized this could be a chance merely was not afraid to take information technology: in a 2017 interview, Pitchford recounted that industry annotator Michael Pachter had believed Borderlands was going to be a failure, as players that would want to play a function-playing game or a shooter would more than likely play a game defended to that genre instead of the hybrid. After the Borderlands series had sold more than than thirty meg copies, Pachter admitted to Pitchford how incorrect he had been.[17]
Gearbox did not take the narrative divers at the onset of evolution for Borderlands, but needed to discover some reason to have the player experience rewarded well-nigh killing enemies and collecting loot from them. Equally they developed the game further, they came to the idea of casting the player every bit a "vault hunter", so that looting equipment and other items would exist "kind of virtuous". This led to the Pandora narrative, since the act of opening a vault or box to obtain potentially disastrous results was compared to the mythological Pandora's box.[17]
The game's development started around 2005, internally pitched equally "Halo meets Diablo".[18] The initial period involved Pitchford selling his squad on the idea of the FPS-RPG hybrid, and eventually determining that the FPS genre would exist the defining genre for the game.[eighteen] The game's art style was initially more realistic, with visual ideas inspired partially by the Gears of War and Mass Effect series.[18] The squad expanded and prepared for releasing the game'due south offset public reveal in September 2007 via a Game Informer cover story, with trailers to be shown in the follow twelvemonth's E3 and other game conventions, building atop a modified Unreal Engine 3.[18] [9] Elements that were planned at the time of that comprehend story but that did not brand the concluding game included procedurally generated "boodle caves", and the ability to hire non-playable character mercenaries to help in gainsay. Further, the game initially had three Vault hunters; Brick had not been included however, as Gearbox thought that it would be interesting in the co-op to have two or more than players playing the same characters just with persistent improvements that the players had made to them.[19]
Internal teams, assembled to requite Gearbox's projects a critical review, started cautioning the squad that at this stage, as they felt Borderlands was beginning to await much closer to the and so-recent Fallout three or Rage games. The realistic look, which gave much of the visuals a brown, muted colour palette, clashed with some of the more fantastical elements they had included at that point, such as extraordinary jump heights and the vehicle systems.[18] By this point, the game was 75% complete and there was a target release window they wanted to attain, and so scrapping major elements of the game was non an option for the studio. According to chief creative officer Brian Martel, they opted to effort to find their "purple cow", some visual chemical element that would brand the game stand out and gain sales. Martel and a small team spent some fourth dimension in underground to create prototype of the game using an art style similar to cel shading, fearing that if they had said anything to the other team members, there may have been discontentment amidst the staff.[18] Pitchford would later on admit that this new style was not wholly original to Gearbox and was partially inspired by Ben Hibon's short film Codehunters.[twenty] Hibon has stated that while he was contacted by Gearbox to maybe work on artwork for Borderlands, nothing ever came of the talks.[21] The style itself appears as cel-shaded comic book artwork, just is rendered using a combination of manus-drawn textures with engine modifications to outline major features, creating the comic book appearance.[22]
When the new manner was revealed to both Gearbox and 2K Games, nearly anybody was pleased with it. However, the game'south original art manager was so disappointed with having her work discarded that she left the company and the video game manufacture all together.[18] The manner was refined further with the assistance of a comic book artist.[18] Almost of the rest of the elements of the game, such every bit the type and variety of enemies, were kept as is; the skill trees, initially filled with more mundane abilities, were repopulated with applies inspired past magic systems from RPGs, such every bit healing bullets, embracing the more farthermost aspects of the game.[eighteen] Other shortcuts were taken to complete the game in a timely manner such as reusing systems from other Gearbox games, and adjusting the narrative and setting to simplify the terminate product, such as having Pandora's moon in a stock-still location so they could create dramatic shadows for the various levels.[18]
The change did yet delay their initially planned release in 2008 into 2009, with Gearbox showing off the new style by May of that year.[23] [24]
Marketing and release [edit]
Retail versions [edit]
Borderlands was released in iii split versions:
- The Standard Edition includes the game disc and education transmission.
- The retail downloadable content packs which includes the first 2 episodes of Borderlands downloadable content: The Zombie Island of Doctor Ned and Mad Moxxi'south Underdome Riot was released on February 23, 2010, in N America.[25]
- The first Game of the Year Edition, released on October 12, 2010, in N America,[26] included the original Borderlands game, one-time use vouchers for all four of the downloadable content packs, and a hand drawn bonus map. Players who bought this edition gained admission to the Knuckles Nukem Forever Commencement Access Club, granting them sectional items, including early on access to the Knuckles Nukem Forever playable demo before it was publicly released.[27] The 2nd Game of the Year version included all 4 of the DLCs on a 2d disc on Xbox 360, and on the aforementioned disc on PlayStation 3.
Downloadable content [edit]
The Zombie Isle of Dr. Ned [edit]
The Zombie Island of Dr. Ned is the showtime installment of downloadable content (DLC) for Borderlands and includes new quests, items, and enemies—including WereSkags and various zombies.[28] The storyline takes place in an area known as Jakobs Cove which is a small town built by the Jakobs Corporation. Dr. Ned had been in charge of keeping the workers of Jakobs Cove alive, merely concluded upwardly transforming them into zombies. The chief plot revolves around finding previous visitors to Jakobs Cove and investigating Dr. Ned himself afterwards the Jakobs Corporation become suspicious of his piece of work. The playable area includes a large outdoor map with several further areas branched from the principal zone—including a nighttime, abandoned version of previous surface area 'Old Haven'.[29] The installment was released for the Xbox 360 and PlayStation 3 versions on November 24, 2009, which was celebrated with a trailer. The PC version was released via Steam with SecuROM on Dec 9, 2009.[30]
Mad Moxxi's Underdome Riot [edit]
Mad Moxxi's Underdome Riot is the 2d piece of DLC for Borderlands. Information technology features three new anarchism arenas (Hellburbia, the Gully, and Celestial Ruins) and storage for players' items. The plot of the DLC is Moxxi, a crazed lover who is setting out to find her fourth husband, leading her to brand the arenas in the DLC. Players fight several of the game's enemies, including bosses, in arenas. No experience is gained from killing enemies in the loonshit battles, only experience can be gained from completing challenges or quests in the arena. New game modes are added, such as low gravity fighting, enemy health regeneration, and shieldless fighting. It was released on December 29, 2009, for the Xbox 360 and was released January seven, 2010, for the PlayStation 3 and PC.[31]
The Secret Arsenal of General Knoxx [edit]
The Cloak-and-dagger Arsenal of General Knoxx was unofficially appear on Jan 21, 2010, via the official Gearbox forums, posted past Gearbox level designer Jason Reiss saying the pack will increase the level cap to level 61, and is "the biggest DLC we have made".[32] A tweet by Gearbox creative director Mike Neumann on Jan 21, 2010, said the pack would also include "more than Scooter", who is a grapheme in the game.[33] This was followed by an official announcement from Gearbox via Gearboxity on January 29, 2010, confirming the release, level cap increment, make new weapons, and "brutal, never-earlier-seen enemies in a huge new surroundings consummate with tons of brand new missions." The plot of this DLC revolves around Athena, a rogue amanuensis for Atlas who is self-described as the best, a woman sick of Atlas' lies who wants to bring them to their knees, and General Knoxx (Steele'southward superior), a man with extreme loathing for his job to the point of literally hating his life, who is tasked to destroy Athena and the protagonist(s). Forth the way you likewise run across Moxxi who aids the player in taking on Atlas likewise (if you help her face down her ex-husband) and Scooter, who reveals he is related to Moxxi. The DLC package became available February 23 for Xbox 360, and February 25 for PlayStation three and PC.[34]
Claptrap'south New Robot Revolution [edit]
On March 3, 2010, 2K officially appear a fourth piece of downloadable content, stating that they will "continue to back up the title with more add-on content, and our approach to digital content for Borderlands gives [Accept-Two] a route map for other titles going forrad."[35] On July xv, 2010, General Knoxx's Twitter page was updated for the first time in months, stating that he had "new orders (sent from the future)" On July thirty, 2010, Randy Pitchford, Co-founder of Gearbox Software and current CEO, appear via Twitter regarding the content "I get a LOT of questions about more DLC for Borderlands. Yes, more is coming! T2 already said and so! Allow's talk before long :)"[36] On Baronial five, 2010, a long list of content that was supposedly going to be included in the content was posted on the Gearbox Forums by forum user Legendrew. The data was gathered from files in the ane.31 update for the PC version of Borderlands.[37]
On Baronial eleven, 2010, 2K confirmed the championship of the content, Claptrap'due south New Robot Revolution, and its master premise.[38] The DLC has 21 missions (divide betwixt ix main missions and 12 side quests), two new skill points, and six boosted backpack slots. The game focuses effectually a rogue regular army of brainwashed Claptraps (led by CL4P-TP, Interplanetary Ninja Assassin, the same Claptrap that is seen getting struck by lightning just afterwards the stop credits of the primary game) who programme to destroy humanity for their mistreatment, along with an regular army of familiar enemies transformed into Claptrap styles (i.e., Crab-Traps, Rakk-Traps, and Skag-Traps). A wide diversity of old cast members return alongside new faces. New fast-travel destinations were also expected, a first for Borderlands DLC, simply ultimately they were not included.[39] On September v, 2010, Pitchford appear at the Penny Arcade Expo that the release date was scheduled to exist September 28, 2010. Pitchford too appear a gratis patch to increase the level cap by 8 for all players (to a maximum of Level 69, or 58 for those without Knoxx'due south Armory), regardless of whether the expansion had been purchased.[40] [41] [42]
Game of the Year Enhanced Edition [edit]
In conjunction with the announcement of Borderlands 3 in March 2019, Gearbox announced a Game of the Year Enhanced edition of Borderlands co-adult by Blind Squirrel Games, for PlayStation 4, Xbox One, and Windows (as a free patch to the existing version of the game on Steam). In addition to 4K resolution textures and HDR support, the enhanced version backported improvements from Borderlands ii—such equally replacing the compass brandish with a minimap, additional grapheme customization options, and 4-actor split-screen multiplayer on console, every bit well as changes to the game's last boss fight.[43] [44]
Nintendo Switch port [edit]
On March 26, 2020, Gearbox announced that the first three Borderlands games would be released for Nintendo Switch as part of Borderlands Legendary Collection on May 29, 2020.[45]
Reception [edit]
Borderlands received positive reviews. Accumulation review website Metacritic gave the Xbox 360 version 84/100,[47] the PlayStation three version 83/100,[46] and the PC version 81/100.[48] In late 2011, Borderlands was named 35th on IGN'due south Top 100 Mod Video Games listing.[62]
Jeff Gerstmann from Giant Bomb gave Borderlands 4 stars out of 5, called information technology a successful loot-driven kickoff-person shooter "where enough of other Diablo-inspired games take failed miserably", only criticized the "paper-thin story" and the predictable AI.[63] Charles Onyett from IGN awarded Borderlands an 8.8/x and an Editor'due south Choice Laurels. He noted that fans of RPGs would enjoy the streamlined item management, and treasure hunting, but criticized the lack of character skills. With "beautiful visuals, tried and truthful RPG mechanics, and solid beginning-person-shooter gameplay", Onyett felt that the game was very enjoyable.[59] RPGLand's Ivan Taran gave information technology a rating of "Great"[64] and the game went on to win the site's Xbox 360 Game of the Year accolade, and be named the Runner-up for overall Game of the Twelvemonth 2009, losing out to Demon'south Souls.[65]
Sales [edit]
In late August 2009, Electronic Amusement Blueprint and Research analyst Jesse Divnich said "Borderlands could very well surprise the market and consumers as BioShock did in 2007."[66] Past Dec 2009, the game had sold over 2 million copies co-ordinate to Accept-Two Interactive'due south financial report.[67] By February 2010, the number had risen to iii million.[68] By Baronial 2011, the game had sold 4.5 million units worldwide.[69]
The game's commercial success was enough to turn the Borderlands intellectual holding into a large gaming franchise with numerous mainline sequels and even a spin-off game.
Sequels [edit]
A sequel, Borderlands 2, was announced on August ii, 2011 for the PlayStation 3, Xbox 360, and Windows platforms. The game was also adult by Gearbox Software and distributed past Take-Two Interactive, and was released on September 18, 2012. The game features many technical improvements and follows iv new Vault Hunters (six with the downloadable characters added later) on Pandora as they battle Handsome Jack and the Hyperion Corporation.[seventy]
Notes [edit]
- ^ Blind Squirrel Games adult the Game of the Year Enhanced Edition.
References [edit]
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External links [edit]
- Official website
Borderlands 1 Game Of The Year,
Source: https://en.wikipedia.org/wiki/Borderlands_(video_game)
Posted by: winnagay1955.blogspot.com

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