I was sure the focus testers were just being weird, or wrong, or that they had shitty taste in narrative design.
We knew we wanted the Pre-Sequel to star a bunch of antiheroes—people who had worked alongside the main bad guy of Borderlands 2 and eventually became minibosses alongside him. Surely, this would be the thing to totally break their connection to the game's fictional world?
We use cookies and other tracking technologies to improve your browsing experience on our site, show personalized content and targeted ads, analyze site traffic, and understand where our audiences come from.
I preferred the new Characters in Borderlands 2 to the original Borderlands. If you're making a game about shooting people in the face with a lightning-powered assault rifle while big shiny numbers pop out of their face, though?
Do you use the Lob, and do you think it'll be nerfed again? After what he did for TPS, and the immediate split from Gearbox afterward, nah. Almost five years ago, Anthony Burch went from being a Destructoid staff member to a Destructoid alumnus, moving on to work as a writer at Gearbox Software. I don't remember. I thought we might have gone too far and made a game full of a bunch of unrelatable, evil assholes, and that nobody would want to spend any time with them. As is so often the case when you're inexperienced, my views didn't have a lot of room for nuance. Last edited by Foshizzle ; Dec 23, 2014 @ 10:17pm Showing 1 - 8 of 8 comments They wanted us to stop worrying about making our avatars' ciphers, or "heroes" (whatever the fuck that means), and just let them be characters. To learn more or opt-out, read our Cookie Policy.
See full bio »
I went to the #1ReasonToBe panel at Game Developers Conference this year, and something Mattie Brice said stood out to me: Please also read our Privacy Notice and Terms of Use, which became effective December 20, 2019. Immersion can be fun, sure. No, they said. sorry. He currently works at RocketJump. At the end of the day, though, we're not the characters we play, and we know that. This minimalist style of characterization worked for Half-Life, it worked for BioShock, and, even though your characters only kind-of-sort-of talked in Borderlands (they never commented on the plot), it worked there, too. Borderlands 2 Writer Leaves Gearbox to Work on Hulu Show. He gives you background on things you couldn't possibly know that serve to fill out the backstory. So what if Wilhelm shoots an unarmed woman in the face and laughs about it? And today I’m going to talk about inclusivity. Press question mark to learn the rest of the keyboard shortcuts. When given full run he created something two dimensional and lackluster.
So when I was tasked to help write Borderlands 2, there wasn't even a question in any of our minds—just do what we did last time.
For Borderlands 3 on the PlayStation 4, a GameFAQs message board topic titled "Say what you will about the man, but I think Anthony Burch is a talented writer. Dungeons and Daddies ... Borderlands 2. I tweeted Pitchford years ago asking if Anthony wrote Battleborn, because the comedy seemed familiar.