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  • Borderlands 2, Pre-Sequel bundle announced for PS4, Xbox One

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    01.20.2015

    Let's be honest, we all saw this coming: Publisher 2K has assembled The Handsome Collection, which includes Borderlands 2 and Borderlands: The Pre-Sequel (with all DLC) on PlayStation 4 and Xbox One. The collection launches March 24 and 27 in North America and internationally, respectively. There will also be a Borderlands: The Handsome Collection Claptrap-in-a-Box Edition, which includes everything in the standard mega box, with the addition of a remote controlled Claptrap steward robot, a collectible steel case and 12 "exclusive" lithographs. Where as the standard bundle will cost $60, the limited run of 5,000 Claptrap-in-a-Box Edition will cost $399. In fairness, a real Claptrap, along with research and development, would cost much more.

  • Borderlands: The Pre-Sequel's fifth playable character is Jack

    by 
    Thomas Schulenberg
    Thomas Schulenberg
    11.01.2014

    "That looks a lot like Handsome Jack," you might say to yourself as you look at the image above. You're right, but looks can be deceiving - Jack is the fifth playable character in Borderlands: The Pre-Sequel, but as his class (The Doppelganger) suggests, he's simply a look-alike body double. As was revealed by Gearbox Software at PAX Australia, Jack will be available on November 11 in the Handsome Jack Doppelganger Pack, which is included in The Pre-Sequel's season pass or offered as a $9.99 standalone piece of DLC. Striking resemblance aside, Jack's Expendable Action skill spawns two Digi-Jacks, which fight to their very deaths before respawning beside Jack for as long as the skill is active. As is the Borderlands norm, his skill tree is split into three divisions; the tank and grenade-buffing "The Hero of this Story," the co-op and Fight for Your Life-focused "Greater Good," and "Free Enterprise," which grants buffs depending on your gun's manufacturer and encourages frequent weapon switchups. There are three remaining pieces of DLC still under wraps for the Xbox 360, PS3 and PC's loot-n-shoot, but an additional character, a level cap boost and a new campaign are currently part of Gearbox and 2K Australia's future plans for The Pre-Sequel. In Senior Reporter Jess Conditt's recent review, she noted that while The Pre-Sequel "boasts the loot of a full Borderlands game, it's missing a touch of depth and a dash of polish." [Image: 2K Games]

  • Borderlands: The Pre-Sequel review: You don't know Jack

    by 
    Jessica Conditt
    Jessica Conditt
    10.13.2014

    Xbox 360, PS3, PC Borderlands: The Pre-Sequel is all about loot, murder, humor, loot, swarms of enemies and loot. It looks like a comic book, plays like a shooter, and feels like that one hilarious idea you and your buddies had at two in the morning after a night of riding around town and chugging energy drinks. Also, loot. In other words, it's more Borderlands. The Pre-Sequel introduces a few new ideas into the franchise – including near-zero gravity, oxygen management and shiny character classes based on NPCs from the previous games. Players participate in the story of Handsome Jack, before he became the villain in Borderlands 2, back when he was just a funny dude with wild ideas about being a hero. Still, while The Pre-Sequel boasts the loot of a full Borderlands game, it's missing a touch of depth and a dash of polish.

  • Borderlands: The Pre-Sequel season pass, pre-order Slaughter Pit announced

    by 
    Thomas Schulenberg
    Thomas Schulenberg
    08.31.2014

    In case you were worried about running out of loot to hoard in Borderlands: The Pre-Sequel, a $30 season pass has been announced for Gearbox and 2K Australia's upcoming shootout on Pandora's moon. The pass will last for four additional content packs, which a related press release notes will include "new characters, missions and experiences." Vault hunters wary of preemptive bulk DLC purchases will still be able to pick up the packs individually as they release for $9.99 apiece. As is the modern custom, bonus content called the Shock Drop Slaughter Pit can also be earned by pre-ordering The Pre-Sequel from select retailers. Those waiting on holiday sales to stock up on this year's remaining games won't miss out on the Slaughter Pit though, as the press release adds it will be available for purchase later on. [Image: 2K Games]

  • Watch 15 minutes of Borderlands: The Pre-Sequel narrated gameplay

    by 
    Sinan Kubba
    Sinan Kubba
    05.28.2014

    Gearbox' has a new 15-minute gameplay video of Borderlands: The Pre-Sequel that's based off the demo showed at PAX East. The shooter's butt-stomping, enemy-shattering, playable-Claptrap action is coming to Xbox 360, PS3 and PC this fall. [Image: 2K Games]

  • You might hate Claptrap in Borderlands: The Pre-Sequel, and Gearbox is fine with that

    by 
    Richard Mitchell
    Richard Mitchell
    04.12.2014

    Claptrap as seen in the original Borderlands The next Borderlands isn't Borderlands 3, and it's not being developed by Gearbox. As we learned earlier this week, Borderlands: The Pre-Sequel (read our preview!) bridges the gap between Borderlands and Borderlands 2, it's only on Xbox 360, PS3 and PC, and development has been handed to 2K Australia. Oh, and it's set on the moon. Placing Borderlands with a new studio and introducing a new setting offered up a chance to reinvigorate the series, says 2K Australia general manager Tony Lawrence. "We had an opportunity to make it fresh. We sat down with these guys from Gearbox Software, talked about where it would be and who the characters would be, and what the fans would really like. The moon was something that came up quite a bit. So that was it: to the moon." The lunar environment naturally lends itself to The Pre-Sequel's headline features like low gravity and the necessity of oxygen. The Pre-Sequel also introduces the ability to freeze and shatter enemies with ice weapons. And, of course, it has new playable characters. That includes allowing players to play as Claptrap for the first time, something that could be equal parts amusement and annoyance – but we'll get to that in a moment.

  • Butt-stomp the moon in Borderlands: The Pre-Sequel

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    04.09.2014

    Borderlands is in the wonderful business of providing goods and guns to insatiable looters. Dubbed the best-selling game in publisher 2K's history, Borderlands 2 refines a gaming bear trap of Diablo-esque questing and shooting, sending up to four friends across the craggy planet of Pandora in search of treasure, weapons and mightier bosses to topple. It's the perfect platform for more, more, more, and Gearbox Software has delivered big and small expansions breathlessly. Some level of self-awareness has always pervaded Borderland's sense of humor, but the title of the newest game, developed in collaboration between 2K Australia and Gearbox, is the strongest instance of it yet. Borderlands: The Pre-Sequel! – exclamation and all – is a laughing deflection of whatever criticisms you might have in the quiver. It's not quite as big as Borderlands 2, no. It's not rethinking the franchise. It's the same engine on the same ol' Xbox 360, PlayStation 3 and PC. It's filling in the backstory between games. But, y'know, it's not like Randy Pitchford's been calling it Borderlands 3! (He hasn't, honest.) I get the sense that fans are still getting more than the game's pre-emptive modesty implies, and that even a basic plan of "more Borderlands" grew into something slightly more ambitious. Borderlands: The Pre-Sequel takes players to the low-gravity environment of the moon and the Hyperion space base that's watched over them on Pandora, and it finally lets them see things (and shoot things) as a short, eccentric robot – Claptrap.

  • 2K Australia is 2K Australia again and is working on BioShock Infinite, Levine confirms

    by 
    Christopher Grant
    Christopher Grant
    11.27.2011

    So we don't run the risk of burying the lede, let's start with the news: MVC Pacific reports that the Canberra, Australia-based arm of developer 2K Marin is once again known as 2K Australia and is now working with former sister studio Irrational Games on BioShock Infinite. When asked for comment, Irrational boss man Ken Levine said, "We had a number of open positions on BioShock Infinite. When we found out our former sister studio 2K Australia was becoming available, we thought they would perfectly fill those roles." He added, "If every decision was this easy..." Now, some history. In 2007, after Irrational Games was purchased by Take-Two and just before the release of the original BioShock, the studio was split apart and renamed 2K Boston and 2K Australia. Since then, 2K Boston has become Irrational Games, once again, but 2K Australia hasn't had it so easy. After working with 2K Marin on BioShock 2, it was decided that 2K Australia would lose its name and become a part of 2K Marin (which is a tad geographically misleading, no?) and help develop the XCOM reboot. Less than a year later, the 2K Australia studio head Martin Slater resigned and just last month it was reported that 15 employees were cut from the studio. And now, over four years after the creation of 2K Australia, 2K Australia is back and once again working with Levine's team in Boston. We've reached out to 2K Games for any additional commentary on the shuffle and whether or not 2K Australia has any more involvement in XCOM. But while we're waiting, we wanted to say "welcome back" to the team in Canberra. Oh, and enough navel gazing. BioShock Infinite isn't going to make itself.

  • Rumor: 2K Marin in Australia hit by layoffs

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    10.20.2011

    2K Marin's studio in Canberra, Australia, has allegedly gone through a round of layoffs. Kotaku AU reports that the studio, previously known as 2K Australia, cut 15 employees. The studio is currently assisting in the development of XCOM, which is scheduled to launch March 6, 2012. Requests for 2K to reconfirm that date, especially in light of recent announcements that would have titles from the same publisher competing against one another, have gone unanswered. We contacted 2K to confirm the layoffs, but were informed it's company "policy not to comment on rumors or speculation" If true, this is just the latest in a string of bad news for Australia's troubled development scene.

  • 2K Australia studio head resigns in the middle of XCOM; 2K responds

    by 
    Christopher Grant
    Christopher Grant
    02.28.2011

    Earlier this month, internet snoop supererogatory noticed 2K Australia's studio head Martin Slater resigned, right in the middle of development on the upcoming XCOM reboot. That news was paired with another tweet saying, "FWIW, there's a rumor that XCOM's undergone some big changes since it was announced." Sounds plausible, especially if the studio head of one half of 2K Marin (yeah, it's confusing) is no longer with the company. "Over the course of a project, development teams do change and evolve from time-to-time," a 2K spokesperson told Joystiq. "While we can confirm that Martin Slater is no longer with the studio, there have been no changes to the way in which XCOM is being developed. The project continues to involve strong collaboration between our California and Australia locations and continues to be led by creative director Jonathan Pelling, a longstanding member of the talented team that worked on BioShock, BioShock 2, Freedom Force and Tribes." While Slater's departure may not have caused changes in the way, or the process, that XCOM is being developed, that doesn't mean the game itself hasn't undergone changes since we saw it last, at E3 2010. We'll know for sure the next time we get our hands on the title. Probably E3 this year, right 2K?

  • 2K Marin working on XCOM, '2K Australia name is no longer used'

    by 
    Ben Gilbert
    Ben Gilbert
    04.15.2010

    Earlier today, we reported that the development of the recently announced XCOM was being handled by 2K Marin's sister studio in Canberra, Australia -- 2K Australia. As it turns out, that isn't the entire story. When we contacted 2K Games representative Charlie Sinhaseni for follow up, we were told, "2K Marin, both the Novato, California and Canberra, Australia arms of the studio, are collaborating on XCOM. The two function as sister studios now." Notably, this new relationship is very similar to the the previously existing one between Irrational Games/2K Boston and Irrational Australia/2K Australia functioning as sister studios. We also confirmed that, aside from BioShock 2 DLC, the California arm of 2K Marin is working exclusively on XCOM, effectively refuting the idea that it's working on BioShock 3. Further, we were told, "The 2K Australia name is no longer used." It appears that the southeast Australia-based studio will no longer be known by its former moniker and will instead fall under the "2K Marin" label. Guess the Marin County School District's gonna have some major budget restructuring to do with all that new geography under its belt, eh?

  • XCOM being developed by 2K Australia [update]

    by 
    Ben Gilbert
    Ben Gilbert
    04.15.2010

    Update: As it turns out, 2K Australia is actually part of 2K Marin. We've got the full story right here. Original Story: Though 2K Games' middle-of-the-night XCOM announcement heralded 2K Marin as the studio heading up development of the title, 1UP reportedly clarifies that 2K Marin's "Canberra, Australia arm" (read: 2K Australia) will be in charge of the project. For those of you playing along at home, 2K Australia was the Australian counterpart to BioShock developer Irrational Games before it split to work with 2K Marin on BioShock 2, while Kenny L and company got to work on a separate (still unannounced) project. That said, this news frees up 2K Marin's core team for other projects. And if we were betting men, we'd put our money on the California arm of the company working on a third entry in the BioShock series. When reached for comment, a 2K Games rep told us we'll hear more specifics about XCOM and 2K Marin "over the next couple of months."

  • Review: BioShock 2 (single player)

    by 
    Justin McElroy
    Justin McElroy
    02.08.2010

    BioShock didn't need a sequel. I know it, you know it; heck, I'd bet if they were being totally honest, the staff of 2K Marin would tell you they knew it too. BioShock was that rare combination of a perfectly realized world, fresh yet refined action and a narrative that left me with no real burning questions. It didn't need a sequel. But all that has very little to do with BioShock 2 because whether it needed to be made or not, it's here now. And the surprise isn't that someone other than Irrational had the chutzpah to make a BioShock sequel. The surprise is just how worthwhile it is. %Gallery-50342%

  • BioShock 2 gets midnight release, new launch trailer

    by 
    Justin McElroy
    Justin McElroy
    02.03.2010

    If you've been jonesing for your second hit of ADAM, you won't have to wait a moment past 12 a.m. on February 9th; 2K has announced that BioShock 2 will get a midnight launch at Best Buy and GameStop stores. It's great news for us, but bad news for the clerks who have to work until the Witching Hour, just so some dude can fall asleep playing it an hour later, his drool and Cheetoh dust congealing into a loneliness gravy on his Big Daddy PJs. Hoping to pile some extra coal into the hype train's engine, 2K took up the whole first commercial block of Late Night with Jimmy Fallon with a 3-minute-15-second launch trailer. It's a cool clip, but we get the uneasy feeling that the heavy reliance on non-gameplay, first-person action is just a touch misleading. That said, it's just a couple of inches above this sentence, so you can judge for yourself.

  • Interview: 2K Marin creative director Jordan Thomas on BioShock 2

    by 
    Justin McElroy
    Justin McElroy
    01.28.2010

    We doubt you'll find a less forgiving job in video games than the team who has to take the reins from the driving force behind one of the most beloved titles of the last decade and try to make something of their own. As the creative director of 2K Marin, the studio behind BioShock 2, Jordan Thomas is all too familiar with the challenge. With development now behind him, Thomas took a few moments to tell us how the team kept from soiling themselves, and how they hope to make you do just that, except with excitement. Joystiq: When you first learned what you'd be tackling, what was the immediate reaction? Jordan Thomas: It wasn't a big spit-take or anything, I just felt humbled. On the original game, I was a level designer – and believe me, the guys at Irrational hold themselves to such a high creative standard that I can't do it honor in text without sounding like I want to kiss them on the mouth. Some of their games were formative for me, so I was overjoyed to have been involved with BioShock – even in a production role. 2K Marin barely existed at that point, but I told myself that if we were going to carry that legacy with BioShock 2, we'd treat their work with the proper respect. I still find myself thinking, "Gosh, I hope they all have fun" like some addled debutante. %Gallery-50342%

  • Bioshock 2 coming to Japan, courtesy of D3 Publisher

    by 
    David Hinkle
    David Hinkle
    11.30.2009

    Good news, Japan! D3 Publisher is localizing Bioshock 2 for you and, this time around, you won't have to wait that long to get your ADAM-soaked hands on it. Andriasang reports D3 Publisher will release the 2K Marin, et al.–developed sequel sometime in early 2010 -- presumably close to the February 9 US release date. We just hope the new Japanese ad campaign dials back the completely frightening a bit.

  • BioShock 2 Special Edition vinyl-y announced

    by 
    Randy Nelson
    Randy Nelson
    11.19.2009

    Click to Big Daddy–size If you find yourself enraptured by everything BioShock, you're really going to love this. 2K Games has disclosed details on the BioShock 2 Special Edition release, limited to one production run and set for retail on February 9 alongside the slightly-less-special edition we saw the cover art for on Tuesday. If you're prepared to sink $99 into the set ($89 for PC) you'll be the proud (but poorer) owner of the game, a 164-page hardcover art book, three posters, the orchestral score on CD and the most special goodie accompanying this edition: the orchestral score on a vinyl 180g LP. You know ... a record. You know, big black disc DJs use? Yep, one of those. This is great news for audiophiles and those who refuse to own a CD player because lasers are obviously some kind of witchcraft. %Gallery-50342%

  • BioShock 2 cover is familiar, absolutely filthy

    by 
    Randy Nelson
    Randy Nelson
    11.17.2009

    Not to be overshadowed by BioWare's latest effort to depict Mass Effect 2 in one epic cover, 2K Games has released the box art for BioShock 2 -- and it doesn't win any points for originality or cleanliness. Just like the first game's cover, it features Big Daddy (this time he's you!) and Little Sister (not you). Only now, everything's behind cracked, grimy glass and the logo's covered in barnacles. Eww. You can lay your eyes on high-res versions of the Xbox 360, PS3 and PC covers for the sequel in the gallery below. You might want to put on some rubber gloves and grab a can of Scrubbing Bubbles before you click on 'em, though. %Gallery-78401% [Thanks, Geoff]

  • Actions of BioShock protagonist debated by characters in sequel

    by 
    Griffin McElroy
    Griffin McElroy
    11.06.2009

    Considering the dichotomy of the moral decisions (see: good or evil) offered to the silent hero of the original BioShock, many have wondered how the upcoming undersea adventure, BioShock 2, would take his actions in the first installment into account. Without a save game import feature (ala Mass Effect 2), how could the sequel register the player's decisions in the original? The answer was recently revealed by Bioshock 2's creative director, Jordan Thomas: Ambiguity, my dear Watson. Speaking to MTV, Thomas explained that, "the things that he did are being fiercely debated by the splicers, because we wanted to support any of the choices the player could have made in the first game." He later added, "It's become kind of a religious question; what he did at the end of BioShock 1." This plot device is probably for the best -- if the splicers in Bioshock 2 knew about our actions in the first game, all they'd debate about is why we spent ten hours wandering aimlessly around the city, desperately hunting for audio cassettes.

  • Hands-on: BioShock 2

    by 
    Randy Nelson
    Randy Nelson
    10.29.2009

    Having already taken a brief tour of Rapture through the eyes of a Big Daddy a few months back, we were okay with the fact that BioShock 2 looked and seemed to play very much like the original game -- only this time encased in a huge pressurized diving suit. Now that we've played through a full area of the game, our initial assessment more or less holds up, but that's not to say there aren't several noteworthy -- and even surprising -- changes and additions to expect when the game arrives next spring.Warning: We've done our best to keep what you're about to read as spoiler-free as possible, but the extremely sensitive should tread cautiously beyond this point.%Gallery-76773%