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Borderlands 2
Borderlands 2
from Wikipedia

Borderlands 2
Cover art featuring a Psycho Bandit
DeveloperGearbox Software[a]
Publisher2K
DirectorPaul Hellquist
Producers
  • Sean Reardon
  • Matt Charles
DesignerJohn Hemingway
ProgrammerSteven Jones
ArtistJeramy Cooke
WriterAnthony Burch
Composers
SeriesBorderlands
EngineUnreal Engine 3
Platforms
Release
September 18, 2012
  • Windows, PlayStation 3, Xbox 360
    • NA: September 18, 2012
    • AU: September 20, 2012
    • EU: September 21, 2012
    OS X
    • WW: November 21, 2012
    PlayStation Vita
    • NA: May 13, 2014
    • AU: May 28, 2014
    • EU: May 30, 2014
    Linux
    • WW: September 30, 2014
    PlayStation 4, Xbox One
    • NA: March 24, 2015
    • WW: March 27, 2015
    Android (Nvidia Shield)
    • WW: July 20, 2016
    Nintendo Switch
    • WW: May 29, 2020
GenresAction role-playing, first-person shooter
ModesSingle-player, multiplayer

Borderlands 2 is a 2012 action role-playing first-person shooter video game developed by Gearbox Software and published by 2K. Taking place five years following the events of Borderlands (2009), the game is again set on the planet of Pandora. The story follows a new group of Vault Hunters who must ally with the Crimson Raiders, a resistance group made up of civilian survivors and guerrilla fighters, to defeat the tyrannical Handsome Jack before he can unlock the power of a new Vault. The game features the ability to explore the in-game world and complete main missions and optional side quests, either in offline splitscreen, single-player or online cooperative gameplay. Like its predecessor, the game features a procedurally generated loot system which is capable of generating numerous combinations of weapons and other gear.

With the unexpected success of the first game, Gearbox was able to secure a budget of $30–35 million to develop the sequel. Like its predecessor, the game adopted the "concept art style", which features graphics inspired by both photorealistic imagery and comic-book-inspired visuals. The team attempted to address players' feedback from the first game, and recruited Anthony Burch who wrote the game's script which is seven times longer than that of the original game. Among the game's diverse cast of characters, Handsome Jack, the central antagonist, was created to be a charismatic "douche" that mirrors Burch's own personality.

Borderlands 2 was released for Microsoft Windows, PlayStation 3 and Xbox 360 in September 2012, and an updated port was released for Windows, PlayStation 4 and Xbox One as part of Borderlands: The Handsome Collection in March 2015. A virtual reality version titled Borderlands 2 VR was released for PlayStation VR in December 2018 and Windows in October 2020.

The game received generally positive reviews upon release. Critics generally praised the game's visuals, writing, gameplay, and online multiplayer, as well as its variety of guns, while criticizing its mission design and content fillers. The handheld and the virtual reality versions of the game were regarded to be inferior to the console and PC versions. More than 20 million units were shipped upon release and the game became 2K's most successful release. It was nominated for multiple year-end awards by several gaming publications. Gearbox supported the game with four add-on campaigns, new characters and five content packs. The game was followed by Borderlands: The Pre-Sequel in October 2014, Borderlands 3 in September 2019, and Borderlands 4 in September 2025. Since its release, it has been cited by some as one of the greatest video games ever made.

Gameplay

[edit]
In this screenshot, Salvador is utilizing his "Gunzerker" Action Skill to dual-wield weapons.

Similar to its predecessor, Borderlands 2 is a first-person shooter with elements drawn from role-playing video games.[1] Four playable character classes are available in the base game, each with their own unique Action Skill: Axton, "the Commando", can summon a turret to provide offensive support.[2] Maya, "the Siren", can "phaselock" enemies by trapping them in a sphere of energy for a few seconds.[3] Zer0, "the Assassin", can temporarily become invisible and spawn a hologram decoy to distract enemies.[4] Salvador, "the Gunzerker", can use his titular ability to temporarily dual-wield weapons.[5] Action Skills have a cooldown time during which the player must wait before they can use the skill again.[6] Similarly to the original, completing the main story campaign unlocks "True Vault Hunter Mode", a New Game Plus which increases the difficulty of the game by making enemies stronger, improves the probability of finding rare and higher-quality items, and allows the player's character to reach level 50.[7]

Weapons can be bought from vendors, picked up from fallen enemies, and found inside containers.[8][9] The game features six weapon types—pistols, submachine guns, assault rifles, shotguns, sniper rifles, and rocket launchers—with a procedurally generated loot system capable of generating numerous variations of these and other gear.[10] The in-game manufacturers of the weapons provide them with distinct characteristics.[11] Each weapon also has different stats and properties, such as producing different damage and having varying accuracy, fire rate, reload speed, and magazine size. A color-coded scale is used to indicate the rarity of the weapon or item.[8] Some weapons are infused with additional elemental effects that deal extra damage to enemies.[12] In addition, players can collect mods which would alter the stats of grenades and Action Skill,[8] and Relics, which are rare items that can change any gameplay aspect.[13] Players need to manage their inventory regularly as they cannot equip all the weapons they have collected.[8]

The player is protected by a shield, which can automatically regenerate from damage. If the shield is destroyed, the player's health would start to deplete. Insta-Health vials can be picked up to restore health.[8] If they lose all their health, they enter a downed state and must either wait to be revived by another player or attempt to kill an enemy to achieve a "second wind". Otherwise, they will be regenerated back at the last "New-U" station that they passed.[14] As the player completes missions and kills enemies, they gain corresponding rewards such as experience points (XP) and new weapons. Once they gain enough XPs, they level up, which unlocks new skill points to upgrade abilities.[8] Each Vault Hunter can progress in three different skill trees after unlocking the basic class-specific Action Skill.[15] In addition, levelling up increases the maximum health capacity and unlocks new weapons, some of which cannot be used until the player reaches a certain level.[8]

As the player explores and completes missions, new areas of the game world are unlocked. The game has a semi open world structure, as the world is divided into several sections which can be freely explored.[16] In each area, different non-playable characters are encountered who provide side missions for the players.[17] Players can spawn vehicles in order to quickly traverse some areas.[18] The in-game currency can be collected from loot drops, loot containers, completing missions, and selling unwanted equipment, and can be used to purchase items from vending machines. Players can also gather Eridium bars, a new currency for purchasing storage upgrades and other premium items.[8] A major addition to the game is the "Badass Rank" system; completing various in-game challenges award points, which convert into tokens that can be redeemed to increase the base stats of the player's characters.[12] When exploring the world, players can access certain New-U stations in order to fast travel, and Quick-Change machines allow players to customize their avatar's look, clothing and name.[8]

The game supports four-player cooperative multiplayer, though the PlayStation Vita version only supports two players.[19] As more players join a session, the game's difficulty increases along with the loot rewards. Players can trade items and cash, or can duel for the agreed-upon stakes.[8] The game also features split-screen multiplayer.[20]

Synopsis

[edit]

Setting and characters

[edit]
Dameon Clarke provided the voice for Handsome Jack.

Five years have passed since the events of Borderlands, when four Vault Hunters—Roland, Mordecai, Lilith, and Brick—were guided by a mysterious entity known as "The Guardian Angel" to the Vault, an ancient alien structure that was rumored to hold exotic technology and riches. On entering the Vault, they were instead confronted by an alien abomination known as "The Destroyer". After defeating The Destroyer, a valuable mineral called "Eridium" started flourishing through Pandora's crust. Handsome Jack (voiced by Dameon Clarke),[21] CEO of the Hyperion Corporation, secures this new resource and makes use of it to attempt to "bring peace" to the planet. Now, Handsome Jack rules over the inhabitants of Pandora with an iron fist from his massive space station, Helios. Meanwhile, rumors spread of an even larger Vault, drawing a new group of Vault Hunters who search for it.

Like its predecessor, Borderlands 2 features four playable characters: Axton the Commando (Robert McCollum), Maya the Siren (Martha Harms), Salvador the Gunzerker (John Swasey), and Zer0 the Assassin (Michael Turner).[21] Two additional characters are available as downloadable content (DLC): Gaige the Mechromancer (Cherami Leigh) and Krieg the Psycho (Jason Douglas).[21] The four player characters from the first game, Roland (Markus Lloyd), Lilith (Colleen Clinkenbeard), Brick (Marcus Mauldin), and Mordecai (Ernesto Jason Liebrecht), return in the form of non-player characters (NPCs).[21] Other NPCs originating from the first game and its DLCs include the Guardian Angel (Jennifer Green), Claptrap (David Eddings), Scooter the mechanic (Michael Neumann), Dr. Zed (Ric Spiegel), Marcus the arms merchant (Bruce DuBose), Mad Moxxi (Brina Palencia), Crazy Earl (Randy Pitchford), and the insane archaeologist Patricia Tannis (Clinkenbeard); new NPCs include the cyborg hunter Sir Hammerlock (J. Michael Tatum), Scooter's sister Ellie (Jamie Marchi), and explosives-obsessed girl Tiny Tina (Ashly Burch).[21]

Plot

[edit]

The game opens with the Vault Hunters aboard a Hyperion train on Pandora. Their employer, Handsome Jack, suddenly sabotages the train and leaves the Vault Hunters for dead in a frozen wasteland. The Vault Hunters are found by the last remaining CL4P-TP ("Claptrap") unit. The Guardian Angel contacts the Vault Hunters and instructs them to accompany Claptrap to the city of Sanctuary, and to join the Crimson Raiders, an anti-Hyperion resistance movement, in order to defeat Handsome Jack.

Upon arriving at Sanctuary, the Vault Hunters are asked to rescue Roland, leader of the Crimson Raiders, who has been captured by a bounty hunter called the Firehawk. The Vault Hunters meet the Firehawk, who turns out to be Lilith, whose Siren powers have been enhanced by the new supply of Eridium. Lilith informs the Vault Hunters that Roland was actually captured by a group of bandits. After fighting through the bandits' territory, the Vault Hunters rescue Roland and return to Sanctuary.

Roland and Lilith learn that the Vault Key, stolen from Tannis by Handsome Jack, is being transported aboard a Hyperion train, and ask the Vault Hunters to retrieve it. The Vault Hunters derail the train, but instead of finding the Vault Key they encounter Wilhelm, a Hyperion cyborg and one of Handsome Jack's enforcers. The Vault Hunters kill Wilhelm and recover his power core, which Roland recommends be used as the power source for Sanctuary's shields. The power core turns out to be a trap; it allows the Guardian Angel, who is revealed to be working for Jack, to lower the city's shields, leaving it vulnerable to an orbital bombardment. Lilith saves Sanctuary, which was originally a large spacecraft, by activating its engines and teleporting it away.

Handsome Jack's plan is to open Pandora's second Vault and unleash the "Warrior", a powerful Eridian monster controlled by whoever releases it; as the Vault Key only charges itself every 200 years, he is using Eridium to forcefully charge it. Angel communicates with the group in Sanctuary, and divulges that the Vault Key is kept with her in a heavily guarded Hyperion facility. The Vault Hunters prepare an attack on the facility, enlisting former Vault Hunters Brick and Mordecai. Roland and the Vault Hunters assault the Hyperion compound and meet Angel, who is a Siren and Jack's daughter. She reveals Jack is using her to charge the Vault Key, and requests to be killed in order to stop her father. Against Jack's efforts to defend her, Roland, Lilith, and the Vault Hunters destroy Angel's life support, killing her. An enraged Jack kills Roland and captures Lilith, forcing her to obey him, as he had done to Angel. Before Jack can make Lilith kill the Vault Hunters, she teleports them back to Sanctuary. Jack then uses her to continue charging the Vault Key in Angel's place.

While Mordecai and Brick prepare an attack on the Vault, the Vault Hunters travel to the Hyperion Information Annex and obtain the Vault's location. After mounting an attack, the Vault Hunters find and defeat Jack, but fail to prevent him from opening the Vault and unleashing the Warrior. The Vault Hunters manage to kill it, and, depending on player choice, either execute Jack or let Lilith do it. As Lilith then attempts to destroy the Vault Key, she accidentally activates an information bank which contains a map of the galaxy, indicating the locations of several Vaults. Lilith remarks that "there ain't no rest for the wicked" before the screen cuts to black. During the credits, various scenes are shown of the Pandorans celebrating Handsome Jack's defeat and taking back their planet from the remaining Hyperion forces.

Development

[edit]

Following the release of the first Borderlands, developer Gearbox Software was simultaneously working on three distinct projects: finishing Duke Nukem Forever, creating Aliens: Colonial Marines, and working on a sequel to the original Borderlands.[22] The initial goal was to create a sequel similar in scale to the first game, but Borderlands' unexpected success enabled the team to expand their budget during the development of Borderlands 2, allowing them to expand their scope and create more content.[10] The development budget ultimately grew to $30–$35 million.[23] Paul Hellquist served as the game's creative director, Jeramy Cooke as its art director, and Anthony Burch as its writer. Sascha Dikiciyan, Cris Velasco, and Jesper Kyd worked together to craft the game's original soundtracks, while Gearbox's Raison Varner provided additional music.[24] The game's development was completed on August 20, 2012, with Gearbox confirming that it was being prepared for duplication and release.[25]

Art and design

[edit]
The game features an art style that was inspired by concept art. Zer0 the assassin (shown in the right) was one of the game's most outlandish designs.

Similar to the first game, Borderlands 2 adopted the "concept art style", which features graphics inspired by both photorealistic imagery and comic-book-inspired visuals. This was difficult to replicate, because the first game was "artfully unfinished"—its artstyle had been switched at the last stage of development with some older visual designs present in the final product. To recreate the sense of "imperfection" and allow for innovation, the art team were given creative freedom while management avoided frequent requests for design revisions. Cooke was responsible for creating a loose "style guide" for the game, and the team accepted work which deviated from these standards. Team members were also encouraged to submit creations that "break boundaries". The design for Zer0, a faceless assassin, faced scrutiny from upper management for deviating too much from what was expected from Borderlands, but Cooke refused to have the character redesigned as he felt that his design would be something new for the franchise.[23] To add more color to the game, a diverse set of environments were modeled, from glaciers to grasslands, as opposed to the first game which is set entirely in a desert.[26][27] With a more colorful world, the team believed that it would encourage players to explore each area. Through having more vibrant colors and creating various landmarks, the team also thought that it helped to make each area distinct.[28]

One of the early objectives for Hellquist was to improve the original game's shortcomings while creating an experience that felt new.[23] A September 2011 survey asked players what they wanted in the new game,[29] and DLCs for the first game were used to experiment and test what players might enjoy in the sequel. One of the early goals was to create a new set of characters, as the team felt that the original cast was too "limiting".[23] The team also made various quality-of-life improvements, such as improving the user interface to make navigating the game's menus easier. Menu layout was refined and the team introduced additional environmental clues to better inform players how different areas are connected. Effort was also placed on making each area more "dense" and "alive".[30] They also wanted to improve the game's cooperative multiplayer, from incorporating private trading of weapons between players to introducing a four-passenger vehicle so that a cooperative team could stick together.[31] A "shared loot" system was incorporated in order to facilitate a collaborative relationship between players.[32]

Gearbox also wanted to make unique weapons. The first game utilizes procedural generation to generate different guns but the differences were not always distinguishable. To solve this problem, the team ensured that each gun manufacturer would have its own distinct gameplay and visual characteristics.[11] To achieve this, each weapon manufacturer has a "trademark style" that would appeal to different players. For instance, the Maliwan brand features weapons inspired by sci-fi technology, while the Dahl brand was for players who preferred weapons that were more grounded in reality. The differences in the weapon manufacturers mean that players can easily identify the weapons they want to use.[23] The Bandit brand was inspired by Mad Max and Death Race and featured a "very home-built look". The Torgue brand was influenced by engine blocks and aircraft designs from the 1940s and the 1950s. In contrast, Tediore was the "throwaway brand", and the team took inspirations from disposable razors and lighters, and "cheap Go phone".[27]

Story and characters

[edit]

As many players complained about the forgettable story for the first game, Burch strived to make the narrative compelling and unique by subverting players' expectations and including a plotline so ridiculous that it cannot be found in any other triple-A games. Despite the script being seven times longer than the original's, the story was not too overbearing on players as the team believed that the essence of the game was about "finding progressively more ridiculous guns to blow up psychotic midgets" instead of the story. To achieve this, the team minimised the use of cutscenes and focused on environmental storytelling.[30] While the game features a humorous tone, the story retains dark moments to keep players invested.[23] One of the darker moments was Angel's death, which went through multiple revisions as the team tried to refine the tone. Roland's death in the later part of the game was also a deliberate decision as it makes the story more relevant and impactful.[33]

According to Hellquist, a diverse cast of characters played a huge role in defining Borderlands' identity.[32] The story is delivered via interactions between these characters rather than text, unlike the first game.[34] Burch's script introduced a large number of new characters, with Burch singling out Tiny Tina and Ellie as the best additions. The team crafted three to five side missions for these characters so that players could better understand their backstories and personalities. Returning characters, especially the playable Vault Hunters from the first game, became major characters in the game's main narrative, so that players get to learn more about them and see how they interact with each other.[35] Series mainstay Claptrap returned in Borderlands 2. He was initially envisioned to be "arrogant, insulting, profane", similar to his depiction in its web series. However, he was later rewritten so that "fans who hadn't seen the shorts wouldn't be shocked at Claptrap's sudden doucheitude in BL2".[36] Burch, in hindsight, stated that one of his biggest regrets was the inclusion of silenced protagonists, since they felt "out-of-place" in a game that features a large cast of eccentric characters and an over-the-top world. However, when playtesters complained about this, it was already too late for Burch to introduce dialogue for the playable characters because mission scripting had already been finished. To remedy the problem, he added character-specific audio logs to the game, allowing the Vault Hunters to narrate their backstory to the players.[37] Burch initially wrote banter dialogue between the Vault Hunters which would be triggered when the player left their controllers idle for a while, though this idea was scrapped.[38]

To create players' agency and motivation, the team attempted to incorporate a concrete goal and a central villain into the story. Handsome Jack served the purpose and helped remind players that he is a constant threat, "the point of the game" and that one of the ultimate goals is to kill him. Jack was envisioned to be a charismatic "douche", mirroring Burch's own personality.[39] He was a funny, likable antagonist who is "hard to outright hate but nonetheless deserves everything he has coming to him". Burch was inspired by classic villains including GLaDOS from Portal and SHODAN from System Shock, and stated that he would have been the protagonist if the story was told from a different perspective.[40] While Jack has a dismissive attitude in the early section, he becomes more aggressive after the death of his daughter Angel. This was to create a revenge arc to make him more memorable.[39] The game is set five years after the first game, in order to show how Jack, who rose to power following the events of the first game, influenced Pandora during this period.[41]

Marketing and release

[edit]

Following the unexpected success of the first Borderlands, creative director Mikey Neumann stated that there was a chance of a follow-up being created.[42] In August 2011, the game was confirmed and titled Borderlands 2.[43] The game was released on September 18, 2012, in North America and on September 21, 2012, internationally.[44] Players who pre-ordered the game gained access to the "Premier Club", which granted the players additional in-game items, weapons and access to the fifth character.[45] Publisher 2K Games and Gearbox Software marketed the game heavily prior to its official release. They released a 16-bit demake of the original game on web browser in August 2012.[46] Another browser-based spin-off game, named Mount Jackmore, was released for European players in September 2012. Players who completed the spin-off, which involves shooting at a mountain carved with Handsome Jack's face, would have a chance to win prizes such as pin badges, figurines and copies of the game.[47] Gearbox also launched a scheme for players of the original game, who could unlock exclusive cosmetic items when they purchased Borderlands 2.[48] Gearbox revealed that they would be honoring a late fan of the game, cancer victim Michael John Mamaril, with the addition of an NPC named after him.[49]

The game was ported to various platforms. Aspyr Media published the game on November 20, 2012, for OS X systems.[50] Gearbox partnered with Iron Galaxy Studios to release a PlayStation Vita version in May 2014.[51] Vita's cross-save allows PlayStation 3 players to transfer their progress to the Vita.[52] On January 20, 2015, Gearbox announced that it would release Borderlands: The Handsome Collection—a port of Borderlands 2 and Borderlands: The Pre-Sequel! for PlayStation 4 and Xbox One, on March 24, 2015. Both games in The Handsome Collection feature remastered graphics, and are capable of running at 1080p resolution at 60 frames per second when playing with one or two local players. The games are also capable of local split-screen multiplayer with up to four players.[53][54] On March 26, 2020, Gearbox announced that it would release The Handsome Collection, plus the original Borderlands, for Nintendo Switch as Borderlands Legendary Collection on May 29, 2020.[55] The team, however, did not port Borderlands 2 to the Wii U because the team "couldn't come up with an 'OMG' feature that makes use of the Wii U's uniqueness".[56]

On August 20, 2012, it was announced that a four-issue Borderlands comic would be released in November 2012 to tie in with Borderlands 2. The miniseries was written by Mikey Neumann and published by IDW. It tells the story of how the original four Vault Hunters came to be together at the beginning of Borderlands, filling in their backstory and setting up the events of both games.[57] Claptrap appears as an opponent in the crossover title Poker Night 2, with players able to unlock new Borderlands 2 content upon the completion of certain objectives.[58] A new season of the web series, also featuring Claptrap, was released in November 2012.[59] In 2013, 2K partnered with merchandise maker National Entertainment Collectibles Association to create real-life masks based on Handsome Jack and Psycho Bandit.[60]

Gearbox hoped to continue engagement with the community following the game's release. It introduced the SHiFT rewards program. Codes are released on various social media sites and forums that can be redeemed in the Borderlands 2 main menu for Golden Keys, which can be used to open the special Golden Chest that is located in the travel station in Sanctuary. When opened, the chest randomly produces rare equipment of the redeeming player's level. SHiFT codes can also be used to redeem special skins.[61] A loot-hunt community event was launched in October 2013, in which players completed daily community goals to unlock special guns for a chance to win a $50,000 grand prize.[62] Gearbox also released two companion apps. The Official Map App displays the map layout and reveals the locations of various hidden chests,[63] while the LootTheWorld app gives players a QR code which can be scanned to unlock in-game loot.[64]

Retail editions

[edit]

A "Deluxe Hunter's Collector's Edition" was released and includes an artbook, stickers, map of Pandora, digital comic download code, a Marcus Kincaid bobblehead plus in-game DLC.

In addition, the "Ultimate Loot Chest Limited Edition" was also available. It contains all of the Deluxe Hunter items plus a collectible scale replica of the red loot chests found within Borderlands 2. A steel case, Creatures of Pandora ID chart, postcard set, field notes from Sir Hammerlock and a cloth map are also included. Each comes individually numbered.[65]

A "Game of the Year Edition" was released in October 2013. It contains all the content from the season pass, two additional playable characters — Mechromancer and Psycho — and other downloadable extras.

On January 11, 2014, 2K partnered with Bethesda Softworks to bundle Borderlands 2 with Dishonored on Xbox 360 and PlayStation 3 with the bundle arriving on February 11, 2014.[66]

Downloadable content

[edit]

Gearbox supported the game with downloadable content (DLC). The fifth character, Gaige the Mechromancer, was available for purchase on October 16, 2012. The character was designed for people who are unfamiliar with the shooter genre.[67] On March 23, 2013, Gearbox announced two new downloadable content packs. The first pack, Ultimate Vault Hunter Upgrade Pack, raised the level cap from 50 to 61 and added new playthrough called the Ultimate Vault Hunter Mode.[68] The second pack, the Psycho Pack, contains a sixth playable character — a Psycho named Krieg. Psychos are psychotic bandit enemies fought during the main campaign. He is a primarily melee focused character with an action skill called "Buzz Axe Rampage", which boosts his melee damage and causes him to regain health whenever he kills an enemy. It was released on May 14, 2013, and is not included in the Season Pass.[68][69] Ultimate Vault Hunter Upgrade Pack 2: Digistruct Peak Challenge was released on September 3, 2013. The DLC increases the level cap from 61 to 72 and introduces the Digistruct Peak Challenge, a new map where Patricia Tannis will let players fight high-level enemies to earn new loot.[70] The game's "Game of the Year Edition" and the season pass also bundle the base game with 4 add-on campaigns, which include the following:

Add-on campaigns
Name Release date Notes
Captain Scarlett and Her Pirate's Booty October 16, 2012[71] The story focuses on Captain Scarlett, a sand pirate captain, who works with the Vault Hunters to search for Captain Blade's Lost Treasure of the Sands, whilst repeatedly informing them that she will eventually betray them. It also introduces new raid bosses and a new hovering vehicle, the Sandskiff.[72] It received generally positive reviews upon release.[73]
Mr. Torgue's Campaign of Carnage November 20, 2012[74] The campaign is centered around a new Vault discovered buried in the center of the "Badass Crater of Badassitude" that will only open "once the champion of Pandora feeds it the blood of the ultimate coward". To find this "champion", Mr. Torgue, CEO of the Torgue weapons manufacturer, sets up a tournament in which the Vault Hunters compete. The DLC also features vending machines which exclusively sell high-end Torgue weapons, and use a new currency called Torgue Tokens.[75] It received generally positive reviews upon release.[76]
Sir Hammerlock's Big Game Hunt January 15, 2013[77] The campaign chronicles Sir Hammerlock and the Vault Hunters undertaking a quest to find rare animals of Pandora and to battle with former Hyperion scientist Professor Nakayama, who is trying to create a clone of Handsome Jack.[78] It was the least well-received DLC among the four add-on packs.[79]
Tiny Tina's Assault on Dragon Keep June 25, 2013[80] The campaign is set within the world of a fantasy-themed tabletop role-playing game known as Bunkers and Badasses, with Tiny Tina serving as a game master, sometimes modifying the game world according to her whims. The campaign's frame story surrounds Tiny Tina's struggle to accept the death of Roland.[81] It received the highest ratings among the four add-on packs.[82] Assault on Dragon Keep became the basis for the standalone game in the Borderlands series, Tiny Tina's Wonderlands released in March 2022.[83] This content was made into a standalone release Tiny Tina's Assault on Dragon Keep: A Wonderlands One-Shot Adventure and released on November 9, 2021, for Windows, PlayStation 4, and Xbox One.[84]

Following the release of the four add-on campaigns, Gearbox announced plans to release the Headhunter series of DLCs. These packs generally cost less than the add-on campaigns and feature less content. Gearbox originally intended to make three Headhunter packs but ultimately created five.[85]

Headhunter packs
Name Release date Notes
TK Baha's Bloody Harvest October 22, 2013[85] The pack brings back the character last seen in Borderlands' Zombie Island of Dr. Ned DLC. Zombie T.K. Baha sends players to fight Jaques O'Lantern, a giant pumpkin boss who gives new character customizations as a reward for being beaten.[85]
The Horrible Hunger of the Ravenous Wattle Gobbler November 26, 2013[86] The pack is a parody of The Hunger Games and Thanksgiving Day in which players have to compete in a tournament organised by Mr. Torgue and defeat a giant turkey monster.[86]
How Marcus Saved Mercenary Day December 17, 2013[87] In this pack, the vault hunters need to find Marcus's missing gun shipment train while saving the ex-bandit town of Gingerton from the evil snowman Tinder Snowflake.[87]
Mad Moxxi and the Wedding Day Massacre February 11, 2014[88] The story revolves around Mad Moxxi's plan to have two Goliaths, one from the Zafords and one from the Hodunks, to marry and end the feud between their families.[88]
Sir Hammerlock vs. the Son of Crawmerax April 15, 2014[89] In the DLC, Sir Hammerlock, Brick, Mordecai, and Lilith are on a vacation on Wam Bam Island when a large monster kidnaps Hammerlock. The DLC culminates in a battle against Crawmerax Jr., the son of the great crab worm from the original game's The Secret Armory of General Knoxx add-on, who is seeking vengeance on Roland, Lilith, Brick and Mordecai.[89]

The game's last DLC, Commander Lilith and the Fight for Sanctuary was announced and released on June 9, 2019. The DLC was released for PC, and for The Handsome Collection version of the game on Xbox One, PlayStation 4 and Nintendo Switch. It was available as a free download for the first month after release.[90] The story of the DLC picks up after the events of Borderlands 2 and acts as a bridge to the story of Borderlands 3, setting up the transition to the new Sanctuary 3 base ship and bringing characters from 2014's Tales from the Borderlands into the bigger story.[91] In the DLC, after Helios station has crashed on the surface of Pandora, Lilith and the other Vault Hunters struggle with what they have learned from the Vault map, of potentially many more Vaults on other planets. As they try to figure out some way to make a space-worthy ship, Sanctuary is attacked by Dahl's Colonel Hector, who has created a powerful mutant army using a strange floral spore. The group abandons Sanctuary and takes shelter at a former bandit camp, now empty except for its leader, Vaughn, as Hector mutated his followers. The Vault Hunters work with Vaughn and other allies to take back Sanctuary and the Vault map from Hector.[92]

VR version

[edit]

A virtual reality version titled Borderlands 2 VR was released for the PlayStation VR on December 14, 2018. This version does not have any multiplayer, but instead features the "BAMF" (Bad Ass Mega Fun) system which allows players to temporarily slow game time in order to plan their attack, and new voice lines from the current voice of Claptrap, Jim Foronda.[93] The Windows version of the VR port was released on October 24, 2020.[94]

Reception

[edit]

Critical reception

[edit]

The game received generally positive reviews upon release, according to review aggregator Metacritic. Many reviewers agreed that the game is a notable improvement over the original.[102][103][105]

Allistair Pinsof, writing for Destructoid, praised the gunplay and the variety of guns, which can change the gameplay experience as different weapons force players to approach combat differently. However, he was disappointed by the conservative mission design, especially for a game that features over-the-top characters.[100] Christian Donlan from Eurogamer liked how distinct the gun manufacturers are, and felt that they have successfully modified the pace of play. He also lauded the extensive customisation options, and the enemy variety.[102] PC Gamer's Tom Francis agreed, adding that the enemy designs keep the combat interesting and engaging.[107] Chris Watters from GameSpot praised the gunplay, describing it as "solid" and "satisfying", though he was disappointed that combat seemed largely similar across the four classes. He also praised the world of Pandora for being a "vibrant, living place", as opposed to Borderlands' desolate desert.[105] Both Donland and Dan Ryckert from Game Informer appreciated the quality-of-life adjustments Gearbox implemented, with Ryckert saying that they made the game a "noticeably superior experience" when compared with the first game.[103] Mike Minotti from VentureBeat described Borderlands 2 as an excellent blend of FPS and RPG, and praised Gearbox for perfecting the looter-shooter genre. However, he criticised the game for reusing dungeons and the presence of some overpowered enemies.[109] The game's driving component was considered to be a missed opportunity.[106][102] Bob Mackey of 1Up.com appreciated the improvements to the sequel but felt Gearbox could have done more, stating: "Sure, the changes here are enough to merit a "2," but I don't see the basic experience being elevated in any way outside of some minor improvements."[101]

Pinsof praised the game's story and writing, calling it "the funniest, cleverest script to grace a game since Portal 2". He applauded Gearbox for expanding the lore and the characters, and added that every character has their own "golden line of comedic dialogue". He also liked how the humor in the game elevated the main campaign and the side missions.[100] Ryckert also liked the humorous goals of the side missions, and stated that they have a lot of "entertainment value". He added that the sense of humor displayed in the game was one of the best in the industry.[103] Anthony Gallegos from IGN called the story "predictable", but still regarded it as an improvement over the original. However, he enjoyed completing the side-quests due to their presentation, writing and action, despite their conventional design.[106] Minotti, however, felt that the game's heavy focus on humor undermined the game's more serious moments. Minotti praised the colorful cast of characters, singling out the humorous writing for Claptrap, Tiny Tina, and Ellie.[109] Handsome Jack also received a lot of praise. Ryckert called him "entertaining",[103] while Pinsof added that he was "lovable".[100] Sterling McGarvey, writing for GamesRadar, noted that the campaign is bloated with filler content, but the narrative remains compelling due to the presence of Jack as a strong central villain.[104] Polygon's Arthur Gies also added that the game had "MMORPG quest design of the worst kind", and felt that Gearbox intentionally lengthened the game by adding unnecessary fillers and content.[108] Both Francis and Arthur Gies from Polygon noted their disappointment with the game's opening segment, with Francis saying that it "strips the game of everything that makes it good".[108][107]

The game's multiplayer received praise. Donlan and Ryckert liked how the abilities of the four classes complement each other.[102][103] Ryckert added that the cooperative multiplayer further elevated the experience.[103] Minotti felt that the multiplayer was as fun as the original, and praised Gearbox for streamlining the process for other players to join a session.[109] Watters believed playing with friends contributes to a more rewarding experience due to the presence of item trading, difficulty scaling and better loots.[105] Pinsof critisied the multiplayer for being imbalanced because the shared loot system means veteran players would get low-tier loots when they played with new players.[100] McGarvey also noted that respawn stations are few and far between and that players need to backtrack a lot in order to reunite with their teammates after their player avatar dies.[104]

The PlayStation Vita port received mixed reviews. While complimented for offering the entire game and additional content on a handheld console, the port was generally panned for its decreased graphics and sound quality, lag issues and inconsistent frame rates, and that it only offered two-player multiplayer rather than four. IGN gave the port a 5.4 out of 10, concluding that "its compromised visuals rob it of much of its bombastic charm, while its erratic performance and unreliable touch controls keep the gameplay from shining like it has in the past."[111][112] Steven Petite from IGN, reviewing the PlayStation VR version, called it a "decent adaptation" and one of the "deepest shooter experiences" available on VR platforms. However, he lamented at the lack of multiplayer and expressed his dislike for the game's adoption of motion control.[113] The PC release for the VR version was plagued with technical problems, and only 45% of the players gave the game positive reviews on Steam.[114]

Sales

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Borderlands 2 is a major commercial success. It was the most pre-ordered game in 2K's history.[115] It was the best-selling retail game in the UK in its week of release, outselling competitors including F1 2012 and Pro Evolution Soccer 2013.[116] It secured the biggest launch for a game in the UK in 2012, surpassing the record previously held by Mass Effect 3 and quadrupled the first game's sales in the same period of time. More than 70% of the sales were generated from the Xbox 360 version.[117] In the US, it was the second best-selling retail game of the month, selling more than 1.82 million units.[118][119] It was the seventh best-selling game in the UK and the tenth best-selling game in the US in 2012.[120][121]

On November 1, 2012, Take-Two Interactive announced that they had shipped 5 million copies. The revenue and earnings for Take-Two in the second quarter surpassed the company's expectation, with the success of Borderlands 2 being cited as one of the contributing factors.[122] In February 2014, 2K Games announced that the game had sold more than 8.5 million copies, making it the most successful commercial release for the publisher.[123] It sold more than 12 million as of March 2015.[124] In 2019, Take-Two announced that the game had shipped more than 20 million units, and added that the game managed to maintain 1 million monthly users nearly eight years following its release.[125] By 2025, the game had sold over 30 million units, making it the best-selling game in the franchise.

Controversies

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Controversy regarding sexism hit a month before the game's scheduled release after Gearbox designer John Hemingway told Eurogamer that the Mechromancer mode would feature "the girlfriend skill tree" for people who "suck at first-person shooters". CEO Randy Pitchford later clarified by saying that the name for the skill tree is "Best Friends Forever" and that Hemingway's description was only a "personal anecdote".[126] Upon release, some fans criticized the character of Tiny Tina for "conveying racism" since she is a white girl who uses African-American Vernacular English. Burch responded by saying that he may change her character in subsequent DLCs.[127]

Gearbox's other project, Aliens: Colonial Marines, developed in partnership with Sega, was in development troubles during the production of Borderlands 2. Insider sources claimed that following the success of the first Borderlands, Gearbox allocated nearly all of its resources and manpower into developing the sequel and Duke Nukem Forever and neglected the development of Colonial Marines, outsourcing its development to external developers. Colonial Marines was released in 2013 and received negative reviews.[128]

Wade Callender, who worked at Gearbox as a lawyer from 2010 to 2018, sued Pitchford in January 2019 and alleged that he had taken $12 million royalties from Take-Two intending to fund the game's development for himself through his personal company, Pitchford Entertainment.[129] The lawsuit was dismissed without prejudice by the court on October 2 of the same year.[130]

Awards

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Year Award Category Result Ref.
2012 Spike Video Game Awards 2012 Studio of the Year (Gearbox Software) Nominated [131]
Best Xbox 360 Game Nominated
Best PS3 Game Nominated
Best Shooter Won
Best Multi-player Game Won
Best Performance by Human Male (Dameon Clarke as Handsome Jack) Won
Best DLC (Mechnomancer Pack) Nominated
Character of the Year (Claptrap) Won
2013 40th Annie Awards Best Animated Video Game Nominated [132]
16th Annual D.I.C.E. Awards Game of the Year Nominated [133]
Action Game of the Year Won
Outstanding Achievement in Art Direction Nominated
Outstanding Achievement in Character - Male or Female (Tiny Tina) Nominated
Outstanding Achievement in Online Gameplay Nominated
9th British Academy Games Awards Game Design Nominated [134]
Action Nominated
Artistic Achievement Nominated
Online multiplayer Nominated
National Academy of Video Game Trade Reviewers Awards Game of the Year Nominated [135]
Animation Nominated
Control Precision Nominated
Lead Performance in a Comedy (David Eddings as Claptrap) Won
Supporting Performance in a Comedy (Clarke as Handsome Jack) Won
Writing in a Comedy Nominated
Game Developers Choice Awards Best Visual Arts Nominated [136]
Golden Joystick Awards 2013 Game of the Year Nominated [137]
Best Multiplayer Nominated
Best Visual Design Nominated
VGX Best DLC (Tiny Tina's Assault on Dragon Keep) Nominated [138]
2014 17th Annual D.I.C.E. Awards Online Game of the Year Nominated [139]

Prequel and sequel

[edit]

In April 2014, Gearbox announced that 2K Australia was developing a game set in between the events of the first two Borderlands games, Borderlands: The Pre-Sequel!. Released on October 14, 2014, the game focuses on the rise of Handsome Jack, and features four of his henchmen—Athena (from The Secret Armory of General Knoxx DLC), Claptrap, Nisha (Lynchwood's sheriff from Borderlands 2), and Wilhelm (a Hyperion cyborg who was a boss in Borderlands 2)—as playable characters.[140][141][142]

At a panel during PAX South in January 2015, Pitchford announced that the studio was preparing to begin work on a new Borderlands game—which he described as "the big one", and began to offer a number of new staff openings related to the game. The game would be developed specifically for the eighth-generation consoles Xbox One and PlayStation 4.[143] Borderlands 3 was released on September 13, 2019.[144]

Notes

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
is a 2012 action role-playing first-person shooter video game developed by and published by 2K Games. Released on September 18, 2012, for , , and , with subsequent ports to platforms including , , macOS, , and Android, it serves as the sequel to the 2009 game Borderlands. The game is set five years after its predecessor on the lawless planet , where players control one of four Vault Hunters tasked with uncovering ancient alien vaults while combating the Hyperion Corporation and its megalomaniacal CEO, , who seeks to eradicate resistance groups like the Crimson Raiders. The core gameplay emphasizes looter-shooter mechanics, featuring cooperative multiplayer for up to four players, procedurally generated weapons with millions of unique variations, class-specific skill trees, and fast-paced combat against diverse enemies including bandits, wildlife, and corporate forces. Its distinctive cel-shaded art style, satirical humor, and expansive open-world exploration across varied biomes contributed to its critical and commercial success, earning aggregate scores ranging from 89 to 91 across platforms. By 2024, Borderlands 2 had sold over 29 million copies worldwide, making it the best-selling entry in the franchise, which has collectively exceeded 93 million units as of 2025. The title's defining characteristics include its irreverent delivered through voiced and environmental humor, innovative enemy AI behaviors, and extensive that expanded the campaign with new characters, areas, and raids. While praised for refining the original's formula with improved pacing, deeper character development, and enhanced multiplayer stability, it faced minor technical critiques on launch for optimization issues on PC, later addressed via patches. Borderlands 2 solidified Gearbox's reputation for crafting replayable, community-driven experiences, influencing subsequent looter-shooter genres and maintaining a dedicated player base through re-releases and VR adaptations.

Gameplay

Core Mechanics

Borderlands 2 is a that emphasizes fast-paced combat against hordes of enemies using a vast array of procedurally generated firearms. Players engage in gunplay where weapons vary by manufacturer, such as Torgue for damage or Maliwan for effects, influencing tactical choices in encounters. The core combat loop includes a "second wind" mechanic, allowing downed players to recover full health by quickly killing an enemy within a short time frame, promoting aggressive playstyles. The game's loot system drives progression through random drops from defeated enemies and chests, determined by predefined item pools and probability rolls for rarity levels including common white, rare purple, and legendary orange gear. Shields, grenades, and class mods provide additional customization, with loot rarity tied to a single part and scaled damage output, evolving from the original Borderlands by introducing specific drop rates. This encourages repeated enemy farming for superior equipment, forming the looter-shooter foundation. Four playable classes—Siren (Maya), Commando (Axton), Gunzerker (Salvador), and Assassin (Zer0)—each feature a unique action skill activated on cooldown, such as Maya's elemental or Zer0's deception. Skill trees, with three branches per class totaling up to 50 points at base level 50, allow specialization in areas like gun damage, survival, or ability enhancements, unlocked tier-by-tier every five points invested. Environments respond dynamically to actions, with destructible objects and hazards like exploding barrels aiding combat fluidity.

Character Customization and Progression

Players select one of four base-game Vault Hunters at the outset—Axton (a deploying a turret as his action skill), Maya (a siren capable of phaselocking enemies), Salvador (a gunzerker who dual-wields weapons during his action skill), or Zer0 (an assassin executing melee strikes or decoys)—each with three distinct skill trees tailored to their archetype, such as turret enhancements for Axton or damage boosts for Maya. adds two more: Gaige (mechromancer, summoning a ally) and Krieg (psycho, releasing energy blasts or self-buffing mania). Vault Hunter choice is permanent per playthrough, locking players into that class's abilities and progression path, though New Game+ modes allow replaying with different selections. Progression centers on experience accumulation from quests and , raising levels from 1 to a base cap of 50 and awarding one skill point per level after level 5 (totaling 46 points, with one reserved for unlocking the action skill). These points invest into tiered skill trees, where five points must fill a tier (distributable across its skills) to access the subsequent one, enabling builds focused on , , or ; class mods from loot can grant bonus points or passive effects mimicking tree skills. Expansions like the Ultimate Vault Hunter Upgrade Packs extend the cap to 61, then 72, and finally 80 via Overpowered levels in Ultimate Vault Hunter Mode, providing additional points (up to 75 total) for deeper specialization, though early allocation choices remain strategic due to tier gating. Visual customization is cosmetic and loot-driven, involving heads (altering facial appearance) and skins (overlaying textures and colors), both rarities dropped randomly from enemies or bundled in DLC, with over 100 skins and dozens of heads available per character. stations, found in hubs like , facilitate swapping these items or respeccing skills for an Eridium fee, without altering core class . No procedural or slider-based appearance editing exists, limiting personalization to these presets. A parallel system, Badass Ranks, advances via challenge completions (e.g., headshots or kills), yielding tokens spent on customizable stat bonuses across 12 categories like damage (+5% per rank) or shield capacity, with no hard cap beyond risks at extreme values. This decoupled progression encourages replayability and broadens viability across playstyles, independent of level-based skills.

Multiplayer and Co-operative Play

Borderlands 2 supports cooperative multiplayer for up to four players via online , direct invites, or LAN connections, emphasizing shared progression through the campaign and optional content. The system allows seamless drop-in and drop-out functionality, enabling players to join or exit sessions mid-game without interrupting the host's progress or requiring restarts. This design facilitates flexible group play, where participants level their individual Vault Hunters independently while collaborating on missions. Local play options include two-player split-screen co-op on consoles such as , , and later ports, but no official split-screen support exists for the PC version, limiting local multiplayer to LAN setups. Four players can connect via system link on supported consoles or LAN on PC, extending co-op beyond online infrastructure. The game features no competitive player-versus-player modes, focusing exclusively on player-versus-environment encounters in cooperative settings. Enemy encounters dynamically scale in , output, and spawn frequency based on the number of active players, increasing challenge proportionally to group size to maintain balance without overwhelming solo-equivalent difficulty. Experience points and loot drops are distributed individually, with random weapon generation amplified by multiplayer scaling to yield more items overall, though significant level disparities between players can introduce imbalances as lower-level characters receive no automatic stat adjustments. is absent in the original release, confining sessions to platform-specific lobbies.

Story and Setting

Setting and Lore

Borderlands 2 is set on the planet , a remote and inhospitable world in the Borderlands universe, characterized by vast arid wastelands, mutated wildlife, and pervasive lawlessness. Five years after the events of the original Borderlands, serves as the primary battleground for corporate ambitions and Vault Hunter expeditions, with Hyperion Corporation establishing orbital dominance via space stations and loaders to extract resources like Eridium, a volatile mineral tied to ancient alien technology. The planet's lore originates from the Eridians, an advanced alien race that engineered itself as a colossal Vault—a dimensional designed to contain the , a galaxy-devouring entity threatening universal existence. To achieve this, the Eridians sacrificed their civilization, constructing the planet around the beast and positioning its moon, Elpis, as a Vault Key while deploying crystalline Guardians and Sirens—rare humanoids with reality-warping powers—as eternal sentinels. Eridium, seeping from Vault fissures, powers Siren abilities and fuels corporate greed, drawing scavengers, bandits, and megacorporations like Dahl and Hyperion to exploit the ruins. Hyperion's narrative dominance stems from , its self-appointed president, who seized control after assassinating prior leadership and frames himself as Pandora's savior against bandit hordes while pursuing the Vault's power for conquest. This corporate takeover amplifies Pandora's chaos, pitting Vault Hunters—mercenaries branded by Hyperion after a failed —against Jack's forces in a quest to thwart his plans and claim Eridian treasures. The lore underscores causal chains of exploitation: initial corporate surveys unearthed Eridian artifacts, sparking Vault myths that lured opportunists, escalating into full-scale planetary conflict.

Plot Overview

Borderlands 2 is set five years after the events of the original Borderlands, on the planet Pandora, where the Vault Hunters arrive seeking ancient alien technology within a Vault. The protagonists, a new group of customizable Vault Hunters including classes such as Axton the Commando, Maya the Siren, Salvador the Gunzerker, and Zer0 the Assassin, are ambushed en route by forces loyal to Handsome Jack, the self-proclaimed hero and president of the Hyperion Corporation. Jack, who controls vast Eridium resources to power his dominance over Pandora, frames the Vault Hunters for a train derailment and launches a campaign to eradicate resistance. Guided initially by holographic messages from the enigmatic Guardian Angel, the Vault Hunters escape and ally with the Crimson Raiders, a guerrilla resistance group based in the mobile town of Sanctuary, led by Roland and the Siren Lilith. The central conflict revolves around Jack's plan to harness the power of a monstrous entity known as the Warrior, sealed in the Vault, using Eridium and the abilities of Angel, who is revealed to be Jack's captive daughter and a Siren. The Vault Hunters undertake missions to disrupt Hyperion operations, including battling enforcers like Wilhelm and stealing key technologies, while uncovering Angel's true identity and Jack's abusive control over her. Tensions escalate as Hyperion assaults Sanctuary, forcing its evacuation, and Jack murders Roland in retaliation. The protagonists infiltrate Hyperion's facilities to free Lilith and ultimately confront Angel, whose death severs Jack's link to the Vault, allowing the Vault Hunters to defeat him and the awakened Warrior in a climactic battle near the Vault's location. In the resolution, the defeat of Jack exposes a larger interstellar threat via a map to additional Vaults across the galaxy, setting the stage for future conflicts. The Crimson Raiders solidify their role as Pandora's defenders, with assuming leadership and destroying the Vault Key to prevent further misuse, though subsequent events in hint at ongoing perils from new antagonists like Colonel Hector. The narrative emphasizes themes of corporate tyranny and , delivered through in-game dialogue, ECHO recordings, and missions that blend humor with high-stakes action.

Key Characters and Antagonists

The playable protagonists in Borderlands 2, known as Vault Hunters, comprise four distinct classes, each with unique abilities and backgrounds tailored to different combat styles. Axton, , is a former Dahl soldier who deploys a turret for and area control, emphasizing tactical support and sustained firepower. Maya, the Siren, harnesses ethereal phaselock abilities to suspend enemies in mid-air, enabling and elemental damage amplification through her tattoos. Salvador, the Gunzerker, is a heavily augmented brawler from the Hodunk who activates a berserk mode to dual-wield any weapon, boosting health regeneration and raw damage output. Zer0, the Assassin, is an enigmatic android-like operative skilled in sniping, executions with a retractable , and holographic decoys for deception. The central antagonist is , the narcissistic president of Hyperion Corporation, who monopolizes Pandora's resources, deploys loader robots en masse, and pursues the Vault's power while deluding himself as the planet's savior; his actions include orbital bombardments and mass executions of dissenters. Voiced by , Jack's charismatic yet psychopathic persona drives the narrative through taunting recordings and direct confrontations. Supporting his regime is , his estranged daughter and a Siren whose digitized consciousness interfaces with Hyperion's systems to monitor Vault Hunters and facilitate Jack's schemes, including trapping Maya for experimentation. Key non-playable allies include , a diminutive but verbose providing and mission guidance after Hyperion's occupation displaces him; Mad Moxxi, a flirtatious and host who supplies weapons and vehicles; and Marcus Kincaid, the opportunistic arms dealer managing Sanctuary's defenses and inventory. These characters, alongside returning figures like and from the Crimson Raiders, form the resistance against Hyperion's tyranny, with their interactions underscoring themes of rebellion and survival on .

Development

Conception and Early Development

Following the release of Borderlands on October 20, 2009, which achieved commercial success with over 5 million units sold, began conceiving its sequel to capitalize on the established loot-shooter formula. The core concept retained the fusion of Diablo-style procedural loot generation with mechanics but aimed to address limitations in narrative depth, character variety, and world scale identified in player feedback and internal reviews of the original. Lead designer drove early ideation, envisioning a story script six times larger than its predecessor and five distinct playable classes to enhance replayability and cooperative dynamics. Pre-production and early development commenced shortly after Borderlands' launch, utilizing Gearbox's expanded resources in their Plano, Texas headquarters—initially on the 12th floor of the Bank of America building before occupying additional space. President and CEO Randy Pitchford contributed directly to foundational features, such as the Badass Ranks progression system, which he prototyped personally to mitigate endgame stagnation observed in max-level playthroughs of the first game. Character concepts for Vault Hunters like the siren Maya and gunzerker Salvador originated from whiteboard brainstorming sessions incorporating disparate keywords to generate unconventional archetypes, diverging from reusing Borderlands originals in favor of fresh designs. The team prioritized iterative refinement of core gunplay and procedural generation systems over radical reinvention, informed by post-launch data from the original's DLC expansions. By early 2011, internal rumors of the project circulated, though Gearbox withheld official confirmation until August 3, 2011, when it announced Borderlands 2 for a 2012 release, accompanied by initial concept reveals at events like . This timeline reflected a deliberate ramp-up enabled by Borderlands' revenue, which funded a larger budget and team to integrate ambitious elements like the central antagonist , whose charismatic villainy was prototyped to contrast the original's faceless threats and drive plot cohesion. Development milestones included early viability testing of expanded enemy AI behaviors and environmental variety on , setting the stage for full production.

Technical and Design Innovations

Borderlands 2 utilized Unreal Engine 3 with targeted optimizations that reallocated memory and performance budgets from graphical assets to gameplay elements, enabling denser combat scenarios with significantly more enemies on screen simultaneously. These enhancements, informed by extensive use of Epic's Unreal Developer Network resources during development, improved frame rates and allowed for more aggressive AI behaviors without compromising overall stability. Gearbox reported that such adjustments pushed the engine's limits beyond those achieved in the original Borderlands, facilitating emergent chaos in firefights involving dozens of foes. Procedural generation systems were refined to produce millions of unique weapon variants, shields, grenades, and relics, expanding on the first game's framework with algorithms that ensured greater balance and rarity distribution. Developers gained finer control over loot drops, shifting from probabilistic suggestions in Borderlands to deterministic demands for specific quality tiers from bosses and elite enemies, which reduced grind variance and heightened reward predictability. This design evolution supported the game's core loop of relentless item acquisition while mitigating frustration from suboptimal yields. User interface advancements addressed prior limitations, incorporating a persistent minimap for navigation and streamlined quest tracking to reduce menu navigation overhead during play. Inventory management was restructured to segregate weapons by class (e.g., pistols, shotguns), accelerating swaps in fast-paced encounters and accommodating the expanded arsenal. Environment modeling benefited from Modo software integration, enabling rapid iteration on detailed, destructible structures in Pandora's varied biomes, which accelerated production without sacrificing the cel-shaded aesthetic's timeless readability. These changes collectively amplified replayability through persistent progression mechanics tied to challenge completions, fostering long-term engagement across multiple playthroughs.

Art, Audio, and Narrative Craftsmanship

The art direction of Borderlands 2 refined the series' signature comic-book-inspired aesthetic, utilizing hand-painted textures overlaid with thick, inky outlines to evoke a gritty, illustrated style rather than employing true cel-shading rendering. Gearbox Software's development team, as documented in The Art of Borderlands 2, focused on enhancing environmental diversity and character designs to amplify Pandora's chaotic wasteland, with concept artists iterating on exaggerated proportions and vibrant, distressed palettes for visual impact. This approach, conceived late in pre-production under CEO Randy Pitchford's guidance, prioritized stylistic consistency over photorealism to support the game's loot-driven gameplay and satirical tone. Audio craftsmanship in Borderlands 2 features a collaborative soundtrack blending industrial electronic beats with orchestral swells, composed primarily by , , and , who contributed tracks like "Ascent" and "Glacial" to underscore exploration and combat intensity. Gearbox audio lead Raison Varner integrated dynamic , including weapon feedback and environmental ambiences, to heighten immersion in Pandora's hostile biomes. Voice performances, such as Dameon Clarke's portrayal of the charismatic antagonist , deliver rapid-fire dialogue with ironic menace, enhancing the game's humorous exchanges through motion-captured animations synced to audio cues. Narrative craftsmanship emphasizes layered satire and player agency within a linear plot structure, where Vault Hunters confront Handsome Jack's corporate tyranny, structured with clear acts building from recruitment to climactic betrayal. Lead writer Anthony Burch designed humor via gameplay integration, such as echo logs and side quests revealing character backstories, avoiding reliance on overt exposition in favor of emergent comedy from absurd enemy behaviors and fourth-wall breaks. This method, informed by Burch's GDC presentation on comedic timing, balances irreverent wit with thematic critiques of , though some sequences prioritize quips over deeper lore consistency.

Release and Expansions

Initial Release and Platforms

Borderlands 2 was developed by and published by 2K Games, with its initial release occurring on September 18, 2012, in for the platforms of Microsoft Windows, , and Xbox 360. The game launched internationally on September 21, 2012, maintaining the same three core platforms. These platforms represented the primary launch targets, leveraging the capabilities of seventh-generation consoles and PC hardware prevalent at the time to deliver the game's looter-shooter mechanics, cooperative multiplayer, and expansive open-world elements on . Subsequent ports to other systems, such as macOS in November 2012 and in 2014, followed the initial rollout but were not part of the debut release strategy.

Marketing Campaigns and Editions

Borderlands 2 was marketed through a series of pre-release trailers, initiatives, and retailer-specific promotions. The official launch trailer, released in advance of the game's September 18, 2012, North American debut, highlighted key elements and the antagonist to build anticipation. Pre-order incentives included exclusive such as the Creature Slaughter Dome challenge arena, available through participating retailers like . efforts, coordinated by agencies like Famous Interactive, emphasized interactive content including games, posters, and to drive viral sharing. A notable promotional campaign, "Borderlands 2: A Work of Art," generated 90% positive or non-negative social sentiment and included a Twitter contest offering over 250,000 impressions, where participants could win pieces of an in-game-inspired mural. Television advertisements aired to promote the game's cooperative shooter mechanics and loot-driven gameplay, targeting core gaming audiences. These efforts contributed to heightened pre-launch buzz, aligning with Gearbox Software and 2K Games' strategy of leveraging the Borderlands series' established fanbase from the 2009 original. The launched in multiple editions to cater to different consumer preferences. The standard edition contained the base , while two premium retail versions were announced on May 17, 2012. The Deluxe Vault Hunter's Collector's Edition, priced at $99.99, bundled the with physical items including a Marcus Kincaid , a hardbound book titled Inside the Vault: The Making of Borderlands 2, a sticker set, and a cloth map of ; it also qualified for bonuses. The Ultimate Loot Chest Limited Edition, at $149.99, expanded on this with a replica loot chest housing additional collectibles such as five lithographs, a digital soundtrack download, and an in-game Mechromancer unlock, limited to initial production runs. Subsequent releases included the Borderlands 2 Game of the Year Edition in 2013, which integrated the base campaign with four major packs—Captain Scarlett and Her Pirate's Booty, Mr. Torgue's Campaign of Carnage, Sir Hammerlock's Big Game Hunt, and Tiny Tina's Assault on Dragon Keep—along with the Premier Club content pack, offering over $100 in additional value for players seeking a complete experience without separate purchases. Digital storefronts later offered bundles like the Collector's Edition Pack, providing cosmetic heads, skins, and mods for $4.99.

Downloadable Content and Updates

Borderlands 2 was supported by with four major campaign DLC packs included in the Season Pass, released sequentially from late 2012 to mid-2013, each adding new story missions, locations, enemies, and loot while integrating with the base game's progression system. These expansions extended the level cap and provided narrative continuations involving Vault Hunters combating threats on and beyond. Additionally, four smaller Headhunter packs offered holiday-themed side missions with unique bosses and rewards, while a free DLC in 2019 bridged to Borderlands 3. The campaign DLCs are as follows:
TitleRelease DateKey Features
Captain Scarlett and Her Pirata's BootyOctober 16, 2012Pirate-themed treasure hunt in Oasis, new vehicles, and boss fights against Captain Scarlett.
Mr. Torgue's Campaign of CarnageNovember 20, 2012Arena-based hosted by Torgue, emphasizing explosive weapons and gladiatorial challenges.
Hammerlock's Big Game HuntJanuary 15, 2013Hunting expedition on a remote , introducing new enemies and Hammerlock's backstory elements.
Tiny Tina's Assault on Dragon KeepJune 25, 2013Fantasy with Tiny Tina as , featuring a campaign against a dragon and lich, widely praised for its writing and replayability.
The Headhunter packs, sold separately, provided shorter experiences:
  • T.K. Baha's Bloody Harvest (October 16, 2012): Halloween event with zombie hordes and a haunted mansion boss.
  • The Horrible Hunger of the Ravenous Wattle Gobbler (November 20, 2012): turkey-themed horror quest.
  • How Marcus Saved Mercenary Day (December 20, 2012): delivery mission against festive bandits.
  • Sir Hammerlock vs. the Son of Crawmerax (April 15, 2014): Easter hunt revisiting the original Crawmerax boss's offspring.
In June 2019, Gearbox released the free Commander & the Fight for DLC, adding five missions where rallies heroes against a new villain, , while incorporating characters and serving as a promotional , available across platforms without requiring prior DLC ownership. Post-launch patches addressed technical issues, balanced , and introduced features like increased inventory space and new difficulty modes. Patch 1.02 (September 20, 2012) fixed launch-day bugs such as co-op stability. Patch 1.5 (April 2, 2013) added Ultimate Vault Hunter Mode, a third playthrough with scaled enemy levels up to 50, enhanced loot drops, and doubled storage capacity. Subsequent updates, including version 1.7.0 (October 29, 2015) and 1.8.0 (February 6, 2014), refined character skills—particularly Maya's for viability—added mission sorting options, and supported ports to newer consoles via The Handsome Collection in 2015, which included all DLC and further optimizations. Later patches in 2020–2022 focused on compatibility for re-releases and minor balance tweaks without new content.

Reception and Commercial Performance

Critical Evaluation

Borderlands 2 garnered strong critical acclaim, with aggregates of 89/100 for the PC and versions based on 59 critic reviews each, and 91/100 for the version. compiled an 86/100 score from 23 reviews, classifying it as "Mighty" and ranking it in the top 5% of evaluated games. These scores reflected broad consensus on its refinements to the looter-shooter formula established in the 2009 original, including deeper integration and tweaks amid persistent genre staples like procedurally generated weapons and cooperative multiplayer. Reviewers frequently praised the enhanced storytelling, driven by the Handsome Jack's charismatic presence and taunting radio interactions, which injected personality into the previously sparse plot. highlighted these narrative upgrades alongside systemic improvements in elemental combat effects and class skill trees, awarding 9/10 despite "a few relatively minor complaints." GameSpot echoed this, scoring 8.5/10 for "stellar writing" and incremental enhancements like better enemy variety and dismemberment mechanics that made firefights more visceral and strategic than in Borderlands. Polygon commended the shift toward elemental weaponry and limb-specific damage, which elevated combat beyond basic shooting, rendering it "unquestionably better" than its predecessor. The cel-shaded and irreverent humor also drew consistent acclaim for maintaining visual appeal and tonal consistency across expansive environments. Criticisms centered on repetitive mission design, often fetch-quest heavy with predictable objectives like "go here, kill , return item," which some argued diluted long-term engagement despite the loot incentive. , at 90/100, noted it was "not the most consistently brilliant," pointing to uneven pacing in solo play outside co-op bursts. The loot system's reliance on volume over consistent quality led to complaints of grindiness, with players frequently discarding subpar weapons amid scaling progression that favored endgame farming. AI behaviors were described as formulaic in some analyses, contributing to monotonous encounters after initial novelty. These elements, while genre-typical, underscored debates on whether Borderlands 2 innovated enough to transcend looter-shooter tropes or merely polished them for broader appeal.

Sales and Market Success

Borderlands 2, released on September 18, 2012, achieved rapid commercial success, shipping five million copies to retailers within six weeks, bolstered by strong digital sales. By March 2015, CEO reported that the game had sold well over 12 million units worldwide. Sales continued to accumulate steadily, reaching 22 million units by August 2019, as disclosed in Take-Two Interactive's financial updates, reflecting sustained demand through re-releases, discounts, and expansions. This figure positioned Borderlands 2 as a cornerstone of the franchise's growth, contributing significantly to the series surpassing $1 billion in total revenue by September 2019. As of March 2024, lifetime sales exceeded 28 million copies, establishing Borderlands 2 as 2K Games' top-selling title since the publisher's founding in and underscoring its enduring market performance amid ongoing platform ports and community engagement. The game's strong performance on platforms like , where it ranked among the top-selling titles with over 11 million copies by mid-2018, further highlighted its digital marketplace dominance.

Long-term Player Engagement

Borderlands 2 has sustained notable long-term player engagement, evidenced by its persistent concurrent player base exceeding 3,000 on average as of late 2025, over 13 years post-release, with recent monthly averages around 3,400-3,900 and peaks up to 8,000 during promotional periods. This outperforms concurrent play for some later entries in the series, such as averaging roughly double Borderlands 2's figures but declining faster over time. Core mechanics drive replayability, including four playable Vault Hunters—each with three distinct skill trees allowing specialized builds like Salvador's dual-wielding or Zer0's melee-deception focus—that incentivize multiple character runs for varied progression paths and synergies with randomized loot drops. The of weapons, with millions of potential variants across manufacturer-specific traits (e.g., Maliwan's emphasis or Torgue's explosive ), compels iterative farming sessions to acquire "god rolls" for optimal performance in endgame scenarios. Three escalating playthrough modes—Normal, True Vault Hunter Mode (replay with level reset but retained gear and increased enemy health/slags), and Ultimate Vault Hunter Mode (dynamic enemy scaling to player level up to 80, with bad-ass ranks enhancing foes)—extend campaign viability, often yielding 50-100+ hours per character for completionists. Downloadable content further bolsters retention by integrating seamlessly with base progression: four campaign packs (e.g., Captain Scarlett's pirate-themed heists or Sir Hammerlock's hunts) introduce new zones, quests, and legendary gear that scale in TVHM/UVHM, while the arena-style T.K. Baha's Bloody Harvest and seasonal Headhunter mini-DLCs provide repeatable challenges and . These expansions, released between 2012-2013, reportedly extended average playtime by 20-30 hours per pack for engaged players, sustaining interest through fresh narrative beats and boss encounters like the Ancient Dragons of Destruction. Cooperative multiplayer for up to four players amplifies social replay, as synchronized skill synergies (e.g., Gaige's stacking with Axton's turret deployment) and shared loot pools encourage group farming of over 100 side quests and dynamic events, with data showing co-op sessions comprising a majority of long-term activity. persistence is reflected in active forums and tools like the Patch mod for PC, which fixes persistent bugs without altering balance, though official support ended in ; total ownership exceeds 24 million units, with average playtime surpassing 80 hours per user. This structure prioritizes intrinsic loops over external events, yielding enduring appeal absent in sequels criticized for diluted build variety.

Controversies

Privacy and EULA Disputes

In May 2025, the Borderlands series, including Borderlands 2, experienced significant review bombing on Steam following updates to parent company Take-Two Interactive's End User License Agreement (EULA) and privacy policy. Users criticized provisions perceived to enable extensive data collection, including potential root-level access to personal computers for anti-cheat enforcement, telemetry, and service monitoring, raising alarms over exposure of sensitive details such as IP addresses, hardware specifications, and login credentials. The backlash intensified accusations of embedded spyware, with players arguing the EULA's broad language violated privacy norms and potentially contravened regulations like the European Union's (GDPR) by mandating consent for undefined data practices tied to online features such as SHiFT account integration. This led to recent Steam reviews for Borderlands 2 shifting predominantly negative, with warnings against installation due to risks to communities and offline play integrity, as rejecting the EULA could disable multiplayer and updates. Gearbox Software, the developer, responded on June 8, 2025, via an official statement denying any spyware implementation in its titles and asserting that data handling remains confined to legitimate purposes like prevention and service optimization, consistent with EULAs for other Take-Two products such as . The firm emphasized no unauthorized system intrusion occurs, attributing concerns to misinterpretations of standard industry clauses updated amid preparations for Borderlands 4. Despite this, the dispute highlighted ongoing tensions between publishers' anti-piracy measures and user privacy expectations, with no independent audits or legal challenges resolved as of 2025. The timing overlapped with a promotional free-to-keep offer for Borderlands 2 on starting June 5, 2025, which inadvertently amplified scrutiny as players encountered the EULA prompt during activation, prompting further debates on consent and in . While Take-Two has not altered the policy in response, the episode underscores empirical risks of opaque EULAs in enabling unchecked data practices without verifiable safeguards.

Content and Design Criticisms

The gameplay design of Borderlands 2 has faced for its heavy reliance on repetitive fetch quests and kill quotas, which involve traversing expansive but sparsely detailed maps, often resulting in tedious and minimal variation in objectives. One described missions as "the same post-MMORPG find-and-fetch or kill X number of Y kind of affair," emphasizing how players must frequently "drive way the hell out to a and trundle around looking for an item," which undermines despite the game's emphasis on . The loot system, integral to progression, has been faulted for producing predominantly subpar rewards, with approximately 99% of drops deemed inferior, vendor fodder, or valueless, fostering a grind-heavy experience where meaningful upgrades demand repeated boss farming under low drop probabilities. Players reported frustration from the proliferation of unique items tied to specific enemies, turning acquisition into a laborious process of targeted repetitions rather than organic discovery. Content-wise, the game's depiction of —such as goliaths' skulls and spines ejecting from bodies upon critical hits—and pervasive , including crude environmental like "Dookie hut, NO FAPPING," has been cited as overly explicit. Sexual elements, including collectible magazines and side quests soliciting provocative photographs, alongside designs featuring disturbing like the Psycho character Krieg's transformations, have drawn objections for their intensity and potential to reinforce , as seen in DLC portrayals of "savage" tribesmen.

Legacy and Influence

Genre Impact and Innovations

Borderlands 2 refined the looter-shooter subgenre by enhancing procedural weapon generation, where firearms were dynamically assembled from modular components including manufacturers, barrels, stocks, and accessories, each conferring specific statistical modifiers such as damage output, reload speed, and elemental affinities. This mechanism produced millions of distinct weapons, promoting a grind-oriented progression system that integrated action RPG loot acquisition directly into combat, distinct from prior attempts like Hellgate: by emphasizing replayability through combinatorial variety rather than static item pools. The title introduced deeper character progression via four playable classes, each equipped with three branching skill trees comprising over 100 abilities, allowing players to specialize in , turret deployment, phasing, or sniper tactics, thereby blending FPS gunplay with ARPG build diversity and cooperative synergies. Innovations like seamless drop-in/drop-out four-player co-op and scalable difficulty modes further supported varied playstyles, prioritizing chaotic, skill-synergistic encounters over linear narratives typical of pure shooters. These elements demonstrated causal links between loot variance, player agency, and engagement retention, as evidenced by the game's mechanics fostering emergent strategies unbound by rigid class roles. Borderlands 2's genre impact lies in solidifying the looter-shooter formula's viability, building on the series' foundation to influence hybrid titles by proving that procedural loot depth could sustain long-term motivation in FPS frameworks without relying on live-service models. Gearbox CEO attributed to Borderlands the ushering of this , noting that while imitators often erred by overcomplicating or diluting core chaotic elements, Borderlands 2's adherence to humorous, high-variance loops achieved commercial endurance and critical acclaim for innovation. Though not the inaugural looter-shooter, its refinements—evident in post-2012 proliferation of similar mechanics—established empirical benchmarks for sustainability, with data from player retention metrics underscoring the efficacy of randomized rewards in driving repeated sessions over scripted progression.

Community and Modding Culture

The Borderlands 2 player community sustains notable activity into 2025, with reporting around 3,242 concurrent players in recent sessions, down from a 2012 peak of 124,678 but indicative of enduring appeal through co-op lobbies and replayability. Forums like Reddit's r/Borderlands2 facilitate ongoing exchanges on vault hunter builds, quest troubleshooting, and content updates, with users reporting hundreds of participants in public multiplayer sessions across years of observation. Dedicated communities and Steam discussions further bolster social engagement, focusing on legacy support amid newer franchise entries. PC modding represents a of the game's cultural longevity, driven by accessible tools such as the Borderlands 2 SDK for advanced edits and BLCMM for text-based modifications, enabling alterations to assets, balance, and mechanics without risking bans in single-player or matched multiplayer. The Unofficial Community Patch (UCP), launched on in February 2018, exemplifies collaborative efforts with over 450 targeted fixes for bugs, loot distribution, skill trees, and enemy behaviors, restoring intended designs neglected in official patches. Subsequent updates, including version 5.0 in August 2019 with 70+ additions like expanded loot pools and version 5.0.3 in May 2020 enhancing balance, have integrated community-vetted changes to combat exploits and improve fairness. Modding hubs thrive via specialized platforms: r/bl2modding on , active since June 2013, shares code, tutorials, and concepts; borderlandsmodding.com aggregates resources and links to servers like Borderlands Mods Support (founded November 2021) for real-time troubleshooting; and repositories host open-source BLCMods for series-wide compatibility. These ecosystems emphasize non-disruptive enhancements, such as quality-of-life tweaks and content restorations, fostering a merit-based culture where mods like UCP gain traction through empirical testing rather than official endorsement, though compatibility requires host-client alignment in co-op.

Franchise Continuation and Adaptations

Following the release of Borderlands 2 in 2012, and publisher 2K continued the franchise with Borderlands: The Pre-Sequel, a bridge between the first and second mainline entries, developed collaboratively by and and launched on October 14, 2014, for , , Windows, and . This title introduced low-gravity mechanics on Pandora's moon Elpis and playable characters including and , expanding the lore around Handsome Jack's rise while maintaining the series' looter-shooter core. Subsequent entries included the episodic adventure spin-off , developed by in partnership with Gearbox and 2K, with its first episode debuting on November 25, 2014, across multiple platforms including , , and PC. Shifting to choice-driven narrative gameplay without first-person shooting, it followed non-Vault Hunter protagonists and amid corporate intrigue on , earning praise for its writing and voice acting continuity from Borderlands 2. The direct sequel , fully developed by , arrived on September 13, 2019, for , , and PC, introducing twin Vault Hunters Siren Amara and others while escalating the conflict with the Calypso Twins and cult followers, selling over 5 million copies in its first week. Further spin-offs extended the universe, such as in 2022, a fantasy-themed standalone developed by and released on March 25 for current-generation consoles and PC, featuring customizable "fat wizards" and tabletop RPG parody elements derived from Borderlands 2's Tiny Tina DLC. A 2023 reboot of by Gearbox replaced Telltale's original after the studio's closure. Gearbox announced Borderlands 4 in June 2024 at , positioning it as the next mainline installment without a specified release date as of October 2025. Adaptations beyond games materialized in the 2024 live-action film Borderlands, directed by and produced by Lionsgate, which premiered on August 9 in theaters, loosely adapting the series' premise with as Lilith leading a team including as and voicing . The movie, budgeted at $115 million, grossed approximately $33 million worldwide amid critical backlash for tonal inconsistencies and deviations from source material, holding a 10% approval rating on from 166 reviews. No television series adaptations have been produced, though discussions in media outlets have speculated on the format's potential fit for the franchise's ensemble storytelling.

References

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