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Examples
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The visuals initially look very similar to those in Gearbox's FPS/RPG Borderlands, but after about three hours in, Rage distinguishes itself by adding increasing layers of viscera, urban wreckage and industrial grit.
Rage – review 2011
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Gearbox's promise to deliver the first person, dungeon crawling shooter that Hellgate: London was panned for falling short of appears to have gone without a hitch -- the result is one of the most compulsive plays I've accidentally fallen into since I first thought I'd see what this whole 'Fallout 3' deal was.
Boing Boing 2009
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This week has seen a number of excellent and much publicized and high profile releases -- Rockstar's conversion of Grand Theft Auto: Chinatown Wars from DS to PSP and Gearbox's post-apocalyptic co-op sandbox shooter Borderlands -- but no game has eaten as much of my time this week than a downsized iPhone version of a rhythm favorite.
Boing Boing 2009
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Borderlands springs to mind, and for a while it seems like the game is going to be a fairly mundane clone of Gearbox's 2009 title.
Telegraph.co.uk - Telegraph online, Daily Telegraph and Sunday Telegraph Ashton Raze 2011
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"He's off doing some cool business on something cool," said pinch-hitter Mikey Neumann, Gearbox's creative director.
GameSpot's News, Screenshots, Movies, Reviews, Previews, Downloads, and Features 2010
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GDC 2010: Gearbox's Mikey Neumann and Brian Martel explain the studio's risky decision to scrap its popular shooter's art style three quarters of the way through development -- and how it paid off.
GameSpot's News, Screenshots, Movies, Reviews, Previews, Downloads, and Features 2010
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GDC 2010: Gearbox's Mikey Neumann and Brian Martel explain the studio's risky decision to scrap its popular shooter's art style three quarters of the way through development -- and how it paid off.
GameSpot's News, Screenshots, Movies, Reviews, Previews, Downloads, and Features 2010
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GDC 2010: Gearbox's Mikey Neumann and Brian Martel explain the studio's risky decision to scrap its popular shooter's art style three quarters of the way through development -- and how it paid off.
GameSpot's News, Screenshots, Movies, Reviews, Previews, Downloads, and Features 2010
-
GDC 2010: Gearbox's Mikey Neumann and Brian Martel explain the studio's risky decision to scrap its popular shooter's art style three quarters of the way through development -- and how it paid off.
GameSpot's News, Screenshots, Movies, Reviews, Previews, Downloads, and Features 2010
-
GDC 2010: Gearbox's Mikey Neumann and Brian Martel explain the studio's risky decision to scrap its popular shooter's art style three quarters of the way through development -- and how it paid off.
GameSpot's News, Screenshots, Movies, Reviews, Previews, Downloads, and Features 2010
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