We’ll slowly learn more about Gearbox‘ game.
Let’s start with this microtransaction thing. Randy Pitchford said the following during Borderlands 3‘s gameplay reveal: „We’re gonna do some kickass campaign DLC, and I’m sure we’re going to do all kinds of fun customizations like heads and skins, but we’re not doing any of that free-to-play junk. There’s not going to be any microtransactions, there’s not going to be any of that nonsense.” Then, he told GameInformer the following: „We’re selling cosmetic items, but we’re not going to nickel and dime players. DLC will come down the line, but the game won’t have anything excessive.” PCGamer has confirmed that the game will have XP and loot boosts that could be bought. Pitchford has struck at GameInformer on Twitter: „Come on guys – sh_tty clickbait headline. Literally, seconds before I said that I made it very clear we’re going to do more cosmetic stuff as we did in Borderlands 2. You know I was talking about premium currency and loot boxes kind of stuff NOT being in our game. Why you guys would f_ck me on this is beyond me… thanks a lot.” Then, he defended himself via 17 tweets, but we’d rather not have a book’s worth of characters here. In short, we will have XP and loot boosting microtransactions on top of cosmetic ones.
Josh Jeffcoat, the lead enemy designer, told Gamesindustry the following: „We had to design completely different ecosystems and enemies for every single planet. We had to make something new, we couldn’t just bring something over. Just trying to come to grips with the scope and how we were going to be able to build everything in time was an incredible obstacle to overcome. And the number of bosses in the game and those really big set piece moments are much more than in any other Borderlands game. Just an absurd number. It was so big that my department built a brand new department only for those mega-moment bosses. My friend Matt Cox runs the boss team, and his only job is that every huge, major boss fight in the game goes through him. That’s how we solved that problem – we got more people and piled onto it.”
„We’ve done Pandora over three games. We wanted to do new things and push things in a different direction environmentally, and that meant we needed to go to new planets. Pushing into those new planets created a need for more art, more flora and fauna, and more environmental storytelling. It can’t be all Pandora stuff, that doesn’t make sense. Establishing all this world building for lots of worlds has been probably the biggest struggle. We had to change the way we worked. We had to become scalable. We had to work across teams,” Chris Brock, the producer, added.
Borderlands 3 is out on September 13 on PlayStation 4, Xbox One, and PC (Epic Games Store).
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