Gearbox Software has been continuing to let out character previews, trailers, and interviews about their upcoming title Battleborn. I continue to find myself excited but apprehensive about the title given my affinity for Borderlands and because the game is treading into new waters. A recent interview furthers my belief that this game will feel very much like a MOBA and in many ways refutes some of those who disagreed with me about Battleborn having MOBA influences. Randy Pitchford directly credits Defense of the Ancients and other MOBA games for inspiring the way they have designed Battleborn. He even made a point to say the differences from the classic overhead view to a first person shooter is just a matter of the conduit whereby you interact with the game changing. I do think, however, much of what he said in a recent interview with Verge furthers my concern for hardcore Borderlands fans rejecting and criticizing Battleborn for all the wrong reasons. Continue reading
It has been officially announced that Lionsgate is developing a movie based on “Borderlands”. It is no secret that I’m a huge fan of Borderlands as I’ve made numerous posts and videos about what I would like to see done in Borderlands 3 as well as my recent series of Borderlands theories. There aren’t a lot of details about the movie to report, so this is just me putting it out there that I want to work on this movie. This is probably a somewhat delusional and foolhearty thing to do, but for the sake of organization and having easy access…
Below are two links to YouTube playlists, one for Borderlands 3 and the other for Borderlands theories.
The Borderlands franchise is full of mysterious characters, lore, and mythology. One of the most peculiar playable characters in the game is Zer0 the Assassin. It is commonly speculated that he is at least some sort of alien due to his hands only having three fingers, his strange voice, and the fact that he only speaks in haiku. My play style doesn’t jive with the stealthy, melee, sniper approaches that Zer0 offers. I’ve tried to play with him twice, and the furthest I got was level 55 before getting too frustrated to continue. I actually like him a lot as a character, even though I don’t enjoy playing as him, and something that is added to the lore in The Pre-Sequel felt too intentional and specific to be unimportant. Continue reading
I have a habit of sharing my theories about different things in Borderlands while streaming on Twitch. Since I got pulled back into Borderlands 2 for a 1-life challenge for charity the topic has come up yet again. This will be a series of Borderlands theories about Jack, zer0, Angel’s power helping Jack, and where I think the story needs to go in Borderlands 3. These theories are not based on my own fanciful desires about characters and story elements, but are pulled from clues, echocasts, and mythology within the game. For those who haven’t played through to the end of Borderlands 2 and The Pre-Sequel there will be significant spoilers in this post, so be warned. Continue reading
Borderlands is a franchise that isn’t shy about their focus on guns, lots and lots of guns. Whether you’re blasting through crowds with a sub machine gun or unloading rockets on a boss, the game has a constant flow of weapons and ammunition. Something that can become a bit tiresome, however, is constantly having to worry about ammo (and money in the early game). And not for the reasons you would probably think. The more you advance in the game the greater amount of ammunition is needed to be carried and used in order to fight the enemies. Usually the increased value of loot and the monetary drops and rewards are enough to keep your cash flow more than sufficient for consistent purchasing of ammo. What ends up happening however, is the constant need to stop and hammer the purchase button which starts to become mechanical, repetitious, and really unnecessary. So what could be done differently? Continue reading
Each new Borderlands title has something extra to give it a distinct identity. The first title set the stage for the franchise with gritty graphics and dark humor. Borderlands 2 offered a massive amount of new guns and characters. And The Pre-Sequel introduced a completely new way to move around with low-grav as you float and butt slam your way around the game world. But is low-grav a good enough feature to be kept in the future title of Borderlands 3? I’m sure there are many mixed and conflicting opinions about this, so I think the best solution is to attempt to please everyone (something I don’t usually advocate). While many think, myself included, that low-grav got a tad tedious and slog-like, others rightly point out the fun and entertaining new element of butt-slamming as a vertical extension to the battlefield and fights. Rather than entertain a false dichotomy of having the feature basically everywhere like it is in The Pre-Sequel or completely absent like in Borderlands 2, I think a middle ground is a better approach. Continue reading
Borderlands has centered a lot of its marketing around one major element of their games: the guns. They boast of having millions of guns, and after playing through any of the titles you will really get a sense that when guns drop and show up they rarely look, feel, or behave the same way. Up to this point, however, there has not been any real element of weapon customization or crafting in any of the games. The Pre-Sequel had “the grinder”, but that became a glorified trash can that output the same result with the right recipe, so it had almost no customization factor at all. As I’ve said in previous posts I want to be careful not to suggest something that will take away from the identity of Borderlands while still trying to add something fresh and new to the franchise. Continue reading