Official character posters for Borderlands (2024 movie)
seen from Singapore
seen from China
seen from United Kingdom
seen from United States
seen from Croatia
seen from United States

seen from Singapore
seen from United Kingdom

seen from United States

seen from Argentina

seen from Malaysia
seen from China
seen from United States

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seen from Malaysia
Official character posters for Borderlands (2024 movie)
Borderlands (2024)
Directed by Eli Roth
Cinematography by Rogier Stoffers
06.10.24
#Marco-Marathon
Film Name: Borderlands (2024); Production Studios: Lionsgate Films, Picturestart, Arad Productions, Origo Film Group, 2K Games, Gearbox Studios; Director by: Eli Roth, Tim Miller; Screenwriter: Joe Abercrombie; Starring: Cate Blanchett, Kevin Hart, Jack Black, Ariana Greenblatt, Florian Munteanu; Genres: Science-fiction, Action, Adventure, Comedy; Running Time: 1 hour 41 minutes;
"Borderlands" (2024) is a chaotic and disappointing adaptation of the popular video game. Despite a stellar cast, including Cate Blanchett and Kevin Hart, the film suffers from poor direction, incoherent action scenes, and a lack of meaningful character development. The humor falls flat, and the movie feels disjointed, as though stitched together from different versions after troubled production. Even fans of the game may struggle to find enjoyment in this lifeless adaptation.
Zero stars is a failed attempt to transfer the spirit of the game to the screen.
My rating:
🚫
Some more Borderlands 2 weapons for d20 Modern
A couple different experiments with presenting Maliwan pistols and some Vladof rocket launchers. I’m trying some new things to see how I want to stat BL weapons and gear in the future. The weapon descriptions are my own, but, the Elemental descriptions come from the Borderlands wiki
Maliwan Pistols (Borderlands 2)
Advanced revolver-like weapons that draw liquid ammunition from three rotating chambers.
Maliwan Pistols can be divided into five models, Torment.
Aegis: The most common equipped with short barrel
Animosity: An pistol manfactured with barrels purchased from the Torgue corporation, replaces the Splash damage gadjet with an Explosive elemental gadjet of equal rarity to the weapon (already factored into the weapon's purchase DC)
Phobia: Advanced pistols manufactured with Hyperion barrels, good critical chance.
Torment: pistols manufactured with Jakobs barrels, offer better than average damage and improved accuracy. Do to the Jakobs' corporations distain for Elemental damage mods, Torment pistols are rare and, so say, overpriced.
Umbrage: Light weight machine pistols manufactured with Vladof barrels. When making Auto/burst fire attacks one handed this weapon suffers an additional -2 circumstance penalty to attack rolls (or -1 with a two hand grip)
D20rules: All Maliwan pistols come with the Splash Damage Gadjet and an Elemental Gadjet of the same rarity level as the pistol itself (both factored into the weapon's base purchase DC, can not receive an explosive elemental mod). All Maliwan pistols can attach a wire stock, with the stock attached the weapon is considered large but, receives a +2equipment bonus to attack rolls.
Maliwan Pistols Range PDC/
Weapons Dmg Type Crit Inc RoF Mag Wght SZ Res
Aegis, Uncommon 2d4 Conc 20 40ft S 3(cyl) 2lb Small 22/res
Animosity, Uncom 2d6 Conc 20 60ft Sin 3(cyl) 4.5lb Med 25/res
Phobia, Uncomm 2d4 Conc 19-20 40ft S 3(cyl) 2lb Small 22/res
Torment, Uncom 2d6 Conc x3 60ft Sin 3(cyl) 4.5lb Med 25/res
Umbrage, Uncom 2d4 Conc 20 20ft S,A 9(cyl) 4.5lb Med 22/res
Aegis, Rare 2d4 Conc 20 40ft S 6(cyl) 2lb Med 26/res
Animosity, Rare 2d6 Conc 20 60ft Sin 3(cyl) 4.5lb Med 31/res
Phobia, Rare 2d4 Conc 19-20 40ft S 6(cyl) 2lb Small 26/res
Torment, Rare 2d8 Conc x3 60ft Sin 3(cyl) 4.5lb Med 31/res
Umbrage, Rare 2d4 Conc 20 30ft S,A 12(cyl) 4.5lb Med 26/res
Aegis, Epic 2d6 Conc 20 40ft S 6(cyl) 2lb Med 30/res
Animosity, Epic 2d8 Conc 20 60ft Sin 3(cyl) 4.5lb Med 37/res
Phobia, Epic 2d4 Conc 18-20 40ft S 6(cyl) 2lb Small 30/res
Torment, Epic 2d8 Conc x3 70ft Sin 3(cyl) 4.5lb Med 37/res
Umbrage, Epic 2d6 Conc 20 30ft S,A 15(cyl) 4.5lb Med 30/res
Aegis, Legendary 2d6 Conc 20 40ft S 9(cyl) 2lb Med 34/res
Animosity, Leg 2d8 Conc 20 60ft Sin 6(cyl) 4.5lb Med 43/res
Phobia, Legendary 2d6 Conc 18-20 40ft S 9(cyl) 2lb Small 34/res
Torment, Leg 2d8 Conc x3 70ft Sin 6(cyl) 4.5lb Med 43/res
Umbrage, Leg 2d6 Conc 20 30ft S,A 21(cyl) 4.5lb Med 34/res
Maliwan Pistols (Borderlands 2) option 2
Maliwan Aegis (PL7)
A Lightweight revolver-like pistol firing using spacial liquid ammunition Damage: 2d4 Magazine: 6 (Cyl) Critical: 20 Size: Small Damage Type: Concussion Weight: 2lb Range Increment: 40ft Purchase DC: 26 Rate of Fire: S Restriction: Res+2
Special: Rare Elemental Damage gadget (Corrosive, Cryo, Incendiary, Shock or Slag) +1d6
Splash Damage Gadget (Creatures within 5ft of target must pass a DC15 reflex save or suffer elemental weapon gadget damage)
Maliwan Animosity (PL7)
A heavy revolver-like pistol, a marriage of Maliwan and Torgue technologies. Damage: 2d6 Magazine: 3 (Cyl) Critical: 20 Size: Medium Damage Type: Concussion Weight: 4lb Range Increment: 60ft Purchase DC: 31 Rate of Fire: Single Restriction: Res+2
Special: Uncommon Elemental Damage gadget (Corrosive, Cryo, Incendiary, Shock or Slag) +1d4
Uncommon Explosive Damage Gadget, +1d6 concussion damage (not included in stat block)
Maliwan Phobia (PL7)
A Light weight, highly accurate pistol, use Hyperion barrels. Damage: 2d4 Magazine: 12 (Cyl) Critical: 19-20 Size: Small Damage Type: Concussion Weight: 2lb Range Increment: 40ft Purchase DC: 26 Rate of Fire: S Restriction: Res+2
Special: Uncommon Elemental Damage gadget (Corrosive, Cryo, Incendiary, Shock or Slag) +1d4
Splash Damage Gadget (Creatures within 5ft of target must pass a DC15 reflex save or suffer elemental weapon gadget damage)
Maliwan Torment (PL7) Damage: 2d8 Magazine: 3 (Cyl) Critical: x3 Size: Medium Damage Type: Concussion Weight: 4lb Range Increment: 70ft Purchase DC: 31 Rate of Fire: Single Restriction: Res+2
Special: Uncommon Elemental Damage gadget (Corrosive, Cryo, Incendiary, Shock or Slag) +1d4
Splash Damage Gadget (Creatures within 5ft of target must pass a DC15 reflex save or suffer elemental weapon gadget damage)
Maliwan Umbrage (PL7) Damage: 2d4 Magazine: 12 (Cyl) Critical: 20 Size: Medium Damage Type: Weight: 4lb Range Increment: 20ft Purchase DC: 26 Rate of Fire: S,A Restriction: Res+2
Special: Rare Elemental Damage gadget (Corrosive, Cryo, Incendiary, Shock or Slag) +1d6
Splash Damage Gadget (Creatures within 5ft of target must pass a DC15 reflex save or suffer elemental weapon gadget damage)
d20rules: -2 Attack when fired full auto one handed without a stock, -1 Attack when fired full auto two handed without a stock.
Vladof Rocket Launchers
Some examples of rocket launchers produced by the Vladof corporation during the events of Borderlands 2 and the Pre-Sequel. All listed weapon require Exotic Firearms proficiency (Rocket launchers) to fire without penalty and require a Full Round action to reload.
Vanquisher (PL6)
A Fast firing triple-tube rocket launcher, typically manufactured from purely Vladof parts Damage: 4d12 Magazine: 12 (box) Critical: N/A Size: Large Damage Type: Slashing Weight: 18lb Range Increment: 250ft Purchase DC: 23 Rate of Fire: S.A Restriction: Mil+3
Special:
Burst Radius: 10ft Ref15 for half
Glory (PL7)
A Long range rocket launcher design using launch tubes from Maliwan Damage: 6d8 Magazine: 8 (box) Critical: N/A Size: Large Damage Type: Concussion Weight: 24lb Range Increment: 300ft Purchase DC: 29 Rate of Fire: S Restriction: Mil+3
Special:
Burst Radius: 10ft Ref15 for half
Comes with a rare Elemental Damage gadget (Corrosive, Cryo, Explosive Incendiary, Shock or Slag) +1d6 or +2d8 (Explosive only)
RPG (PL6)
A powerful rocket launcher manufactured by Vladof, manufactured with Tediore launch tubes, but, kits provided to arms merchants are also compatible with Bandit or Scav produced launch tubes. Damage: 6d12 Magazine: 8 (box) Critical: N/A Size: Large Damage Type: Weight: 24lb Range Increment: 150ft Purchase DC: 24 Rate of Fire: S Restriction: Mil+3
Special:
Burst Radius: 10ft Ref15 for half
Hero (PL6)
The Second most powerful rocket launcher produced by Vladof. Heroes are built with Torgue launch tubes. Damage: 8d12 Magazine: 4 (box) Critical: N/A Size: Large Damage Type: Weight: 26lb Range Increment: 150ft Purchase DC: 24 Rate of Fire: S Restriction: Mil+3
Special:
Burst Radius 20ft Ref20 for half
Topneaa (PL7)
The most powerful rocket launcher designed by Vladof. Makes extensive use of E-tech. Damage: 6d12 Magazine: 8 (box) Critical: N/A Size: Large Damage Type: Slashing Weight: 25lb Range Increment: 150ft Purchase DC: 30 Rate of Fire: S.A Restriction: Mil+3
Special:
Burst Radius 20ft, Ref20 for half
Comes with a Legendary Elemental Damage gadget (Corrosive, Cryo, Incendiary, Shock or Slag) +1d10
Lingering damage (Creatures and objects caught within the blast radius must pass a DC 15 Fort save or be encased in an energy orb for 1d4+2 rounds. They can function normally while in this orb but each round they suffer damage equal to the bonus damage from the launcher's elemental gadget)
Splash Damage
Description: spreads the secondary effects of a weapon
d20 Effect: anything within 5feet of the weapons target must make a DC 15 Reflex save or suffer the weapon's secondary damage effect(s).
Restrictions: Any ranged weapon with a secondary damage effect, but no splash or burst radius
Purchase DC Modifier: +1
Corrosive
Corrosive weapons are capable of splashing acid onto multiple enemies, causing them to corrode away. Corrosive damage is particularly good at eliminating Crimson Lance, turrets and vehicles. Similarly, in Borderlands 2, Corrosive damage is extremely useful in dealing with Loaders, Hyperion Soldiers, and armored enemies of all types (now indicated by yellow health bars). The death animation from corrosive damage is a grisly scene in which green acid eats away at the victims' flesh or plate until they are completely dissolved.
Corrosive, Uncommon
Description: Adds an acidic damage effect to the weapon
d20 Effect: +1d4 Acid damage, Fort DC12 or the target takes an additional 1d2 Acid damage for 1d6 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Acid and adds an additional die of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +4
Corrosive, Rare
Description: Adds an acidic damage effect to the weapon
d20 Effect: +1d6 Acid damage, Fort DC15 or the target takes an additional 1d3 Acid damage for 1d8 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Acid and adds 2 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +6
Corrosive, Epic
Description: Adds an acidic damage effect to the weapon
d20 Effect: +1d8 Acid damage, Fort DC18 or the target takes an additional 1d4 Acid damage for 1d10 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Acid and adds 3 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +8
Corrosive, Legendary
Description: Adds an acidic damage effect to the weapon
d20 Effect: +1d10 Acid damage, Fort DC21 or the target takes an additional 1d6 Acid damage for 1d12 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Acid and adds 3 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +10
Cryo
Cryo weapons can only be found on Pandora's moon because of the frozen methane they require in order to fire. Marcus Kincaid hopes to one day bring this technology to Pandora.— Tip 83, Borderlands: The Pre-Sequel
Cryo is an elemental damage type introduced in Borderlands: The Pre-Sequel. Cryo damage can appear on any weapon type from any manufacturer excluding Jakobs (except for the unique Too Scoops shotgun) and Torgue.
Cryo elemental weapons are capable of slowing down and/or freezing targets solid. Cryo damage is particularly useful against nimble targets, such as Guardians, where a cryo status effect can freeze them in place to leave them vulnerable. When used against freezable airborne targets, cryo damage will cause the victim to fall to the ground and the resulting impact can shatter them if they fall from a high enough altitude.
While frozen, enemies take an additional +250% melee damage, +200% explosive damage, and +200% extra critical hit damage. While the critical hit bonus applies to critical hits from cryo weapons as well, the bonus is lowered to +110% extra damage.
When a playable Vault Hunter suffers a cryo status effect, the Vault Hunter will not freeze solid but will instead be significantly slowed down, with sprinting speed being slower than the regular running speed. This slowdown typically lasts 6 seconds, but can last longer if the Vault Hunter is standing near a Cryo Vine or is afflicted by another cryo status effect.
Cryo, Uncommon
Description: Adds bonus Cold damage to the weapon
d20 Effect: +1d4 Cold damage, Fort DC15 or the target acts as if under the effects of a Slow spell and suffers an a additional 1d2 damage from all subsequent attacks for 1d6 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Cold and adds an additional die of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +4
Cryo, Rare
Description: Adds bonus Cold damage to the weapon
d20 Effect: +1d6 Cold damage, Fort DC15 or the target acts as if under the effects of a Slow spell and suffers an a additional 1d3 damage from all subsequent attacks for 1d6 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Cold and adds 2 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +6
Cryo, Epic
Description: Adds bonus Cold damage to the weapon
d20 Effect: +1d8 Cold damage, Fort DC15 or the target acts as if under the effects of a Slow spell and suffers an a additional 1d4 damage from all subsequent attacks for 1d6 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Cold and adds 3 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +8
Cryo, Legendary
Description: Adds bonus Cold damage to the weapon
d20 Effect: +1d10 Cold damage, Fort DC15 or the target acts as if under the effects of a Slow spell and suffers an a additional 1d6 damage from all subsequent attacks for 1d6 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Cold and adds 4 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +10
Explosive
Explosive weapons' bullets have a chance to explode when they impact, dealing extra damage and creating a splash damage effect allowing them to damage multiple enemies within the blast radius.
Unlike other elemental attacks, explosive weapons never deal damage over time. All damage is inflicted immediately.
Explosive, Uncommon
Description: Converts a regular firearm into a grenade launcher.
d20 Effect: +1die of damage, everything within 5ft of the target struck must make a DC12 Reflex save or suffer half damage. Weapon's damage type changes to half base-half concussion
Restrictions: Any Non-Explosive Projectile based ranged weapon
Purchase DC Modifier: +4
Explosive, Rare
Description: Converts a regular firearm into a grenade launcher.
d20 Effect: +2dice of damage, everything within 5ft of the target struck must make a DC15 Reflex save or suffer half damage. Weapon's damage type changes to half base-half concussion
Restrictions: Any Non-Explosive Projectile based ranged weapon
Purchase DC Modifier: +6
Explosive, Epic
Description: Converts a regular firearm into a grenade launcher.
d20 Effect: +3dice of damage, everything within 5ft of the target struck must make a DC18 Reflex save or suffer half damage. Weapon's damage type changes to half base-half concussion
Restrictions: Any Non-Explosive Projectile based ranged weapon
Purchase DC Modifier: +8
Explosive, Legendary
Description: Converts a regular firearm into a grenade launcher.
d20 Effect: +4dice of damage, everything within 5ft of the target struck must make a DC21 Reflex save or suffer half damage. Weapon's damage type changes to half base-half concussion
Restrictions: Any Non-Explosive Projectile based ranged weapon
Purchase DC Modifier: +10
Incendiary
The Incendiary elemental property adds the effect of fire to weapons, grenade mods, shields, and some enemies. It is most effective against unshielded fleshy enemies, such as Bruisers and younger skags. Incendiary bullets burst into flames on impact. When an incendiary elemental chance successfully triggers, the enemy is ignited, dealing damage over time. If the enemy dies due to fire damage, their corpse will burn away. If the enemy is wearing armor, the armor will not burn and is left on the ground.The flames of certain weapons have a splash effect and can spread from enemy to enemy and the effect will stack. Weapons with Incendiary elemental properties often have red coloring on parts of the weapon's model.
Barrels which are red in color contain flammable material and explode and release a large bursts of flame when destroyed.
Incendiary, Uncommon
Description: Ignites targets
d20 Effect: +1d4 fire damage, Fort DC12 or the target takes an additional 1d2 fire damage for 1d6 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Fire and adds an additional die of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +4
Rare
Description: Ignites targets
d20 Effect: +1d6 fire damage, Fort DC15 or the target takes an additional 1d3 fire damage for 1d8 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Fire and adds 2 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +6
Epic
Description: Ignites targets
d20 Effect: +1d8 fire damage, Fort DC18 or the target takes an additional 1d4 fire damage for 1d10 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Fire and adds 3 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +8
Legendary
Description: Ignites targets
d20 Effect: +1d10 fire damage, Fort DC21 or the target takes an additional 1d6 fire damage for 1d12 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Fire and adds 4 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +10
Shock
Shock weapons crackle with electricity and are very effective against shielded targets.
Shock attacks inflict 50% additional damage against all shields. Against unshielded flesh or armor, they suffer a 10% damage penalty.
Shock bullets crack with electricity when they impact. When a shock weapon's effect triggers, high damage is dealt to the enemy's shield and they take damage over time. If an enemy dies to shock damage, his face burns away and reveals his skull and part of his brain, then his head explodes.
Uncommon
Description: Adds a shock effect to a weapon
d20 Effect: +1d4 Electric damage, Fort DC12 or the target takes an additional 1d2 Electric damage for 1d6 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Electric and adds an additional die of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +4
Rare
Description: Adds a shock effect to a weapon
d20 Effect: +1d6 Electric damage, Fort DC15 or the target takes an additional 1d3 Electric damage for 1d8 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Electric and adds 2 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +6
Epic
Description: Adds a shock effect to a weapon
d20 Effect: +1d8 Electric damage, Fort DC18 or the target takes an additional 1d4 Electric damage for 1d10 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Electric and adds 3 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +8
Legendary
Description: Adds a shock effect to a weapon
d20 Effect: +1d10 Electric damage, Fort DC21 or the target takes an additional 1d6 Electric damage for 1d12 rounds. If applied to an energy weapon instead of the standard effect, it changes the damage type to Electric and adds 4 additional dice of damage (Fort Save and lingering effect still apply).
Restrictions: Any ranged weapon
Purchase DC Modifier: +10
Slag
Slag is an element introduced in Borderlands 2, and is apparently a by-product of the Eridium refinement process. Slag elemental weapons have a chance to coat enemies in slag. Slagged targets take increased damage from all non-slag sources.
In the time of events of Borderlands: The Pre-Sequel slag, being newly discovered, is mentioned by Jack only on single occasion, and is not accessible for Vault Hunters, but its effect still can be applied to them by some enemies.
Uncommon
Description:
d20 Effect: If an attack hits, the target must make a DC 12 Fort save or suffer a -1 penalty to their Defense, Damage Reduction, Resistances and Saves for 1d4 rounds
Restrictions: Any ranged weapon
Purchase DC Modifier: +6
Rare
Description: +1d4 Energy damage. If an attack hits, the target must make a DC 15 Fort save or suffer a -2 penalty to their Defense, Damage Reduction, Resistances and Saves for 1d6 rounds
Restrictions: Any ranged weapon
Purchase DC Modifier: +8
Epic
Description:
d20 Effect: +1d6 Energy damage. If an attack hits, the target must make a DC 18 Fort save or suffer a -4 penalty to their Defense, Damage Reduction, Resistances and Saves for 1d8 rounds
Restrictions: Any ranged weapon
Purchase DC Modifier: +10
Legendary
Description:
d20 Effect: +1d8 Energy damage. If an attack hits, the target must make a DC 21 Fort save or suffer a -6 penalty to their Defense, Damage Reduction, Resistances and Saves for 1d10 rounds
Restrictions: Any ranged weapon
Purchase DC Modifier: +12
Beat the Bounty of Blood, figured I’d give my two cents, ignore it since it was unwarranted :)
Not a bad DLC. I wasn’t here when it came out originally, but I have to imagine it came out relatively close to when the last season of Westworld did, whether intentionally or not I don’t know. I’m not huge into westerns, but coming from a Westworld fan, it definitely scratches that western itch.
It’s very apparent right from the get-go that it’s inspired by Westerns, which in turn were inspired by Japanese samurai films. The planet you go to is called Gehenna which is Japanese for Hell. The characters throughout intersperse miscellaneous Japanese dialogue, but if I’m being honest it’s only ever used for kind of a gimmick. It’s never touched upon, nor addressed. It’s just like they’ll say random Japanese words and you’re just expected to either know them or assume it’s slang for something. I kind of wish they would’ve leaned into it a bit more, I don’t know.
I haven’t done all of the side quests like I’d normally do so this is really like a 50% review. Bad on my part, I agree. I did one side quest though and it wasn’t too bad. I thought it was pretty good. The main quest though is the bread and butter of the DLC and if I’m being honest I think it’s worth the money (course idk if you can actually buy it separately from the season pass).
The world is fairly large, for a DLC, though it’s been a good decade since I last played Borderlands, let alone Borderlands DLC so maybe don’t take my word on that.
The one part that really bothered/confused me was that in the main BL3 campaign it’s kind of implied that the Jakobs Corporation are maybe one of the good ones. Like all of the employees seem to love working there and the CEO is a pretty chill dude but in this DLC, seemingly without explanation it’s shown that the Jakobs Corporation sucks because they basically came to this town, exploited it for it’s resources, and then dipped when it got too inconvenient to continue working there (which is ironic considering Eden-6 seems WAY worse to work IMO). All in all, it just seemed weird. Like I get corps are meant to look like trash in the Borderlands world but the main campaign really made it seem like Jakobs was a good corporation.
Overall though, I’d say maybe 7/10. I liked the story and un ambiguous ending. I hope to see more of Rose in the future.
It’s baby
FINALLY
Watch: First Look on Borderlands 3 Tech Shown at GDC
Borderlands 3 tech visuals have become a reality, while the game details continue to not exist just yet. Gearbox CEO Randy Pitchford showed off some the Unreal Engine 4 power being put into the next Borderlands game via a tech demo at GDC today. While the demo was strictly made to show off
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