The original Borderlands was an ambitious, well-intentioned experiment that, for many, ultimately didn’t quite work. Full of a zillion different ideas and directions, it did as much wrong as it did right, being wholly the result of development hell combined with a sharp u-turn of focus halfway through creation. While the console versions were playable, the PC version was atrocious, becoming almost the poster-child for ‘how not to do a UI’. But the risk ultimately paid off in the end, with the title selling millions of copies while at the same time carving out a niche within a niche — the shooting-and-looting cherry on top of Fallout 3‘s FRPG hybrid.
We all knew a sequel was coming eventually, and the one we got was basically what was overwhelmingly expected, because — well, Borderlands 2 is a bit of a do-over. James Pinnell explains.