The Take Out Bandit said:If you want a story, you can exercise your right to use your library card.
Para bailar La Bomba said:What is the connection between Borderlands 2 and GTA V?
Lionheart1827 said:Great news, but as the article states, I really hope those diverse environments arent just different styles of desert. :/
Make it happen Gearbox!
... the bold evolution of the ...
Raxus said:Brick punches things in the face. I win.
Commanche Raisin Toast said:pachter said borderlands was sent to die, it ended up being sold out in a lot of places, and how much has it sold so far? something like 4.5 million?
at first i thought it wasn't right for them to announce it off the cuff like this, but then i realized the game really is kinda niche even for it selling so well and being popular. being on the front of GI helps them even more. also suggests GTA might be a bit further out. it would have had the GI cover if it was close. (maybe next month? *troll face*)
Right on every point.ShockingAlberto said:I found Borderlands' concept to be fine, but the execution to be way off.
A lot of enemies were just bullet sponges that required nothing more complicated than circle-strafing and shooting. The actual loot mechanic was subverted by having high level weapons near spawn points in cities, while bosses and enemies would drop kind of shitty weapons compared to what you could get by just wandering around town a bit. There was almost no level design to speak of, either it was just corridors of caves, open desert with an occasional corridor in to an arena-type area with exploding barrels, or mountains that were walled off in to basically corridors. The PC port was embarrassingly bad, and moreover, they straight up lied about it. You had to scroll with Pg Up/Pg Dn buttons, change the text size to see the full descriptions for every weapon, play through Gamespy for some unexplainable reason that likely has everything to do with Randy Pitchford's infamous hate boner for Steam that he eventually got over but not in time to actually help the game any. The characters you chose were stocks that had no actual personality and very little gameplay flavor - there was almost no advantage to having a crew of four people with different classes since the game did not take advantage of their skills (though this is a problem that permeates almost every part of Borderlands, it feels like gameplay systems were designed separate from everything else and then pieces of the game were just stuck together with glue after having been finished separately). The enemy design was basically "This is a wolf. This is a person. ITERATE ON THESE FOREVER."
The more I think about it, the more I realize I did not actually like Borderlands that much! And I honestly have no faith that Gearbox will fix everything wrong with it because of all the praise they got for the first game.
I will say that one part of Borderlands felt truly great and like it was building to something. When a buddy and I went in to a city for the first time and were attacked by men in armor with proper munitions and it was challenging and fun. The city had actual level design, interesting new enemies, and a compelling story premise. I thought it would be a turning point for the game, but nothing for the rest of the game was that interesting again.
Oh, and I thought the game was really unfunny, including and especially the claptraps.
Commanche Raisin Toast said:pachter said borderlands was sent to die, it ended up being sold out in a lot of places, and how much has it sold so far? something like 4.5 million?
at first i thought it wasn't right for them to announce it off the cuff like this, but then i realized the game really is kinda niche even for it selling so well and being popular. being on the front of GI helps them even more. also suggests GTA might be a bit further out. it would have had the GI cover if it was close. (maybe next month? *troll face*)
You should play the first game.Acquiescence said:Just what the industry needs: another first-person shooter. Oh joy.
flyinpiranha said:This is probably one of my favorite games of all time. More of this.
I really hope they have more vehicles this time though ... and more variation in setting. If not whatever, I'll buy it anyway.
Quite curious choice of the wording. I hope they don't change it too much visually, I really liked the look.
Home said:Steamworks and proper FoV for PC and I'll be there day 1.
Twinduct said:Whoop whoop! Looking forward to this! +1 to PC support!
-PXG- said:There's your problem. You actually listened to something he had to say. Don't.
Duke Nukem was originally going to come out the same month as LA Noire. And even if T2 announced GTA, it wouldn't be out until Mayish, when R* always puts out their gamesGlamFM said:It just seems unlikely that T2 would announce 2 blockbuster games so close to each other.
I agree with you on all points. The game was lacking in many, many points - but, somehow, it was still fun. I'm hoping for major improvements on this version, though. I think Gearbox knows what they're doing.ShockingAlberto said:I found Borderlands' concept to be fine, but the execution to be way off.
A lot of enemies were just bullet sponges that required nothing more complicated than circle-strafing and shooting. The actual loot mechanic was subverted by having high level weapons near spawn points in cities, while bosses and enemies would drop kind of shitty weapons compared to what you could get by just wandering around town a bit. There was almost no level design to speak of, either it was just corridors of caves, open desert with an occasional corridor in to an arena-type area with exploding barrels, or mountains that were walled off in to basically corridors. The PC port was embarrassingly bad, and moreover, they straight up lied about it. You had to scroll with Pg Up/Pg Dn buttons, change the text size to see the full descriptions for every weapon, play through Gamespy for some unexplainable reason that likely has everything to do with Randy Pitchford's infamous hate boner for Steam that he eventually got over but not in time to actually help the game any. The characters you chose were stocks that had no actual personality and very little gameplay flavor - there was almost no advantage to having a crew of four people with different classes since the game did not take advantage of their skills (though this is a problem that permeates almost every part of Borderlands, it feels like gameplay systems were designed separate from everything else and then pieces of the game were just stuck together with glue after having been finished separately). The enemy design was basically "This is a wolf. This is a person. ITERATE ON THESE FOREVER."
The more I think about it, the more I realize I did not actually like Borderlands that much! And I honestly have no faith that Gearbox will fix everything wrong with it because of all the praise they got for the first game.
I will say that one part of Borderlands felt truly great and like it was building to something. When a buddy and I went in to a city for the first time and were attacked by men in armor with proper munitions and it was challenging and fun. The city had actual level design, interesting new enemies, and a compelling story premise. I thought it would be a turning point for the game, but nothing for the rest of the game was that interesting again.
Oh, and I thought the game was really unfunny, including and especially the claptraps.
Aim assist can be disabled in the menu options. And while you're absolutely right about the interface being PC-enhanced by default, there are several INI tweaks that can bring it pretty close.plc268 said:My wishlist for Borderlands 2 (PC):
1. A fucking minimap and world map. I can't tell you frustrating it is navigating around the world because your turn came way earlier than you expected it and you overshot your turn. At times I had to constantly consult my map just to make sure I was going in the right direction.
Also, there seriously needs to be a connected world map, and the teleporting around the world needs to be interfaced with said map and not some uninformative menu.
2. A hotkey for your healing items. I don't think this needs to be explained.
3. An autorun key... quite common for some MMOs where a lot of running takes place. Again, BL1 was freaking annoying when you had to make long treks on foot, and you had to hold Shift W the entire time. It might sound silly, but damn my fingers hurt after a while of playing borderlands.
4. Armor. We need more armor pieces: helmet, boots, chest armor, etc. It should be visible to other players as well.
5. Guncrafting/Gun upgrading. Gun parts should be reasonably hard/rare to get so that the focus is still on finding that next best weapon... but at the same time allow for satisfying gun upgrades or allow me to build one from stock parts.
6. Less desert
7. Adapt to the PC interface and leave the console conventions out of it, or only enable them if a controller is connected. Yes, that means get rid of the aim assist.
8. This might be an unpopular idea to some, but give me a pvp arena where I can battle 4-6 friends.
There's probably more, but those are just off the top of my head.
IlludiumQ36 said:Aim assist can be disabled in the menu options. And while you're absolutely right about the interface being PC-enhanced by default, there are several INI tweaks that can bring it pretty close.
Nice list.
Developer calls accurate Borderlands 2 report "shoddy journalism"
By Ben Kuchera | Published 26 minutes ago
Gearbox CEO Randy Pitchford is known for speaking his mind, and he seemed particularly annoyed when the news of Borderlands 2 broke last night. Eurogamer was given information from an unnamed source that the game was in development, with a major announcement coming soon. Pitchford called stories about Borderlands 2 "shoddy journalism" on his Twitter account.
Entropia said:Dual-wielding guns....?
ShockingAlberto said:I found Borderlands' concept to be fine, but the execution to be way off.
A lot of enemies were just bullet sponges that required nothing more complicated than circle-strafing and shooting. The actual loot mechanic was subverted by having high level weapons near spawn points in cities, while bosses and enemies would drop kind of shitty weapons compared to what you could get by just wandering around town a bit. There was almost no level design to speak of, either it was just corridors of caves, open desert with an occasional corridor in to an arena-type area with exploding barrels, or mountains that were walled off in to basically corridors. The PC port was embarrassingly bad, and moreover, they straight up lied about it. You had to scroll with Pg Up/Pg Dn buttons, change the text size to see the full descriptions for every weapon, play through Gamespy for some unexplainable reason that likely has everything to do with Randy Pitchford's infamous hate boner for Steam that he eventually got over but not in time to actually help the game any. The characters you chose were stocks that had no actual personality and very little gameplay flavor - there was almost no advantage to having a crew of four people with different classes since the game did not take advantage of their skills (though this is a problem that permeates almost every part of Borderlands, it feels like gameplay systems were designed separate from everything else and then pieces of the game were just stuck together with glue after having been finished separately). The enemy design was basically "This is a wolf. This is a person. ITERATE ON THESE FOREVER."
The more I think about it, the more I realize I did not actually like Borderlands that much! And I honestly have no faith that Gearbox will fix everything wrong with it because of all the praise they got for the first game.
I will say that one part of Borderlands felt truly great and like it was building to something. When a buddy and I went in to a city for the first time and were attacked by men in armor with proper munitions and it was challenging and fun. The city had actual level design, interesting new enemies, and a compelling story premise. I thought it would be a turning point for the game, but nothing for the rest of the game was that interesting again.
Oh, and I thought the game was really unfunny, including and especially the claptraps.
The New Art Style
Along with numerous other aspects of development, at a certain point Gearbox completely reevaluated the game's art direction. This is how the team did it, using the initial town "Fyrestone" as a proof of concept:
"Not long after the Fyrestone test was completed, Randy Pitchford took this example to 2K to pitch The Change. This was a risky prospect, and we had no idea how 2K would respond. Internally, we knew what kind of risk this posed to production.
"There were a lot of influential people, Randy at the top of that list, who thought it was probably a very bad idea to open the door to that level of change so late in the project. But everyone who saw it recognized its potential, and almost everyone had a strongly positive reaction to it, especially when they saw it working in game and could navigate a space with the style implemented.
"Fyrestone served exactly that purpose. When Randy made the trip to 2K in San Francisco to pitch it, they decided to make the bet on it with us and embrace the new style. That helped cement our productive relationship with them, and was a great catalyst to get us to focus together on how to mobilize to ship later that year.
"With the new art style, everything started to fit together. We had art that matched the evolving attitude of the game. It was now fine for players to jump high up in the air, for enemies to take varying amounts of damage based on level, for missions objectives to be zany, for psycho midgets to run at you, for brains to pop out of heads intact and fall on the ground, and for a wisecracking unicyclebot to show up in the game as your guide.
"The Visual Design Team described it as "ill-mannered whimsy" and the projects director, Matt Armstrong, promoted the notion that our attitude should take inspiration from Paul Verhoeven, director of Starship Troopers and RoboCopmovies where over the top violence takes on its own brand of dark humor. It was now okay for things in the world to be humorous, whereas with the previous realistic style, the team was shooting for designs that played as "serious business."
"The new feel was something that the entire content team could get behind. Productivity shot through the roof. We got into a magical cycle of art inspiring design inspiring art.
"The new style brought with it an added, very practical benefit -- the process for creating assets could be clearly specified and a state of completion could be articulated and evaluated by the art leads. When we were going for a more realistic style, very often it was unclear if assets were done.
"With the new style, there was no doubt. There was also room for iterating efficiency and quality within the new style. We had one particular member of the art team with a background in comic book art who set the benchmark for quality that the rest of the team constantly shot for; and just as they were hitting it, he leveled up the quality of his work with new techniques.
"For example, in experimenting with being more efficient and increasing texture quality, he showed that "color up" is better than "ink down" for our stylea very different way of approaching art than game artists are used to. In your typical next-gen art workflow, artists bake normals and AO, then use those maps as a guide to color in the texture.
"In our new style, most assets dont need a normal map because we ink in the detailssimilar to graphic novel illustration. Fortunately, we had expertise on the team to help us understand the best way to execute and scale into full production. A constant process of improvement began, and it included all of our artists, our very small number of trusted outsourcing partners, and our art directors. This was a great art team motivator."
He is wrong. What he should have said was that they were a bunch of cunts for ruining the surprise.Live Free or Die said: