Compare Borderlands - Mad Moxxis Underdome Riot (DLC) prices across 50+ stores and find the best deal. Developed by Gearbox Software. Published by 2K Games. Released on 1/8/2010. Available on PC. Genres: Action, Single Player, Multiplayer, Local Co-op, First Person, FPS / TPS, RPG.

A pure arena horde-mode DLC with zero story, zero XP gains, and three recycled Pandora arenas. Only maxed-out mercs who crave punishment need to knock on Moxxi's door.

Mad Moxxi's Underdome Riot is the second DLC for the original Borderlands, and it commits the cardinal sin of stripping out almost everything that makes Borderlands worth playing. There is no story to speak of, no side missions, no character progression while inside the arenas. You get one quest called "Prove Yourself," and that quest is exactly as blunt as it sounds: survive five rounds across three coliseums - Hell-Burbia, The Gully, and the Ancient Ruins - each round built from the same five-wave template every single time. Wave one is a starter mix, wave two is a gun wave full of bandits and Crimson Lance, wave three is a psycho horde, wave four throws badass variants at you, and wave five pits you against a recycled main-game boss like Nine-Toes, Baron Flynt, or King Wee Wee plus their usual entourage. Survive the short version of all three arenas and you unlock the long version: 20 rounds per arena, up to 100 waves each, which the community calculates at roughly 6-7.5 hours of nonstop combat if you push through cleanly. That is a lot of time for a DLC that shows you everything it has in the first hour. The one design wrinkle that hints at something interesting is the modifier system, called rules. Starting in round two, a random rule kicks in per wave - low gravity, health drain, only pistols dealing meaningful damage, enemies with reinforced shields - and by round five you are juggling two at once, building to four simultaneously in the longer tournaments. In theory, this should keep your build decisions sharp and punish lazy loadouts. In practice, the rules are random enough that they sometimes stack in ways that feel more arbitrary than clever, and since you are earning zero XP and zero weapon proficiency for any kill you land in the Underdome, there is no mechanical loop to sustain you through the grind. Killing hundreds of enemies and walking away with nothing to show for your character is a weird feeling in a game where the loot-shooter RPG loop is the entire point. The loot drop after each round boss is gear a few levels below the host's character, skewing toward common rarity, and community consensus is that rare pulls are genuinely uncommon. The things the DLC does add are functional rather than exciting. There is a weapons bank, upgradeable to store more gear, which is legitimately useful for hoarders drowning in inventory. Three vending machines inside the hub scale with your level. If a teammate goes down in co-op, they respawn in a penalty box at the top of Moxxi's tower and can still contribute by sniping from above - a small but clever touch that keeps co-op from turning into a spectator sport too quickly. And completing all three short arenas earns every character in the group a free skill point, which is a meaningful reward for a level-capped Soldier or Siren who has already squeezed every point out of the main game. But that single skill point is essentially the ceiling of Underdome's narrative and mechanical payoff. For a Borderlands fan who has already burned through the campaign and Dr. Ned's Zombie Island, Underdome scratches a very narrow itch. If you and three maxed-out friends want a brutal co-op stress test and are comfortable treating it as a combat sandbox rather than an RPG experience, there is genuine challenge here, especially in the 20-round long tournaments where the stacked modifiers start bending your build assumptions in uncomfortable directions. Solo players should know going in that a death sends you back to the start of the previous round, which in a long tournament can mean redoing 8-9 waves, and that compounds into genuine frustration fast. As an RPG supplement, this DLC is a dead end. As a very specific kind of co-op gauntlet for players who have nothing left to prove except that they can survive 100 waves without sleeping, it has a sliver of purpose. Just do not go in expecting Moxxi's ringside commentary to stay funny past hour two - she runs out of lines embarrassingly quickly. Monika, Scout Team

Borderlands - Mad Moxxis Underdome Riot (DLC)
ActionSingle PlayerMultiplayerLocal Co-opFirst PersonFPS / TPSRPG

Borderlands - Mad Moxxis Underdome Riot (DLC)

Jan 8, 2010Gearbox Software2K Games
GamerScout Says

A pure arena horde-mode DLC with zero story, zero XP gains, and three recycled Pandora arenas. Only maxed-out mercs who crave punishment need to knock on Moxxi's door.

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About Borderlands - Mad Moxxis Underdome Riot (DLC)

Mad Moxxi's Underdome Riot is the second DLC for the original Borderlands, and it commits the cardinal sin of stripping out almost everything that makes Borderlands worth playing. There is no story to speak of, no side missions, no character progression while inside the arenas. You get one quest called "Prove Yourself," and that quest is exactly as blunt as it sounds: survive five rounds across three coliseums - Hell-Burbia, The Gully, and the Ancient Ruins - each round built from the same five-wave template every single time. Wave one is a starter mix, wave two is a gun wave full of bandits and Crimson Lance, wave three is a psycho horde, wave four throws badass variants at you, and wave five pits you against a recycled main-game boss like Nine-Toes, Baron Flynt, or King Wee Wee plus their usual entourage. Survive the short version of all three arenas and you unlock the long version: 20 rounds per arena, up to 100 waves each, which the community calculates at roughly 6-7.5 hours of nonstop combat if you push through cleanly. That is a lot of time for a DLC that shows you everything it has in the first hour. The one design wrinkle that hints at something interesting is the modifier system, called rules. Starting in round two, a random rule kicks in per wave - low gravity, health drain, only pistols dealing meaningful damage, enemies with reinforced shields - and by round five you are juggling two at once, building to four simultaneously in the longer tournaments. In theory, this should keep your build decisions sharp and punish lazy loadouts. In practice, the rules are random enough that they sometimes stack in ways that feel more arbitrary than clever, and since you are earning zero XP and zero weapon proficiency for any kill you land in the Underdome, there is no mechanical loop to sustain you through the grind. Killing hundreds of enemies and walking away with nothing to show for your character is a weird feeling in a game where the loot-shooter RPG loop is the entire point. The loot drop after each round boss is gear a few levels below the host's character, skewing toward common rarity, and community consensus is that rare pulls are genuinely uncommon. The things the DLC does add are functional rather than exciting. There is a weapons bank, upgradeable to store more gear, which is legitimately useful for hoarders drowning in inventory. Three vending machines inside the hub scale with your level. If a teammate goes down in co-op, they respawn in a penalty box at the top of Moxxi's tower and can still contribute by sniping from above - a small but clever touch that keeps co-op from turning into a spectator sport too quickly. And completing all three short arenas earns every character in the group a free skill point, which is a meaningful reward for a level-capped Soldier or Siren who has already squeezed every point out of the main game. But that single skill point is essentially the ceiling of Underdome's narrative and mechanical payoff. For a Borderlands fan who has already burned through the campaign and Dr. Ned's Zombie Island, Underdome scratches a very narrow itch. If you and three maxed-out friends want a brutal co-op stress test and are comfortable treating it as a combat sandbox rather than an RPG experience, there is genuine challenge here, especially in the 20-round long tournaments where the stacked modifiers start bending your build assumptions in uncomfortable directions. Solo players should know going in that a death sends you back to the start of the previous round, which in a long tournament can mean redoing 8-9 waves, and that compounds into genuine frustration fast. As an RPG supplement, this DLC is a dead end. As a very specific kind of co-op gauntlet for players who have nothing left to prove except that they can survive 100 waves without sleeping, it has a sliver of purpose. Just do not go in expecting Moxxi's ringside commentary to stay funny past hour two - she runs out of lines embarrassingly quickly. Monika, Scout Team

Tags

steamHorde ModeArena CombatWave SurvivalCo-op RequiredLevel-Cap ContentModifier SystemLoot-LightEndgame Challenge

System Requirements

Minimum

Memory
1GB System RAM (2GB Vista)
Storage
8 GB
Graphics
256mb ram (GeForce 7/Radeon HD3000)
Processor
2.4 Ghz SSE2
System requirements
Windows XP/Vista

Reviews & Ratings

No ratings available

Game Info

Developer
Gearbox Software
Publisher
2K Games
Release Date
Jan 8, 2010

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