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An original novel set in the universe of the award-winning video game! The Borderlands cannot be conquered! Mordecai and Daphne have gotten themselves in a tough spot near the highly dangerous town of Gunsight, one of the most remote outposts on the planet Pan­dora, out in the boonies of the boonies of the Borderlands. Daphne has been taken prisoner by Jasper, a local warlord who controls the area around Gunsight . . . except for that other settlement, the former mining town Tumessa. There’s some kind of big secret operation going on in Tumessa—another warlord, a particularly mutated Psycho named Reamus, is somehow making money. And he’s been relent­lessly raiding Gunsight and kidnapping Jasper’s people. Jasper may be scum, but he needs those people for raids on other towns, so it all has to balance out. Mordecai needs to negotiate for Daphne’s release, but now the only way he’ll ever see her alive again is to kill his way into Tumessa, find out what’s going on there, and report back to Jasper—only then will Mordecai get a paycheck and the girl. Mordecai doesn’t want the job, but he is pretty devoted to Daphne . . . and somehow, he just might be able to turn this entire mess to his advantage. . .
Everyone already knows that. But the General of an army of Psycho Soldiers takes on this planetary hell headfirst, planning to enslave all of the Borderlands. And that General . . . is a Goddess. The General Goddess, Gynella, is a cunning maniac who uses the dark science of the vile Dr. Vialle to control a growing army of bandits and malcontents. Only four people stand in Gynella’s way. Roland. Mordecai. Brick. And . . . Daphne. Daphne?! Better known as Kuller the Killer, she was once the galaxy’s most effective assassin for organized crime—until her forced retirement on this abandoned wasteland of a world. Roland is one of the toughest fighters in the Borderlands, and Mordecai is the best shot in four solar systems—all the two really want is to get to the Crystalisks, harvest some Eridium, get rich, and leave the planet for the nearest intergalactic party. But there are nightmarish creatures to deal with: Varkids and Skags and Threshers. Worse, Gynella is still in their way. Brick—a pile of walking muscle who lives to smash his enemies, could be their ally or their enemy . . . but you’d definitely rather have him on your side. As for Daphne Kuller? Don't make her mad. Just . . . don’t. If you want to hear about the whole thing, take a ride on the bus to Fyrestone with Marcus. Because Marcus has a tale to tell you . . . an untold story of the Borderlands.
"Based on the Gearbox Borderlands games."
WHAT KIND OF MAN MAKES A LIVING IN HELL? His name’s Roland. Soldier class, a former mercenary, he’s on a full-time mission to scrape a living out of the most dangerous planet in the galaxy. Is he qualified? He’s well armed, he’s ruthless, and he’s tougher than skag hide. And, oh yeah—he’s strapped with some of the most exotic weaponry this side of the Vault, not to mention possessing fists like chunks of steel. Zac Finn and his wife and young son had better get on the right side of Roland, because a stopover in orbit has turned into a nightmarish fall to the unforgiving landscape of the Borderlands. Zac hopes to find a strange new alien treasure in the Borderlands to turn his down-spiraling life around. But his wife, Marla, and his son, Cal, just want to survive, and reunite, because catastrophe has left them separated by hundreds of klicks. Their chances aren’t good . . . and Roland is all that stands between them and the planet’s kill-crazed Psychos and murderous bandits—not to mention the grotesque primals, giant wyrm squids, insane tunnel rats, voracious skags, brutal bruisers, and ruthless mercs. . . . An original novel set in the universe of the Rated M for Mature video game created by Gearbox Software and published by 2K Games.
Understand Video Games as Works of Science Fiction and Interactive Stories Science Fiction Video Games focuses on games that are part of the science fiction genre, rather than set in magical milieux or exaggerated versions of our own world. Unlike many existing books and websites that cover some of the same material, this book emphasizes critical a
Explains how Roland got on the bus with Mordecai, Lilith, and Brick. It also looks at the soldiers of Crimson Lance and what made him leave their ranks and search for the Vault.
The epic story of Borderlands continues in this new series! Find out what happens after Roland, Mordecai, Lilith, and Brick step out of Marcus's bus. As soon as they arrive in the once-prosperous town of Fyrestone, they realize that Pandora is a far more dangerous planet than they first imagined.
Far in the future...an urgent distress signal is received from a classified Union Aerospace Corporation research facility based on Olduvai, Mars -- and is suddenly silenced. Assigned to either contain or quarantine the mysterious threat, a crack strike team comprised of the most hard-bitten marines around believes that this will be another routine seek-and-destroy mission. But they will soon come face-to-face with the hellish nightmares that the researchers' unorthodox experiments have unleashed on Olduvai -- a place where doom is waiting....
"Originally published as Borderlands: Tannis Y the vault, issues #5-8."--Indicia.
Legendary game designer American McGee created one of the most visually arresting games of all time in Alice. Eleven years later, McGee returns with a sequel just as groundbreaking as his critically acclaimed classic—Alice: Madness Returns! Dark Horse and Spicy Horse studio invite Alice fans to take a journey through the wonderland of American McGee's imagination for an unprecedented look at the creation of this magnificent and disturbing world. With an introduction by McGee, The Art of Alice offers an intimate look into the stunning and terrifying artwork behind this blockbuster reinterpretation of Lewis Carroll's enduring masterpiece!