To date, Borderlands 4 appears to be a step up from its predecessor. Unlike other games that follow trends,
Following a three-hour playthrough of Borderlands 4 at a preview event, I had a chat with senior project producer Anthony Nicholson about the enhancements in this new installment. These include mission replay (meaning you no longer need to start a fresh game or switch to True Vault Hunter mode simply to repeat a mission or battle for better loot), a unified world, and manually controlled healing kits. For clarity and conciseness, our discussion has been condensed below.
What was the team hoping to get out of revisiting this series again?
Anthony Nicholson expressed his thoughts as follows: Essentially, our focus is on enhancing the existing systems, aesthetics, and elements from Borderlands 3 and its predecessors. By paying close attention to what fans appreciated most about Borderlands 3, particularly during DLC releases, Graeme Timmins (creative director) and I gathered valuable insights. These insights have allowed us to identify areas for improvement and learn from the experiments conducted by our team.
In Borderlands 4, we’re now able to accomplish many things we’ve long dreamt of, but were previously technologically impossible. With Unreal Engine 5 powering the game, we can create a more integrated world with expansive, interconnected zones. This also enables dynamic events, some of which are spontaneous and unpredictable, adding depth and variety to player experiences. Essentially, Borderlands 4 represents our ambition to realize long-held aspirations, such as the implementation of mission replay, a feature we’ve wanted since Borderlands 2.
That’s something I’ve wanted since Borderlands 2.
Nicholson: This is designed with players like you in mind. There are certain aspects such as these. Additionally, we had remarkable achievements in Borderlands 3, like the Movement Suite and Movement Abilities, which were met with exceptional enthusiasm. We believe we can take this a step further because of the positive response. In this new game, we’ve expanded on traversal and those mechanics even more.
When you’re talking about the “seamless world,” what exactly does that entail?
Nicholson: For us, it encompasses various aspects. It isn’t limited to the world or map alone. There’s no delay as you move from one zone to another or switch between large landscape pieces. Add to this the capability of instantly summoning a vehicle and immediately setting off to your desired destination, all these elements contribute to a smooth and uninterrupted experience.
After defeating a boss, you just need to press a button and the boss will return, allowing you to reenter the arena immediately. This means you don’t have to exit to the main menu or interrupt your friends, which can be quite convenient. The matchmaking system has been updated, enabling players to effortlessly join and leave the game at any time without disrupting the flow of the party.
After that, we’ll be investigating due to the immense expanse of the terrain. If you happen to be on the eastern edge of the Fate Fields and I’m on the western side, and you remark, “You’re up to something interesting over there,” you can quickly locate my icon on your map, activate it, and voilà! You’ll be transported instantly to my location. This teleportation process is smooth and effortless.
So it really means a lot of different things.
Speaking of the co-op, how far apart can teammates get from one another?
Nicholson: If we both are within the boundaries of the Fate Fields, then it means we’re simultaneously present, regardless of where exactly on its perimeter we might be.
Why did they revise the auto-healing function to a manual button, thus encouraging players to accumulate healing resources?
Nicholson: One more aspect in this game is to stimulate player involvement by incorporating them into cutscenes. Now, you’re not just a spectator; you’re an active participant, driving the narrative forward and experiencing growth along with the characters. Additionally, when using a rep kit now, it’s your decision when healing occurs.
In simpler terms, you can use these repair kits as additional tools to customize your character based on your preferred playstyle. Each kit offers unique enhancements such as increased damage, fire rate, or movement speed, all while healing you simultaneously. It’s like having a special piece of gear that provides a boost, just like a shield or an ordinance. So, similar to what you mentioned earlier, you can rely on these kits to know, “I can heal myself when I need to.
Humor plays a significant role in each Borderlands title. Crafting humor for a video game involves several elements, as what is amusing today may not evoke laughter tomorrow, considering that games often take years to develop before release.
Nicholson: That’s an excellent query! The aspects you mentioned are definitely factors we consider when creating and constructing our game stories and plans. We’re truly pleased with our past projects, but as you pointed out, they were developed in a different era. Our audience and community evolve along with our games, so we must adjust to keep up with current times. After all, the events and societal context of yesterday differ significantly from those of today, don’t they?
Right.
Nicholson: In contrast to Borderlands 1, the development and events within its universe were vastly distinct from 2025. To clarify, while Borderlands 4 maintains its comedic essence, our approach towards humor has evolved. The Vault Hunters now serve as the primary sources of jokes rather than external elements. Thus, when we say that Borderlands 4 features grounded humor, we mean it’s more about situational comedy among the characters instead of drawing humor from real-world references.
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2025-06-18 16:42