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Steam Summer Sale: Snag 4 Major Borderlands Games for Under $25 Before Borderlands 4
Steam Summer Sale: Snag 4 Major Borderlands Games for Under $25 Before Borderlands 4

CNET

time9 hours ago

  • Entertainment
  • CNET

Steam Summer Sale: Snag 4 Major Borderlands Games for Under $25 Before Borderlands 4

If you want to catch up on the Borderlands series before Borderlands 4 comes out on Sept. 12, you're not going to find a better opportunity than this. Every mainline Borderlands game is steeply discounted for Steam's Summer sale, with many of them in the single digits. You can currently get Borderlands GOTY Enhanced, Borderlands 2, Borderlands: The Pre-Sequel and Borderlands 3 for a grand total of $22. The first game represents about half of that cost, so if you've already played that one or want to skip, you can get the other three for just $12. Various DLC are also on sale if you want to add to the base games. This is an absolute steal. Borderlands 2 is one of my all-time favorite FPS games, and despite being more than a decade old, I'd argue it's worth about $20 just on its own. For me, it's the pinnacle (so far) of the series' hero designs and enemy encounters -- for my money, Zer0, Gunzerker and Gaige are three of the most fun vault hunters the series has ever made. And the True Vault Hunter Mode and Ultimate Vault Hunter Modes (the new game plus modes) really add a lot of replay value by ratcheting up the strategy through increased importance of matching your elemental weapons to the right enemy health type -- think type matchups in Pokemon, except with guns. What I particularly love about the Borderlands series is the customization it offers. The games give you at least four vault hunter classes to choose from, and those classes offer additional options via skill trees that allow you to adjust the way your vault hunter plays. For example, Zer0 has options for sniping, stealth or melee. Add in different gun manufacturers whose weapons all have a different feel, plus different categories of guns -- pistols, SMGs, sniper rifles, etc. -- and elemental weapon types on top of that, and you end up with a veritable treasure trove of ways to tune your vault hunter's gameplay. Also, you can throw grenades that explode money. I almost crashed Borderlands 3 because I was exploding so much money. Team up with a friend and just start blasting. 2K Games/Gearbox Software The original Borderlands established the formula and some of the regular elements like soldier and siren classes, vending machines for gear and health, plus some of the recurring characters like de facto mascot Moxxi. Borderlands 2 refined that formula and introduced an amazing villain who added more narrative depth. The Pre-Sequel shook things up by taking us to space and giving us laser weapons. Borderlands 3 took a step back in terms of narrative and characters, but added some nice mechanical polish, like being able to mantle up ledges or slide into barrels to send them flying into enemies. All four of those games will take you in the realm of 100 hours total to beat if you stick to the main quests, or closer to 200 hours if you're the type to get sidetracked occasionally. Pro tip: Talk, finagle or blackmail some friends into playing with you. The games are significantly more fun with other players. For the complete Borderlands experience, you can also tack on the D&D-inspired spinoff game Tiny Tina's Wonderlands for $12 and Tales from the Borderlands, an acclaimed narrative choices game, for $15. With Borderlands 4 coming out in just a few months, you're not going to get a better chance to start or add to your collection. CATCH A RIIIDE, vault hunters.

'Expand the use of Payment Connect'
'Expand the use of Payment Connect'

RTHK

time3 days ago

  • Business
  • RTHK

'Expand the use of Payment Connect'

'Expand the use of Payment Connect' Johnny Ng has proposed a dedicated channel under the Payment Connect system for property transactions involving mainland talent in Hong Kong. Photo: RTHK Lawmaker Johnny Ng said he believes that the newly-launched Payment Connect system could gradually be expanded to cover more commercial activities in future, such as transactions of e-commerce, properties, or even digital yuan and stable coins. Operations have been smooth for the cross-border payment service, which links the city's Faster Payment System (FPS) and the mainland's Internet Banking Payment System (IBPS), since its launch on Sunday. Speaking on RTHK's "In the Chamber" programme, Ng believes the current quota set for cross-border transactions is sufficient to meet people's needs. But he also called on authorities to explore other potential use, such as property transactions for top mainland talent in the SAR. "For example, can we develop a closed-loop system for the safe arrival of mainland funds in Hong Kong, that can also help track the asset [flows], and see if it can also be used for sending the proceeds from the sale of local properties back to the mainland?" he said. "I think such a dedicated channel could be established under the cross-border Payment Connect." Ng suggested the system could also cover cross-border e-commerce activities. "Now many Hongkongers are buying products from the mainland through the e-commerce platforms, while mainland consumers are also purchasing products from overseas. "So can we achieve the better integration of payment, customs declaration and logistics on cross-border e-commerce? I think the Payment Connect definitely has the potential to help with such application scenarios," he added, noting the ideas were also discussed during the annual "Two Sessions" meetings among SAR delegates earlier this year. Ng, who is a member of the Chinese People's Political Consultative Conference, added that Payment Connect can also be used for transactions of digital yuan and even stable coins, which is one of the industries the city is seeking to promote.

'New Payment Connect service is fast and convenient'
'New Payment Connect service is fast and convenient'

RTHK

time6 days ago

  • Business
  • RTHK

'New Payment Connect service is fast and convenient'

'New Payment Connect service is fast and convenient' The Monetary Authority said Payment Connect had a smooth start on Sunday. File photo: RTHK Finance sector lawmaker Ronick Chan on Sunday said a new cross-border electronic payment service is convenient for both Hong Kong and mainland people. His comment came as the Payment Connect had a smooth start, with thousands of payments made on the first day of operation. There were 2,000 northbound transactions and 7,400 southbound payments made as of noon on Sunday, according to the Monetary Authority. The new service links up Hong Kong's Faster Payment System with the mainland's Internet Banking Payment System, allowing FPS users to transfer up to HK$10,000 a day per account to the mainland, with an annual cap set at HK$200,000. Speaking to RTHK, Chan said the new system has proven to be a quick and easy money transfer mechanism. He said in the past, remittances had to be handled by banks during office hours and the process took one to two days to be completed. 'Right now, it takes just a few seconds' time to complete the whole transaction. I think it really offers members of the public in both the mainland and Hong Kong a very convenient way of completing their money transfer,' he said. Chan also said the current limit for transactions is sufficient for users, adding that people can transfer money via different bank accounts if necessary.

HKers can use FPS for payments up north from Sunday
HKers can use FPS for payments up north from Sunday

RTHK

time20-06-2025

  • Business
  • RTHK

HKers can use FPS for payments up north from Sunday

HKers can use FPS for payments up north from Sunday HKMA chief executive Eddie Yue says Payment Connect will allow local residents to make transfers of small sums in a much simpler way. Photo: RTHK China's central bank governor Pan Gongsheng hails Payment Connect as a milestone in deepening financial connectivity between Hong Kong and the mainland. Photo: RTHK Residents from Hong Kong and the mainland will soon be able to use a new fast payment tool to conduct cross-border transactions involving small sums in real time from Sunday, with monetary authorities from both sides hailing the launch as a milestone in deepening connectivity. The announcement came after the Hong Kong Monetary Authority's launch on Friday of the cross-border payment method, Payment Connect, which links its electronic payment network – Faster Payment System (FPS) – with the mainland's Internet Banking Payment System. The linkage allows cross-bank transactions using simply the recipients' mobile numbers or account numbers, with small-value payments settled instantly at any time. "I'm very much looking forward to Sunday when we will further connect the fast payment systems between Hong Kong and the mainland using Payment Connect, as it breaks through the boundaries of time and place," HKMA chief executive Eddie Yue said at the launching ceremony in Beijing. "Residents from both places will only need to click on our phones, enter the recipient's mobile phone number, and they can easily make small personal remittances or pay for various living expenses [using it], achieving simple and immediate transfers," he said, adding that the FPS system has been very popular among Hong Kong residents since 2018. Under the new service, residents can use FPS to transfer small sums of up to HK$10,000 each day per account to the mainland, while the total annual remittance limit is set at HK$200,000. And such transfers will not affect another 80,000 yuan of northbound daily quota set for local residents. While there's no limit set for mainland residents using the tool for southbound transfers, they will still be subject to the current annual foreign exchange quota of US$50,000 per person. The launch of the tool also comes as the number of FPS users closes on 17 million, with one million new accounts being set up in the first five months of the year. The number of registered users is far more than the total population of Hong Kong as an individual can have more than one account. For his part, People's Bank of China governor Pan Gongsheng said the launch marks another milestone in the deepening of financial connectivity between Hong Kong and the mainland, as Beijing highly values the SAR as a global financial centre. "The cross-border Payment Connect, which is directly connected to the infrastructure of the monetary authorities of the two places, provides online fast bilateral local currency and bilateral renminbi remittance services for residents of the two places, which will further enhance the efficiency and experience of cross-border payments," he said. "It'll also provide conveniences for economic and trade cooperation as well as personnel exchanges between Hong Kong and the mainland, injecting new vitality into Hong Kong's development while further promoting the cross-border adoption of the renminbi," he added. The two sides have been working on the service since August. The new tool will see six SAR banks join the first batch of institutions to provide such services – Bank of China (Hong Kong), HSBC, Hang Seng Bank, Bank of East Asia, as well as two state-backed lenders. There'll also be six mainland banks supporting the tool.

‘Borderlands 4' Goes Back To Series Roots, Even As Gearbox Software Expands Core Concepts
‘Borderlands 4' Goes Back To Series Roots, Even As Gearbox Software Expands Core Concepts

Geek Culture

time18-06-2025

  • Entertainment
  • Geek Culture

‘Borderlands 4' Goes Back To Series Roots, Even As Gearbox Software Expands Core Concepts

In the crowded first-person shooter (FPS) genre filled with overly serious military simulators, hectic multiplayer PvP experiences, and nostalgic boomer shooters, one franchise stands out and above because of the absolute nonsense it brings to the battlefield – Gearbox Software's Borderlands . While many IPs struggle to find that balance between providing an engaging narrative alongside solid gameplay fundamentals, while not being too reliant on a multiplayer aspect to keep a player engaged in the long run, Borderlands' three mainline entries and two spin-offs have provided an addictive gameplay loop alongside an engaging narrative to boot, balancing equal parts humour and drama. Granted, some changes have sat better with fans since its 2009 debut, especially with the last mainline entry, 2019's Borderlands 3 , drawing criticism for its writing, in part due to the game's influencer-like main villain duo, the Calypso Twins leading the game's overall tone which tried to cater to a target audience that didn't exist. Well, fans would be glad to know that the criticisms did not go unnoticed by the studio, because with its upcoming sequel, Borderlands 4 , the studio is going all out to ensure that the highly anticipated outing not only makes an effort to ground the series to a level that fans can appreciate. ' Borderlands has always been in the borderland between drama and comedy, there's its centre line that has always been serious, and on the fringes it was ridiculous,' explains Gearbox CEO Randy Pitchford during an exclusive interview with Geek Culture alongside an accompanying preview session. Gearbox CEO Randy Pitchford (far left), Gearbox Global Creative Executive Officer Andrew Reiner (far right) 'But it's neither, it's never been either a drama or a comedy, but it's both of that. It's this weird thing in between, and that's what Borderlands is, it's always the in-between space of things that don't belong together.' As a series, Borderlands has always leveraged its humour as a selling point, constantly ramping up the ridiculousness with every entry, and while this growth has seen its share of hits and misses, the team has taken it all as a learning experience. 'I think Borderlands 1 was probably the most serious version of Borderlands , and Borderlands 3 was probably the most ridiculous.' Pitchford adds, 'The more we've done, the more experience we have, and I think we now know the right place to dial in Borderlands 4 for where we are at this time and place, and that's where we're at now.' At the core of the Borderlands experience lies its jokes, an area where the third entry unfortunately fell flat due to its focus on quantity over quality. To this end, the game's narrative director, Sam Winkler, previously teased that the game would feature 'more situational' humour this time around, a point that we asked Pitchford to elaborate on. 'In the past, there was a moment when we felt like we would do a lot of jokes at once, because different jokes would hit for different people, and because not everyone has the same taste and humour, so we thought we'd just machine gun it,' Pitchford explains. 'And that kind of works, because if you tell 20 jokes, one of them will hit, but there's also something to be said for the experience of feeling the 19 that didn't.' 'So I think in this context, we've been a lot more surgical and measured this time around,' he adds. 'I think what Sam was speaking to is a better coordination between narrative storytelling and writing with natural elements like the environment, the situation and gameplay construction. And I think that's a really cool thing.' To put this into context, an example of the Bloodwing fight in Borderlands 2 was brought up. For the uninitiated, Bloodwing was the loyal companion of Mordecai, one of the four main characters in the first game, who was unfortunately captured and mutated by the second game's villain, Handsome Jack, forcing both Mordecai and the player character to fight and kill the corrupted beast, a moment that served as a significant emotional moment in the game. As messed up as the situation may seem, there was something innately humorous about the whole situation, infusing the series with a special kind of dark comedy that makes a player question why they were forced to fight such a well-known character, building on equal parts astonishment and disbelief in the moment to make players crack a regretful smile. According to Pitchford, it's this natural (and sometimes unintentional) integration of humour into moment-to-moment gameplay that will drive Borderlands 4's comedy forward. 'Every experience adds up,' says Pitchford, who admits that even though the development of Borderlands 4 was not affected by the rather poor reception of the third title, both its criticism and praise and their effect on the team were impossible to deny, who used these learning lessons to craft a much more formidable, and less annoying, villain this time around: The Timekeeper. Borderlands 4 takes place on Kairos, a once-hidden planet ruled with an iron fist by the mysterious Timekeeper, a being of immense power in command of a vast army of synthetic enforcers known as The Order. According to Pitchford, the Timekeeper marks the franchise's most serious antagonist to date, which is certainly an interesting twist in tone. 'I don't think he has ever told a joke. If this is a smile, the Timekeeper probably hasn't even done this.' Pitchford explains, as he cracks the most forced smile he could muster as a reference. 'He is intelligent, calculated, in your face right out of the gates, and a serious threat. He's no joke. Darth Vader? That guy cracks more jokes.' It will be interesting to see how a shift to a completely serious main antagonist will affect the game's overall comedic element, although chances are, it will be delegated to the four new Vault Hunters (Vex, Rafa, Amon, and Harlowe) and their interactions with their various allies and foes. It's this return to the traditional four pre-set characters that marks yet another way Borderlands 4 is doubling down on series roots, even as the team also expands upon this sequel's scale, story, and comedic elements. Alas, this means that the franchise's updated character customisation, introduced in 2022's Tiny Tina's Wonderlands spin-off , which allowed the tailoring of a character's looks, along with a player's ability to mix and match classes to suit every playstyle, won't be seen here. While it marked a refreshing and well-received switch by the fanbase, due to the added gameplay flexibility and personalisation it provided, the team decided to return to the traditional method of only allowing the choice between four pre-set characters. Why? For Pitchford, allowing players the freedom to create an original character diminished one important aspect of its story – the element of playing out a superhero fantasy. 'With Wonderlands , the strategy was leaning into what we fantasise about when we think about playing fantasy role-playing games, how part of the joy is crafting your character,' he explains. 'In Borderlands , we don't have that same wish. The thing we are offering instead is the ability to become one of the characters that are integral to the storyline, to be a superhero. If we could all create our own superheroes, then all of the superheroes would be diminished.' And while some fans might be disappointed that they won't be able to create their own Vault Hunter in the game, the logic is sound, considering the game's lore. Pandora was always a dangerous place, and Kairos looks to be even more so, making the four new Vault Hunters the proverbial cream of the crop, the only ones badass enough to survive and thrive in the harsh world where so many other would-be treasure hunter enthusiasts have failed. Having a choice of pre-set characters ensures that each possesses a unique personality, something that's difficult to pull off when opting for a creation system seen in Wonderlands . Furthermore, the team has also made steps to properly establish the player character's presence in the game's storyline this time around. And while Borderlands 3 faced criticism for leaving the player character on the sidelines, with its story playing out like it was independent of the main protagonist rather than them actively being a part of it, Borderlands 4 is set to focus heavily on the player character, and rightfully so. For the first time in the series' history, the player will not only physically appear in cutscenes, but also accurately reflect a chosen outfit, which will probably lead to hilarious interactions considering how wacky some of the game's costumes can get. With the improvements and reworks of its story, characters and humour, that leaves one other major aspect of the game that has been developed from scratch – its world. Instead of exploring the vast and diverse landscapes of Pandora, or in Promethea, Athenas or Eden-6, Borderlands 4 is shifting gears and dropping players on the brand-new planet of Kairos. And despite focusing on a single planet this time around, the game promises the most diverse and expansive environments to date. 'In terms of square footage, Borderlands 4 has more than all of the previous games added together – it's massive,' states Pitchford when asked about how the game's scale compares to Borderlands 3 , which back then was the franchise's most environmentally diverse title with its inclusion of multiple planets to explore. 'In terms of diversity of environment, well, again, Borderlands 4 is at the top of the game. Yes, each planet in Borderlands 3 had some different, distinct set pieces and environments, but that was integral to the game's story. Borderlands 4 is about this legendary planet of Kairos that's been locked away for thousands of years, which has more vaults than any other planet in the universe. So it's a whole different story conceit, everything happens on this planet, with the struggle between the dictators controlling the planet and everyone's desire for freedom being the backdrop.' So, how does this translate to more meaningful exploration and discovery? For Gearbox Global Creative Executive Officer Andrew Reiner, it's all about creating player agency within the game's sandbox. 'Another big distinction in Borderlands 4 is that we're not just creating vistas and backdrops,' he adds, 'You can physically get everywhere in this world. You see a crashed ship on a hillside? It's not just there as something to look at and say 'Oh, that's cool'. You can get up there if you want, everything is free to explore and experience.' Even from early impressions, it's clear that Borderlands 4 is doubling down on the franchise's madness. We've already seen this in effect via our extended gameplay preview, but this looks to be the case for its narrative elements as well, with all signs pointing to a title that will put the series back on track while making meaningful adjustments. Let's just hope that most of its jokes will hit this time around, and that Claptrap will remain just as annoying as ever. Never change, Claptrap. Borderlands 4 will launch on 12 September 2025 for the PS5, Xbox Series X|S and PC, with a release on the Nintendo Switch 2 arriving later in the year. Kevin is a reformed PC Master Race gamer with a penchant for franchise 'duds' like Darksiders III and Dead Space 3 . He has made it his life-long mission to play every single major game release – lest his wallet dies trying. 2K Games Borderlands Borderlands 4 Gearbox Software Geek Interview

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