
GameSpy: Borderlands is one of Gearbox's best games yet, creating an engaging mix of RPG and FPS gameplay in ways that other games have tried and failed. It certainly surprised me when it ended up being as good as it was -- the game's long development cycle had me worried, and the drastic change in art direction seemed like a decision made in the 13th hour. Yet I come back to it time and again to enjoy the consistent stream of quality DLC.
So how did Borderlands go from being a realistic looking -- and quite frankly boring-looking -- Unreal 3 game to one of the most unique-looking games of 2009? How did Gearbox go from making WW2 games and Halo ports to creating a personality-filled world of its own? Was the game ever in danger of being cancelled? To find out these answers and more I recently chatted with Paul Hellquist, game design director at Gearbox, to gain some insight.

The developers behind the original Borderlands discuss their last-second Hail Mary to change the course of the franchise.
ever since XIII came out I really loved the cell shaded artstyle in games. I probably wouldn't have tried it if it didn't have such a style like that

Pure Arts Reveals Borderlands Collectible that fans should l8ve.

Take-Two admits the Borderlands movie was disappointing, though it still contributed to the game catalog's sales.
"we don’t really need to break out the contribution from the film because while it was economically positive"
Come on, there was nothing positive about it, it literally bled money...not really economically.
So the movie cost 155 million to produce and another 30 million dollars to promote . Borderlands movie brought in around 31 million worldwide . So basically, the Borderlands movie was a 154 million commercial for Borderlands video game franchise.