Christmas
Toy Tie-ins:
Kid’s
Stuff
Borderlands:
The Fall of Fyrestone #2
Hey!
This videogame tie-in has a complete story! And it's GOOD!
"Untitled”
Writer – Mikey Neumann
Art – Agustin Padilla
Letters – Neil Uyetake
Colorist – Esther Sanz
Editor – Tom Waltz
August 2014
Not
certain I’m qualified to review this one, actually.
Borderlands
is a first-person shooter that I have seen, but not played.
The main draw to FPS
players is the incredible weapons generation system which produces a Guinness Book of
World Records number of potential gun types based upon the statistics of the
weapons. Each gun is ranked with a color indicating that weapon’s rarity and
power. White items are common while purple and orange items are super powerful and
extremely rare. According to its Guinness win, the game boasts a staggering
SIXTEEN MILLION different unique weapons from the combinations of stats like
amount of damage, accuracy, special attacks, etc.
My
son has played it, his penchant for liking lots of guns and shooting things and
what not. Yes, we did discuss the crude language and graphic violence before
playing the mature title. I think his game rating was “Good,” which is excited
as he gets about a game. There’s like a “bar” that if a game passes, he is
satisfied. If it doesn’t, asking him how a game was gets you an hour long list
of things that he didn’t like ending with “it’s not very good.” So… score one
for Boarderlands?
Players
choose one of four class types: Roland – a stoic soldier, Lilith – a psychic
powered “Siren”, Mordecai – a sniper with an eagle, or Brick – a strong man tank.
Each of these four has been drawn to the planet Pandora, a world on the edge of
the frontier, to hunt through the wild-west-like desert in search of a sealed
vault that contains alien riches.
Which
brings us to the story in this book where, as you can in the game working in a
co-op mode, we have all four character types working toward finding the vault.
The
comics are written by Mikey Neumann, the lead writer behind the first game
which gives it a tremendous advantage when it comes to story. Neumann appears
to have had some health issues of late which you can find out about HERE and even pledge to help out a little if so inclined.
Mikey
literally makes home base one town over from me, living in the urban sprawl
that is the outlying Dallas-Denton mega-city one-opolous. He is now doing movie reviews and I highly recommend you check out his twitter feed and youtube channel. (Note to crapbox readers: it was good enough to almost suck me in to
the point of not getting a review out today. ALMOST!)
ANYWAY!
We have a book here which contains what feels like an actual in-game quest from Borderlands written by a guy that knows how that story structure should work
and I’d say we are in for a good ride. Let’s buckle up and take a spin…
We
come in to a flashback to a happier time with two prospectors working on
Pandora. It’s a nice intro that will have some resonance later on in the story,
so I’m going to indulge in giving you a long taste of it.
I
like that we start out slow gaining a hint of atmosphere and setting. Life on Pandora
looks hot, dusty and boringly brutal. Even in those days of struggling to
scratch out an existence on the planet there are simple pleasures that make it
seem like a paradise.
And
we move forward into the now where our four player character types from the
game are arrayed outside a shack that looks suspiciously like the one seen in
the flashback. Sitting in a chair and holding a shotgun is a one-legged man. He
looks to be asleep and our quartet pow-wow over how to approach him without
getting a face full of shot.
I
like that we introduce the characters this way, in a slow roll through how each
approach a potentially deadly situation. As a person unfamiliar with the game
and at the mercy of the randomness the Crapbox throws me, it is nice when the
author gives me an easy jumping on point so I can identify who these people are
not just by their appearance, but also by how they think and a little of who
they are.
Now
on to Roland heading to the porch alone, right up until Lilith joins him. We
get a bit of background on both characters who appear to have a bad military
experience in their past that they are searching for an escape from.
The
blocking makes it clear that Roland is our leader but Lilith is our wild card.
She takes point and wakes the one-legged, armed guy, which turns out to be a mistake…
…for
Roland who takes one right in the bulletproof vest.
This
amuses Mordecai and Brick. Lilith disarms out shooter and the checks on Roland.
Then
we move straight to the "conversation with a game NPC cutscene," which feels like
an authentic in-game transition. Our pack needs wheels. The one-legged guy knows
how to get wheels. But he needs something done first, I feel it coming…
…and
ayup! There it are. Kill this monster, gain this ride. I suppose we need the
full story.
Which
we get along with some of that in game violence and bloodshed we were mentioning
at the beginning. Along with that, we get a wounded monster that takes all of
this poor dirt farmer’s life with him even without killing him.
And
with the gruesome graphic of him dragging his dead wife’s body back to their
shack for burial, a burning desire to see the beast dead grows from a smoldering
ember to a bonfire.
Roland
expresses empathy with the man and tells of losing everyone in his whole unit
(as seen in the Borderlands: Origins comic, which Crapbox also didn’t provide
me) through the actions of a man named Higgins. Roland sought revenge. This is
a nice bit from that.
Even
if it is a bit unorthodox.
His
words don’t stop our goggled shooter from wanting his revenge, however. Maybe
because it isn’t just vengeance that is driving him.
All
of this works well in drawing us in to a conflict we should have little investment
in but now do. It’s easy to see with Neumann behind the wheel how Borderlands
was such a popular draw BEYOND the eighty gagillion weapon types you might
acquire. If this is common for in-game related interactions, I’m down with a
play-through. Even with my old man thumbs and reaction skills of a distracted
slug.
But
on to killing our beast: we get a good look at it from a clifftop view of Shag
Valley, which I assume is not a place where you would actually shag, given the native
population of giant, tooth-covered killing machines.
Mordecai
registers a complaint about their current course of action…
…but
of course there isn’t any other way to get a car because “story mode” says so.
I’m fine with that. Not every choice has to be openended, as long as the resulting
narrative is entertaining. It’s nice to see an in game/book character actually
voicing it, however.
Lilith
comes up with a plan off-panel and we go directly into implementing it and
gaining the sword. First a bit of brief instruction that serves us the audience
in seeing a bit of what they are doing. Roland is setup as a sniper, but it is
clear he won’t be able to take down the beast by that alone.
As
for the others…
…they
are on board, for the most part.
And
here…we…GO!
Brick
starts by jumping into the valley with the crazed monster, shooting it several
times at close range. Roland serves as a kinda crummy sniper, most of his shots
coming in way off.
Love
this bit with the beast flinging a boulder at Brick.
WTF,
Boarderlands game? You have giant monster-beasts that have boulder throwing
ranged attacks. That just ain’t fair!
Seriously
though that’s really awesome.
Roland
finally hits the beast where it counts and it tries to take off only to find an
irresistibly tempting target in Lilith. Little does it realize that this is a
bit of a ruse.
As
it plunges down the cliff face, Mordecai does the ole Ginsue knife trick…
…and
uses the beasts body to survive the fall. The creature isn’t breathing after
all this and Lilith moves in to retrieve the sword.
And
with that she lops off the beast’s head.
As
for the party after this battle? They return the sword to our one-legged
prospector and we get our happy ending with its bittersweet echoes of our
opening.
So…great
art and an impressive story. I liked this issue a bunch, enough to want to find
more in the bins and enough to stoke a desire to see how the game plays. Maybe
if I can borrow my son’s X-Box for a bit I’ll get a chance to check it out.
Till
then, I guess I’ll have to stick my joystick fingers back into the Crapbox’s
pre-Christmas toy tie-ins.
Great review! I never knew this comic existed, but I'm going to keep my eye out for it now. I'm a pretty big Borderlands fan myself, but not because of the bazillion guns in the game. . .realistically, there's only a few good ones that you make improvements on as the game goes on, the rest just get sold. . .I like Borderlands because of the comic book style it has in both graphics and story, so it makes sense it would be great as a comic book.
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