As I was dying for the umpteenth time against Mad Moxxi's round 4 Badass Wave in the Angelic Ruins, it occurred to me that reviews of "The Zombie Island of Dr. Ned" and "Mad Moxxi's Underdome Riot" were conspicuously absent from the record. The Destructoid collective considers Borderlands to be one of the best games of 2009, and failing to follow up on it seems like it would be a case of gamer amnesia, a rather common industry bugbear.
Besides, the Dr. Ned and Mad Moxxi packs are interesting in and of themselves, if only because they're so different from each other. One is a character-driven romp through an undead, parallel-universe Pandora, and the other is a Caligula-worthy bloodbath.
Speaking with Eurogamer.net, Gearbox chief Randy Pitchford explained his approach to Borderlands DLC: "Also, we're going to watch and see what happens when the game launches, so we can have our plans affected by what our customers want more of." Well, I'm a Borderlands customer and Gearbox gave me what I wanted as well as some things I didn't know I wanted.
Hit the jump for mini-reviews of "The Zombie Island of Dr. Ned" and "Mad Moxxi's Underdome Riot."

"Zombie Island of Dr. Ned"
Released: November 24, 2009 (Xbox 360, PlayStation 3); December 9 (PC)
MSRP: 800 Microsoft Points; $9.99 (PS3, PC)
For better or worse, there's not much to say about "The Zombie Island of Dr. Ned" that hasn't already been said about Borderlands. "Dr. Ned" doesn't change Borderlands in any fundamental ways, and the new mechanics introduced will seem relatively minor to anyone who doesn't really dig on Borderlands already.
That sounds more negative than it really is: Borderlands pushes a few buttons remarkably well, and "Dr. Ned" plays to its strengths. Everything that is fun in Borderlands is still fun in "Dr. Ned," and this pack feels like a Halloween-town veneer on already-established architecture. While the game's core mechanics remain largely intact -- missions, loot, leveling -- the addition of zombies changes the combat in a few subtle ways. In the same way that fighting the Crimson Lance demands different strategies than Bandits, these zombies stand as interesting enemies in their own right, despite becoming increasingly relegated to games industry boilerplate.
Dr. Ned's zombies -- no, really, he created them -- are aggressive, resilient, and stupid, making it relatively easy to get overwhelmed. What makes things interesting, though, is what I suspect is a clever riff on infinitely spawning enemies. Zombies generally come in groups, each one headed by a Defiler: they're usually a few levels stronger than anything else, spit acid that dazes you, and happen to be rather spritely. I can't be sure, but it seems to be that the zombies never stop spawning until their Defiler is dead.
The result is classic RPG resource management in first-person skin: do I kill the zombies that are in my face, or do I focus my energy on the tougher Defiler? Coupled with the fact that zombies constantly eat at your "Second Wind" meter once you're crippled, the Defiler mechanic sets up moments of great tension and release and does a lot to change the way you fight, even if those changes might not be obvious.

Unfortunately, "Dr. Ned" has some serious balancing issues. The previous paragraph doesn't really apply to you if you're, say, between levels 45 and 50: it's hard to feel tense, or nervous, or panicked if you're one-shotting your way through Jakob's Cove. The problem is that "Dr. Ned" is set up in level tiers. For example, I hit Jakob's Cove at level 37, but all of the enemies were level 42; the game was impossible until I hit the next tier. On the flipside, being over-leveled (which isn't hard to do) cuts out all of the tension and strategy that makes dispatching Dr. Ned's zombies so much fun in the first place. It's a fragile balance, and you'll have to impose some personal limits on yourself to keep "Dr. Ned" fun and engaging.
If there's anything that kept me coming back from more, it's the writing: after all, Gearbox has certainly spent enough time huffing and puffing about it. And it's paid off. I suppose I could nitpick about some of the abrupt shifts near the end, but by and large, "Dr. Ned" is cohesive, well-paced, and full of the irreverent and self-referential humor trademarked by the original. The humor isn't restricted to cut scenes and splash screens though: all of the bosses, sub-bosses, and dialogue remind you that there's a touch of the surreal in Jakob's Cove.

Balancing issues aside, "Dr. Ned" is, of the two available DLC packs, the easier one to recommend: it keeps everything good from Borderlands and improves the humor and pacing. It also keeps a lot of the bad things from the original (some of the missions are rather tedious, for example) and really under-uses the Wereskag and Tankenstein enemies, but if you enjoyed the original enough to consider the DLC, "Dr. Ned" is a good choice. It's hilarious, it's interesting, and it's a great way to keep your romp in Pandora going.

"Mad Moxxi's Underdome Riot"
Released: December 29, 2008 (Xbox 360); January 7, 2010 (PS3)
MSRP: 800 Microsoft Points; $9.99 (PS3)
If "Dr. Ned" maintains the Borderlands status quo, "Mad Moxxi's Underdome Riot" shakes it up. When the pack was announced, Randy Pitchford personally sent the games press an e-mail, making sure we were aware that "Mad Moxxi" was going to shake things up: "This is an ENTIRELY NEW GAME MODE," he told us.
Well, he was right: "Mad Moxxi" offers a totally new experience, but it also introduces some totally new problems. In a very broad sense, "Mad Moxxi" doesn't play to Borderlands strengths.
Let me explain: "Mad Moxxi" is comprises three different arenas, and the point of the game is to survive a Horde Mode- of Firefight-style tournament presided over by the kind-of-hot-in-a-scary-kind-of-way Mad Moxxi who's on the prowl for her fourth husband. All the while, she doles out new rules for each round in order to spice things up.
And since the reward for winning is, ostensibly, her hand in marriage, the Underdome is hard. Really hard. Unlike "Dr. Ned," the Underdome's difficulty isn't based on an arbitrary level discrepancy: it scales perfectly to whomever is hosting the game. The Underdome is as brutally hard at level 50 as it is at level 15 (skill points notwithstanding).
While the Underdome is very much focused on combat, Borderlands quirky humor and style manages to shine through. Moxxi is a fine hostess and a treat to play for. She alternates between the thrill of carnage carried out in her name and frustration that you're killing off all her playthings, goading you along the entire way. She's flawless. The Underdome itself, though, is a mixed bag.

Here's the problem: Borderlands is (or it used to be), all about constant progression and positive reinforcement. But because "Mad Moxxi" is structured in (incredibly difficult) rounds, gratification is always delayed and sometimes unattainable. Characters don't gain experience in the Underdome (or, by extension, weapon proficiency); when you die, you don't even have anything to show for it.
I understand the decision to take out a chance to level up -- the endgame has some balance issues as it is -- but gaining a level or two in your shotgun proficiency isn't going to change things either way, and it would go a long way to make your crushing defeat sting a little less. I wish Gearbox had given me a little sugar to make the medicine go down.
My last quibble -- and it's a relatively minor one -- is that some areas of the Underdome (Hell-Burbia and, to a lesser extent, the Gully) focus on taking cover. I appreciate the new emphasis on tactics, but Borderlands doesn't have a particularly robust cover system and, too often, you'll find yourself getting shot the hell up while you thought you were in cover. In contrast, the Angelic Ruins have the most open spaces and, in my opinion, is the most enjoyable map of the bunch.
Of course, repetition is the nature of the beast, and I can hardly criticize "Mad Moxxi" for giving me wave after wave of enemies to mindlessly dispatch. Nevertheless, some enemy variety would be appreciated: the lack of scythids, spiderants, and "Dr. Ned" enemies doesn't make any sense to me, especially since the three arenas are comprised of used assets.

Ok, so "Mad Moxxi" makes a few mistakes, but that doesn't change how incredibly fun it can be. Anthony touched on this concept in his latest Rev Rant, but while "Mad Moxxi" can be quite arbitrarily user-unfriendly, the constant threat of death is thrilling, to say the least. Your mileage may vary, but my heart raced on several occasions in the Underdome -- there's a very real sense of nervous excitement as you complete each round, delivered in regular and increasingly intense doses until you complete whichever task you've set for yourself (five- or twenty-round tournaments).
While I think taking weapon-leveling away from players is a mistake, the pace and layout of the Underdome are clearly deliberate choices designed to up the proverbial ante. Once you've found a strategy that works, once you and your teammates are in sync, "Mad Moxxi" provides an incredible rush of excitement and sense of accomplishment and, as far as my adrenaline goes, does it better than many of the other action games I've played recently. It's almost Demon's Souls-esque in the way it demands precision, tactical awareness, and patience, and the emotional pay-off is, for me, worth it.
Nevertheless, Gearbox is walking a fine line between difficult and prohibitively difficult, and I'm afraid a lot of readers might not get the type of satisfaction I got out of "Mad Moxxi's Underdome Riot." The first time I played it, I got frustrated and turned it off; the second time I fell in love. It's possible that many people might never get past that frustration. There's definitely an audience for "Mad Moxxi," but it's not for everyone. Just don't expect the Underdome to provide the same type of experience that Borderlands did.

If you do decide that "Mad Moxxi" is for you, I'd hold off for a little while: there's rare, but nasty, glitch that corrupts character data. Mum's the word from Gearbox so far, but the consensus on the Gearbox forums seems to be that the glitch doesn't happen very often. Nevertheless, I bet dicks to dollars that Gearbox is working on a patch. "Mad Moxxi" is good DLC, and it'll still be good in a week or two.
It's rare that DLC can so fundamentally change the focus of a game the way "Mad Moxxi" re-shapes and re-configures Borderlands, and I have to admire Gearbox for that, even while there are some things about "Mad Moxxi" that don't make much sense. "Mad Moxxi" caters and appeals to a specific type of gamer (what Mitch Krpata might call "skill gamers") and delivers in spades. If you're a bad enough dude, you're in for a treat.
It's still far too easy, even with 4 players in the 20th round.
I will best Moxxi's Underdome although fighting level 50 EVERYTHING makes it rather hard.
This one thing about The Zombie Island to take in mind. It's much more fun if you play that when you're level 50 and have beaten the game for the second time. Since that'll make every single enemy in the game level 50 (any badass enemy will be 51). I think it was rather easy when I did it again with a lower leveled character. Too easy.
Which brings me to another thing. I'm kinda glad there aren't any spiderants in the Underdome. They're really easy on lower normal levels but goddamn those level 51 shock, fire and acid badass assholes can be pretty nasty. But I'm pretty sure I wouldn't complain if they would be featured in the Mad Moxxi's version of Hell. Because RAPE is all you'll get in there. Especially with those modifiers. Vampirism and No Shields at the same time is something you do not want!
@Gee-Man
There comes a time when you simply can't progress any further whatsoever. That sounds like the perfect time to go make a visit to Mad Moxxi. When you do, you can sure as hell forget about simply punching a midget's leg off. You do however get loot between every round you beat. Sometimes good sometimes bad, just like in the normal game.
@Los255
Not exactly but kind of. You can't save or continue once you've started a challenge but the Underdome consists of more than one. You can of course save in between those. For instance the 'easy' (nothing is easy) one consists of 5 rounds with 5 waves each. Beat that? You can save, sell and buy guns and even leave the Underdome with all your progress intact. The next challenge consists of 20 rounds of 5 waves. Now that'll take a while. It might as well be 4 hours. At least...
And yes there is DRM on the PC version -- no it does not affect my enjoyment of the game. It works to keep the pirates away. At least I think it does as I havent seen any of my cohorts who pirate able to get them.
I finished BL before Mad Moxxi came out, so it'll be a while before I get back around to it.
The arena's in the game aren't anything like Mad Moxxi's Underdome.
An arena in the game is a player versus player area. The Underdome is a player (single or co-op) versus hordes of enemies. Complete with modifiers and bosses.
I went through Dr. Ned's island with my Siren fairly easily, but then I teamed with a buddy with my 12 Brick and his 12 Roland, and the zombies were all 15-16ish. That was a complete blast and fairly challenging. The story is was basically laugh out loud, to boot.
Mad Moxxi is very challenging, and I love the fact that it's practically that way for the pure sake of being a challenge. As was stated in the review, it's a difficulty curve similar to that of Demon's souls, and the thrill of having no shield on while badasses are out for your blood is a complete rush.
Also I wanna be Moxxi's fourth husband. Dat ass.
That there is no difficulty control the user can manipulate simply baffles me. Sure as co-op difficulty control has led to players better enjoyment of Left 4 Dead, the lack of it surly hampers players long term enjoyment of Borderlands.
Which lead to my selling the game after leveling up. After you level up the difficulty, challenge and enjoyment of the game disappears.
Which really leads to the next point. The DRM for the PC game. Limiting you to 3 installs?
DRM is to prevent dissatisfied gamers from being able to sell their used game. (as discussed podtoid 68 at minute 51)
So although I was disappointed by the game, I did feel some satisfaction in my decision to abandon punishingly expensive PC gaming in favor of the PS3, where there still exists the right of the customer to sell disappointing games.
Glad I sold the game a long time ago: maybe I'll try MAG after I get tired of Modern Warfare 2.
@BerserkerX
Excellent choice!
I never did, and doubt I ever will. Mad Moxxi spoiled my entire Borderlands experience. Never did more than the first tournament, and even that one was horrendously painful and repetitious. I thoroughly regret buying it
Spot on about the Claptrap! Hell, as soon as the intro started I laughed my ass off. I too love the bank for extra weapon storage (too bad that tuxedo Claptrap doesn't talk).
I've barely scratched Mad Moxxi's smaller challenges. I liked Firefight in Halo 3: ODST, and it's pretty similar... Though I'd say the smaller challenges are much easier than ODST's Firefight. So far, I can't quite give a verdict on how I feel about the content though. The smaller stuff is a tad too easy, and I've only heard (not yet experienced) that the larger challenges are little too much. We'll see... Right now, I'd recommend holding off on Mad Moxxi's for a bit.
I completed Ned in about 4 hours. Playing moxxi with my level 50 character and my girlfriends level 40 took us about 5-6 hours for one tournament.
And to the guy who said it's just an arena and you've already got one.....your not 100% clued up I think. This isn't a pvp arena, it's against ai with a boss round every 5th wave.
Too many people writing moxxi off, so sad.
Destructoid is not a "Keeping Up with the Kardashians" fansite. Beside the fact you're a filthy spammer who needs help with BBcode, you're better off selling whale meat at a Greenpeace meeting than trying to flog your Gucci knockoffs here.
Bye bye now.
'Zombie Island' = Absolutely Worth Buying. However it's recommended that you beat the game first and have at least a lvl.40 character before jumping in.
'Underdome Riot' = Absolutely NOT Worth Buying. it's like 'horde' or 'firefight' except the combat in borderlands isn't anywhere near as satisfying. You get no EXP. You get no loot (of any consequence, anyway). Instead of all that, you get a worthless 'chest' to dump your extra weapons and such into. it gets old after 1 hour and, unless your an achievement junkie, you'll never go back to it.
I usually never say this but this particular DLC should've been free. there's nothing in 'Underdome' worth paying for. at all. the truly sad part is that all of this could've been avoided if some common sense had been applied and you were allowed to continue leveling up or least given the opportunity to win some serious high-powered loot.
I think you mean '"Mad Moxxi comprises three different arenas.'
Come on! This is the internet!
I picked up Moxxi's Underdome, but then read about the glitch. POnce it gets patched, I'll be all over it. Until then, the Underdome serves as a place to keep all my rare weapons.