Borderlands isn't much of a mystery anymore. It's a first-person shooter set in an open world with loot drop incentives. You run around environments, do MMO-type quests and murder thousands of enemies so they give you experience points and new guns. When you find a gun you like, you equip it and then use that to kill more stuff. When you level up, you dump more skill points into your character's skill tree to enhance its ability to kill stuff. If you want, you can also play with up to three others for a more social style of murder.
Considering the overall wackiness of the game's humor and exaggerated style of death and gore, it's fair to say this game isn't meant to be taken seriously. That became more obvious after Gearbox made available the first bit of downloadable content (DLC) called The Zombie Island of Dr. Ned, an inane romp through Halloween-themed territory where you fought giant pumpkin-headed bosses and suicide zombies. It's a theme that continues into Mad Moxxi's Underdome Riot, the second piece of DLC, but it may not be the experience you'd expect, in more ways than one.
Like Zombie Island, you get to The Underdome by fast-traveling to it. Once there, it's clear this isn't exactly the same as the last Zombie download. It's not a whole new zone filled with quests; instead it's a small room filled with multicolored flashing lights that makes it look like a casino. To one side is a claptrap robot dressed in what appears to be a spray on tuxedo, a top hat and a fake mustache. He's the banker, and through him you can store items from your inventory if you want to save them for later. The build I checked out had upgrades for bank space available as well, so I bought one and bumped up the storage capacity to 21 items.
There's also a quest board in here, which initially has one assignment available called Prove Yourself. It's added to your quest log, and requires that you clear 5 rounds in three coliseums to get a quest reward. What's a coliseum? Well, each coliseum, of which I saw three, functions like Gears of War 2's Horde mode or Halo 3: ODST's Firefight. Each coliseum is separated from the main room by a load screen, and the first one is called Hell-burbia.
Jumping into this area kicks off with Moxxie -- a particularly energetic woman with fishnet stockings and a circus ringleader outfit -- screaming through a megaphone as slippery electronic beats pulse in the background. There's a crowd hollering as you're set in the middle of an arena that's built from pieces of the rest of the game world, from rusted metal houses to the lighted pumpkins of Jakobs Cove. Then the action kicks off.
Enemies from the main game, all in one place.
Like in Firefight, the action here progresses in waves. A countdown begins soon after you've started, and once it hits zero you're told what type of wave you'll be facing. The first is called a Starter Wave, and it seems each wave will also have associated modifiers to enemy health and shields, which are also displayed before the action starts. After that, enemies spawn in, which for the Starter Wave was just a bunch of easily dispatched bandits and skags. Once a wave is done there's a short break where health and ammunition pickups will rain down from the sky. You'll need to rush around to pick them up because they'll disappear as soon as the next round begins, and these obviously get important in later waves and rounds where you're forced to expend more ammunition to get to the end.
With five waves per round and an initial total of five rounds to reach the end, expect to spend quite a bit of time fighting through enemies even for the first quest, since it requires you to "beat" three coliseums. The challenge, as you might expect, also ramps up with each successive wave. The second is the Gun Wave, (all the enemies have guns), and the third is the Horde Wave where you get assaulted by charging psychos with crude and sharp weaponry. The Badass Wave brings in bigger and more powerful enemies such as bruisers and the occasional badass version, and then finally there's the Boss Wave. This seems to cycle through a number of bosses from the main game who emerge from behind a red curtain after a bit of theatrics, and in two playthroughs of Hell-burbia I fought Bone Head and a handful of bandits and Nine Toes and his armored skags. All the while Moxxie will be calling down comments from above, insulting your talent, likening your performance to her personal obsessions, and at other times offering you praise, which helps lend more of a mood to the whole outing.
It begins.
Once through the first round, things get more challenging in the second with the introduction of a random variable in the style of the skulls from Firefight mode. It appears as though up to four of these can be flipped on at once, though in round 2 it's just one. The effects can do things like cut the gravity in the arena, cause kills to regenerate your health that otherwise is constantly being drained, or one that drops all your shields but gives you slow health regeneration. This is certainly more challenging, and should you die you're sent to a penalty box above the stage where you're confined but can still shoot down to the battlefield below.
The other coliseums, The Angelic Ruins and The Gully, have the same kind of progression but feature some different enemy types, including Crimson Lance soldiers and aliens. Overall the Mad Moxxie download seems to offer a distilled version of the Borderlands experience, but with a few omissions. In an odd move, it seems Gearbox has eliminated loot and experience gain in The Underdome. None of the enemies in the coliseums drop items and killing them awards no experience -- at least during my play session. I still haven't seen all the kinds of rewards you get for completing arenas, but it still felt like a big component of the standard Borderlands experience was missing while playing through.
Gearbox assured IGN that loot is dropped by the main boss at the end of each round, but rather than appear near the carcass, it shows up under Moxxi's platform.