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Borderlands 4's Seamless World And Movement Mechanics Will "Make It Hard For Players To Go Back"

Borderlands 4 will feature a new grappling hook mechanic to help you swing through its seamless world.

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A new trailer for Borderlands 4 debuted during The Game Awards, providing our first good look at the upcoming looter-shooter and hinting at just how big its world--which is seamless--is going to be. The trailer is also a stark contrast to the reveal for Borderlands 3, which featured repeated shots of familiar faces and locations from the franchise. The Borderlands 4 trailer, in comparison, has very little familiarity--going solely off the two trailers, it seems like Borderlands 4 is a cleaner break and more approachable on-ramp into the franchise than Borderlands 3 was.

Still, it's clear that Borderlands 4 is building off the conclusion of Borderlands 3, with a prominent shot of the new Ripper Queen big baddie staring up at a moon falling toward the planet. That moon is Elpis, the same moon that Lilith teleported away at the end of Borderlands 3 (and the setting of Pre-Sequel). The trailer features a ton of shots of the horizon line, which actually tease Borderlands 4's seamless world.

"With Borderlands 3, with the idea of going to different planets, it was more compartmentalized," Gearbox Software CEO Randy Pitchford told me. "It felt a little less open and free. Borderlands 4 is the most open and free ever [for the franchise]." I saw the trailer for Borderlands 4 a week before The Game Awards and got a chance to then speak with both Pitchford and creative director Graeme Timmins, both of whom had a lot to say about the new game.

"Now, when you look at [this] scene [in the trailer], you can see these characters looking out at a vista," Pitchford said. "In every video game you've ever played that's a backdrop, right? In Borderlands 4, everything you're seeing is playable space that you can get to and reach without a load time."

I was quick to joke that the part of the trailer we paused on included the moon, so even if it was cool that we could reach the far-off mountain and tower in the shot, saying we could go anywhere in the shot without a loading screen seemed like an exaggeration they should probably soften in future marketing. All Pitchford had to say was, "Everything in the scene, Jordan. Everything in the scene." So I stand corrected!

We've got a whole new generation of Vault Hunters.
We've got a whole new generation of Vault Hunters.

Borderlands 4 is able to pull off feats that the rest of the franchise never has been able to, as it's the first mainline game in the series to be made for Xbox Series X|S and PS5. Part of that is making the world seamless, which isn't a huge deal in the grand scheme of things for video games, but it is unheard of for a Borderlands game.

"All these scenes, every scene, everything is explorable and reachable," Pitchford said. "So I will say, Jordan, one of the challenges with the term 'open world' is other games have done different things with that and there's things that we're doing that none of them have done. But there are things that we, specifically, don't do because we are Borderlands. And we care so deeply about combat dynamics and care so deeply about that moment-to-moment feeling. We craft this [world]. Everything that unfolds has [purpose]. You can feel the heart of the designer behind it. You can tell, people that care a lot made this shit. They're putting this here for [the player]. This isn't all just a systemic, algorithmically filled world. So be careful when you're talking about this. I wouldn't say 'open world' because that [term] will come with baggage. That isn't what we are. But it is seamless, and it is expansive, and it is larger than anything we've ever done, and it is filled like nothing we've ever done."

Any comparison I make should be taken with a grain of salt because I still haven't actually played the game, but the way Pitchford was talking about Borderlands 4's world reminded me of 2018's God of War. I wouldn't call that game an open world, but it is a seamless world. I imagine Borderlands 4 is designed in a similar fashion.

Borderlands 4 maintains the visual look of previous games in the series.
Borderlands 4 maintains the visual look of previous games in the series.

To get around that world, Borderlands 4 is adding new vehicles and movement mechanics--you can even see one of them quite prominently in the trailer: a grappling hook. "It might get a fancier name than grapple--we like to have our own words for everything, but we'll call it grapple for now--but the idea is we want to give players the most seamless traversal mechanics that let them explore the world and execute combat how they want to do that," Timmins told me.

Borderlands 3's movement tech was a huge jump from Borderlands 2, and this next game is set to continue that trend. "From [Borderlands] 2 to 3, we did really push on our gunplay and we added a mantle and we added a slide," Timmins said. "We brought in butt-stomp from Pre-Sequel. And this time around, we're adding a few more that are just as seamlessly connected. I'll sometimes bring up the [Borderlands 3] editor to reference something and I'll go try to do something [that I can in Borderlands 4] that I can't do [in Borderlands 3]. I'm like, 'Damn.' That's how I know that we're doing it right. It's just like people who play [Borderlands 3] and then go try to play [Borderlands 2], and they're like, 'Man, I miss the mantle.' We've leveled it up again where it's going to be pretty hard for players to go back to just [Borderlands 3] and not have some of these new tools and abilities that we're giving players pretty much right out of the gate."

Gearbox has been working on Borderlands 4 for quite a while, building off Borderlands 3's improvements from the start. "From a timeline perspective, we started working on Borderlands 4 before we shipped Borderlands 3," Pitchford said. "So some of the people who were working on Borderlands 3 joined the Tiny Tina's Wonderlands team after Borderlands 3 shipped and worked on Tiny Tina's Wonderlands. And after Tiny Tina's Wonderlands, a lot of the people working on that joined the Borderlands 4 team."

The implication of that statement would be that Gearbox is already working on whatever comes after Borderlands 4, and probably has been for a while. Pitchford agreed with that thinking but did not officially confirm whether Gearbox is working on another project at this time.

Borderlands 4 is scheduled to launch for Xbox Series X|S, PS5, and PC in 2025.

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doubtless1

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How about we confirm that the completely miserable and archaic UI has finally been updated and improved? It was tedious and outdated back in the first game, has BARELY been touched since.

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cwilli11

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This will be a discount bin buy for me. I lost complete faith in them after BL3

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Beni51

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Is this the same person who predicted that epic games would increase sales and steam would have no users?

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TommyTong

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A grappling hook, eh?

Hmmm, usually it's a bad idea...

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Jinxster247

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Good cause the going to different planets made me stop playing.

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Midna

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I really enjoyed B3's gameplay. The story wasn't that good but a few of the characters were fun. I might wait till reviews though.

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Daidochus

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Edited By Daidochus

I hope this is the last of the BL series and Randy. Can't stand that smug.

Look at that thumbnail pic, looks like my dog's diarrhea.

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Peazo

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Edited By Peazo

Borderlands 2 was one of the few games that had me going back to play harder difficulties, as well as spend time on DLC. I didn't spend much more than 5 hours on BL3. There was no energy for it and it didn't click for me. More of the same. If I was to play BL4, it would have to be different, take some risks and hopefully they hire some talented writers and voice actors.

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maltnut

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Wait for reviews. Part of the problem is that the last three games have been coasting on the goodwill generated by the absolutely fantastic Borderlands 2. They need to actually get back on that level and not just shovel some bullshit out and expect everyone to love it just for the aesthetic.

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mrbojangles25

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Edited By mrbojangles25

Please don't buy this, folks. You know Borderlands is bad, I know Borderlands is bad...we all know Borderlands is bad.

If that's not reason enough, well...do you really want to give money to Randy Pitchford? Him!?

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raggedyman

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@mrbojangles25: I’m gonna buy it even harder

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mogan

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Edited By mogan  Moderator

@mrbojangles25: Borderlands is only bad because, in the decade between Borderlands 1 and 3, they made the same game four times and never evolved. Same problem Bethesda has. The concept of a goofy, loot shooter is still solid; Gearbox just has to make sure the shooting part is up to modern FPS standards and the goofy part is smartly written. If they tell the same jokes and have you shooting the same enemies in the same ways, then sure, don't buy Borderlands 4. But if they actually have substantial new ideas and a good writing team, then this could be the return of the franchise. So I'm not writing it off yet.

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Daidochus

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@mogan: "a good writing team"

This is a guaranteed miss. Because the same writers as BL3 are on board, expect a DA Veilgaurd level of writing. Gameplay might be the only solid thing.

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BearMan100

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@daidochus: LOL are you going to sit here with your nostalgia goggles and pretend that BORDERLANDS ever had "good writing"? -_- The Story has alllllwaaaaaaaaays been passable at best.

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mrbojangles25

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@daidochus: I don't know, Veilguard's writing isn't terrible.

Having just replayed all three Mass Effect games, we definitely look back on those with some rose-colored glasses because in all honesty if that's our standard for "good writing" it really isn't all that high.

It's good, don't get me wrong, just not sky high.

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mogan

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mogan  Moderator

@daidochus: Maybe. As always, I don't write anything off until I've seen it.

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mrbojangles25

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@mogan: fair enough. Thank you for the optimistic spin :D

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Tiwill44

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Borderlands 3 already made sure I'd never go back at all. Pass.

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IcyBlaze_XZ

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@Tiwill44: Borderlands 3 objectively has the best actual gameplay of the series.

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Tiwill44

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Edited By Tiwill44

@IcyBlaze_XZ: I can see why someone would think that, and the gameplay is certainly not the worst part about 3, but I enjoyed this series for other things than just the gameplay.

The first one is still my favorite because of its grounded and dusty atmosphere, I still think about it fondly sometimes. Fyrestone and its surrounding Arid Badlands feel like home to me, and that was partly due to how well the characters were written. I also prefer the itemization in the first game, which is part of the gameplay.

I also liked 2's general vibe back when I played it, even if the writing started getting a bit obnoxious at times. I find it harder to go back to than the first game in that regard, because I don't miss existing in its world as much. Though I also didn't particularly care for how each gun manufacturer had a much more defined gimmick in 2 onwards. Dahl guns now all have burst fire, etc. It's fine, I just enjoyed how it was done in the first game more is all.

Then in 3 they made things even more wacky, the plot is annoying, the characters are grating to listen to at all times and were even made ugly for some reason, and legendary guns drop constantly. There's also something off about the art style since 3, the shading looks too shiny. I don't like any of that. There's no grit to the world, I can't suspend my disbelief and that extends to the gameplay where you're constantly showered in glitter. It's like a theme park version of Borderlands. I also really dislike the claustrophobic hub in this one. I forced myself to finish this game.

Overall I'd say 2 has a better variety of enemies and locales, and 3 has more modern shooter mechanics, with mantling and such. It's not all objectively better, just more standardized (which can be good or bad depending on who you ask, I think every new FPS made in Unreal Engine feeling the same gets stale after a while).

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