E3 2012 - Borderlands 2 Zer0 Gameplay 1 of 2
E3 2012 - Borderlands 2 Zer0 Gameplay 2 of 2
- Τώρα είναι 14 Ιούλ 2025, 17:46 • Όλοι οι χρόνοι είναι UTC + 2 ώρες
Borderlands 2
E3 2012: Borderlands 2 Interview
Borderlands 2 is probably one of our most anticipated releases of 2012 - the frantic, loot-grabbing co-op action and ridiculous weapons of the first game scratched our RPG itch whilst the integration of more traditional first person shooter controls felt fresh.
It was only right we went and got hands-on with it at E3 - and we also grabbed Jason Shields, a Designer at Developer Gearbox Interactive, to chat about how development was progressing and some of the game’s finer points. Borderlands 2 hits stores this September.
RPG Site: You guys have been saying you've been going more in depth on the story without losing the ability to just jump in and out quickly; can you elaborate on how you're accomplishing that?
Jason Shields: So we really listen a lot to fan feedback at Gearbox. It's one of the things I'm very proud of. One of the things that came up consistently both in reviews and fan feedback was a desire for a more fleshed-out story. As such, that was a big priority for us in Borderlands 2.
Now, then, we realize there's people who just want to get in there and just shoot things. We wanted to deliver the story in a very compelling, engaging way that'll hopefully get people to care about the story, but if you don't we want you still to be able to sort of bypass it.
The ways that we do that are things like 'more audio, less text' for lack of a better word - retention is a lot higher in players when someone's talking to you as opposed to having to read - or actually they just tend to skip reading.
That's an example, and we're really doubling down on the storyline to try to make it a really compelling, fun component of Borderlands 2.
RPG Site: Has anything you've added to the story then spilled over to help create new gameplay elements?
Shields: Yeah, definitely. One that jumps to mind is the new vehicle. The Runner is returning - the Borderlands 1 vehicle - but we've also added the Bandit Technical which is a four player co-op vehicle which is really neat.
If you're playing with your friends, all four of you can get together and hop in the same vehicle. So we wanted to use that in the story.
The way the mission works is that you have to get a vehicle, customize it to look like a Bandit vehicle and use said bandit vehicle to bypass bandit defenses. That's kind of an example of like - 'yeah, we have this cool tech of being able to customize vehicles, so let's use that in the story.'
RPG Site: We're coming up on the end of the console generation. How's it been developing for the PC and the current generation of console when the PC is presumably where next gen will be at? How's it been scaling between the two?
Shields: Heh, yeah. We're developing all three versions simultaneously. PC we can push a little more as far as textures and things - and we're trying to take full advantage of that.
There's definitely a big push there, but we want to make consoles look as good as humanly possible, certainly. We're pushing all three pretty much to their limits, their breaking points.
RPG Site: Were you designing more with Controller or Keyboard and Mouse in mind this time around?
Shields: It may seem like a cop-out answer, but, both. We really designed with both in mind. What I will say is that this time around we really put a lot into interface - into supporting PC better this time.
Tons more options, tons of ways to customize the game if you're a PC player.
Tons of ways to tailor the game to your liking. For the menus - we've got a lot of the niceties of that - mousewheel scroll, drag and drop, we're doing a lot of those kind of things we sort of neglected in the first game.
For controls there's things like rebinding keys - all that stuff we really want to make really accessible for PC players - certainly not hurting any console experience but really giving PC gamers what they want.
RPG Site: You've got four players for co-op again. Was four always the magic number or were you ever tempted to go bigger?
Shields: Four always felt like a really comfortable number for us. It works as far as technology goes! There is a certain amount of stuff you can fit through the pipe!
Four is a good comfortable number where we can fit in the high quality visuals and still deliver a lot of that play with your friends, fun kind of co-op experience.
RPG Site: What drove your decision to stick with a few classes - four at launch with one more coming as DLC - rather than go crazy adding all sorts of new ones?
Shields: In Borderlands 1 it was sort of a technology issue. Without getting too much into it we couldn't sort of stream in different characters at that time with the way our game was built. With Borderlands 2 that was one of the things we wanted to solve.
We wanted to open the possibility of having additional classes later. Four felt really good - it was a four player co-op game so four still feels like a good number to ship with, but let's just leave that window open in case we want to add more.
As you're aware we're certainly talking about the mechromancer as something that's coming in the future right now.
RPG Site: And you may do more after that?
Shields: Yeah. Certainly, it's possible - we've left that open.
RPG Site: One of the biggest criticisms of the first was the boss battles. What steps have you taken to ensure these are more challenging and engaging this time around?
Shields: AI in general has been amped up across the board. Regarding bosses in specific, we really wanted more compelling bosses, more big, giant bosses - more bosses with sort of stages to them.
One problem is that our game is so dependent on balance. You pick up different gear and it drastically changes the sort of balance you give your opponent, right? Because of that there are possibilities where you can go in and one-shot a boss, right? We want to avoid that.
We can do that through staging, we can do that through dampening some of those numbers a little bit. We want to make boss battles as engaging as we can for sure.
Also, speaking a little bit about endgame content, we really wanted to make the endgame more compelling. So after you've played through the game once when you play through it a second time some of those bosses will be a little bit different. We might add, like, a raid boss at the end - some of that kind of stuff will make it into the game, too.
RPG Site: Borderlands has always been a strange mix, but what have you guys done to ramp up the RPG elements in this?
Shields: Role playing games are a big passion of ours, we love them. It's half of our big, interesting smashing of genres of shooter and role playing game, so it's important to us.
There were a lot of statistics that were hidden from the player in the first game. Even though there was a stat for reload speed, we just didn't show it the first time. We did that for a number of reasons, we just wanted to keep things simple, we didn't want stat overload.
This time, y'know, we decided to embrace that a little bit more and show more of those hidden statistics. Also, we've added more gear - tons more gear, tons more gear.
Like if you're a min/maxer - if you really care about optimizing your character to the nth you'll be very happy because there's a thousand ways to do it between skills, gear... there's so much depth for the role playing fans.
RPG Site: Is it going to be easier in general for people to share guns - be it through sharing codes or better trade systems or whatever?
Shields: We actually did invest in a trading system this time, so you can trade securely with your friends. You can also duel for loot this time, which is pretty neat. Let's say we both eye a really cool gun. I want it, so do you - we can duel for that gun and winner takes all.
RPG Site: Have you built in a greater sense of variety to quests over just 'fetch' and 'kill' quests?
Shields: That was another area we cared a lot about improving - really diversifying optional quests and even main story quests as well. We want to make them all feel a little bit special; unique objectives, things that aren't repeated over and over. We've definitely done a lot of that stuff.
We've also got branching this time. We haven't got full dialogue trees or anything like that, but let's say you've got - you're on a mission to find some cool item and you find it - you've then got a choice of who to turn that into. You could turn it into Claptrap or someone else. Depending on the choice you could get different rewards, you could branch the story a little bit... It's a very simple system, but things like that we're trying to do to add interest and intrigue and just make it more fun in general.
RPG Site: I was quite surprised that you didn't add some sort of crazy deeper twist on melee mechanics. Was or is there ever any temptation to make Borderlands about more than just shooting?
Shields: You never know! It's difficult to say with melee in particular - melee is pretty simple in Borderlands and Borderlands 2 in particular. There is some room to grow there, probably, but no plans yet.
The sky's the limit as far as DLC and stuff. We really wanted to make what we ship with have the possibility of expansion in a lot of different ways. You may remember that in DLCs prior you couldn't fast travel. That was a limitation of what we shipped with, and we're trying to eliminate some of those blocks.
We're not creating any DLC right now, but we're trying to leave those possibilities open so that if we choose to do something like that we can.
RPG Site: One thing I really loved about the first game is that you guys went really big on DLC. They were proper, full-on expansion packs. How do you feel that strategy went, and will it continue here?
Shields: That was something we were very proud of, and something that was very well recieved. We got a lot of comments about sort of being the high watermark of DLC which is really flattering and we really appreciate that.
This time - we're still tuning, we've got a few weeks left of balance and polish and bugs. After that we're going to look very closely at DLC and see where we want to go with that stuff. The mechromancer will probably be a part of that - also story content will probably be a part of that too.
RPG Site: Is there anything in particular you want to highlight about the game that you think not enough people are looking at?
Shields: Sure! Actually, since we're speaking to RPG people - customization is an interesting - We've added a more in-depth customization system.
There should be very little chance you actually look like the guy stood next to you in Borderlands 2 between heads and skins and how you can see your gear on you - your shields, your gun - it's a lot of customization options that you can find in the world and acquire in different ways.
It's a really fun mechanic that adds on top that makes you feel special compared to the guy next to you.
RPG Site: So skins and stuff will drop alongside loot? Is that custom body skins or in pieces like shoulders, chest etcetera?
Shields: Yeah, it drops. Right now we're just doing head and body, but you can make some really neat combinations. The variety is actually really huge. The combination possibilities are pretty large! You can see yourself in the menus now - so you can see your customization yourself, too.

Borderlands 2 is probably one of our most anticipated releases of 2012 - the frantic, loot-grabbing co-op action and ridiculous weapons of the first game scratched our RPG itch whilst the integration of more traditional first person shooter controls felt fresh.
It was only right we went and got hands-on with it at E3 - and we also grabbed Jason Shields, a Designer at Developer Gearbox Interactive, to chat about how development was progressing and some of the game’s finer points. Borderlands 2 hits stores this September.
RPG Site: You guys have been saying you've been going more in depth on the story without losing the ability to just jump in and out quickly; can you elaborate on how you're accomplishing that?
Jason Shields: So we really listen a lot to fan feedback at Gearbox. It's one of the things I'm very proud of. One of the things that came up consistently both in reviews and fan feedback was a desire for a more fleshed-out story. As such, that was a big priority for us in Borderlands 2.
Now, then, we realize there's people who just want to get in there and just shoot things. We wanted to deliver the story in a very compelling, engaging way that'll hopefully get people to care about the story, but if you don't we want you still to be able to sort of bypass it.
The ways that we do that are things like 'more audio, less text' for lack of a better word - retention is a lot higher in players when someone's talking to you as opposed to having to read - or actually they just tend to skip reading.
That's an example, and we're really doubling down on the storyline to try to make it a really compelling, fun component of Borderlands 2.
RPG Site: Has anything you've added to the story then spilled over to help create new gameplay elements?
Shields: Yeah, definitely. One that jumps to mind is the new vehicle. The Runner is returning - the Borderlands 1 vehicle - but we've also added the Bandit Technical which is a four player co-op vehicle which is really neat.
If you're playing with your friends, all four of you can get together and hop in the same vehicle. So we wanted to use that in the story.
The way the mission works is that you have to get a vehicle, customize it to look like a Bandit vehicle and use said bandit vehicle to bypass bandit defenses. That's kind of an example of like - 'yeah, we have this cool tech of being able to customize vehicles, so let's use that in the story.'
RPG Site: We're coming up on the end of the console generation. How's it been developing for the PC and the current generation of console when the PC is presumably where next gen will be at? How's it been scaling between the two?
Shields: Heh, yeah. We're developing all three versions simultaneously. PC we can push a little more as far as textures and things - and we're trying to take full advantage of that.
There's definitely a big push there, but we want to make consoles look as good as humanly possible, certainly. We're pushing all three pretty much to their limits, their breaking points.
RPG Site: Were you designing more with Controller or Keyboard and Mouse in mind this time around?
Shields: It may seem like a cop-out answer, but, both. We really designed with both in mind. What I will say is that this time around we really put a lot into interface - into supporting PC better this time.
Tons more options, tons of ways to customize the game if you're a PC player.
Tons of ways to tailor the game to your liking. For the menus - we've got a lot of the niceties of that - mousewheel scroll, drag and drop, we're doing a lot of those kind of things we sort of neglected in the first game.
For controls there's things like rebinding keys - all that stuff we really want to make really accessible for PC players - certainly not hurting any console experience but really giving PC gamers what they want.
RPG Site: You've got four players for co-op again. Was four always the magic number or were you ever tempted to go bigger?
Shields: Four always felt like a really comfortable number for us. It works as far as technology goes! There is a certain amount of stuff you can fit through the pipe!
Four is a good comfortable number where we can fit in the high quality visuals and still deliver a lot of that play with your friends, fun kind of co-op experience.
RPG Site: What drove your decision to stick with a few classes - four at launch with one more coming as DLC - rather than go crazy adding all sorts of new ones?
Shields: In Borderlands 1 it was sort of a technology issue. Without getting too much into it we couldn't sort of stream in different characters at that time with the way our game was built. With Borderlands 2 that was one of the things we wanted to solve.
We wanted to open the possibility of having additional classes later. Four felt really good - it was a four player co-op game so four still feels like a good number to ship with, but let's just leave that window open in case we want to add more.
As you're aware we're certainly talking about the mechromancer as something that's coming in the future right now.
RPG Site: And you may do more after that?
Shields: Yeah. Certainly, it's possible - we've left that open.
RPG Site: One of the biggest criticisms of the first was the boss battles. What steps have you taken to ensure these are more challenging and engaging this time around?
Shields: AI in general has been amped up across the board. Regarding bosses in specific, we really wanted more compelling bosses, more big, giant bosses - more bosses with sort of stages to them.
One problem is that our game is so dependent on balance. You pick up different gear and it drastically changes the sort of balance you give your opponent, right? Because of that there are possibilities where you can go in and one-shot a boss, right? We want to avoid that.
We can do that through staging, we can do that through dampening some of those numbers a little bit. We want to make boss battles as engaging as we can for sure.
Also, speaking a little bit about endgame content, we really wanted to make the endgame more compelling. So after you've played through the game once when you play through it a second time some of those bosses will be a little bit different. We might add, like, a raid boss at the end - some of that kind of stuff will make it into the game, too.
RPG Site: Borderlands has always been a strange mix, but what have you guys done to ramp up the RPG elements in this?
Shields: Role playing games are a big passion of ours, we love them. It's half of our big, interesting smashing of genres of shooter and role playing game, so it's important to us.
There were a lot of statistics that were hidden from the player in the first game. Even though there was a stat for reload speed, we just didn't show it the first time. We did that for a number of reasons, we just wanted to keep things simple, we didn't want stat overload.
This time, y'know, we decided to embrace that a little bit more and show more of those hidden statistics. Also, we've added more gear - tons more gear, tons more gear.
Like if you're a min/maxer - if you really care about optimizing your character to the nth you'll be very happy because there's a thousand ways to do it between skills, gear... there's so much depth for the role playing fans.
RPG Site: Is it going to be easier in general for people to share guns - be it through sharing codes or better trade systems or whatever?
Shields: We actually did invest in a trading system this time, so you can trade securely with your friends. You can also duel for loot this time, which is pretty neat. Let's say we both eye a really cool gun. I want it, so do you - we can duel for that gun and winner takes all.
RPG Site: Have you built in a greater sense of variety to quests over just 'fetch' and 'kill' quests?
Shields: That was another area we cared a lot about improving - really diversifying optional quests and even main story quests as well. We want to make them all feel a little bit special; unique objectives, things that aren't repeated over and over. We've definitely done a lot of that stuff.
We've also got branching this time. We haven't got full dialogue trees or anything like that, but let's say you've got - you're on a mission to find some cool item and you find it - you've then got a choice of who to turn that into. You could turn it into Claptrap or someone else. Depending on the choice you could get different rewards, you could branch the story a little bit... It's a very simple system, but things like that we're trying to do to add interest and intrigue and just make it more fun in general.
RPG Site: I was quite surprised that you didn't add some sort of crazy deeper twist on melee mechanics. Was or is there ever any temptation to make Borderlands about more than just shooting?
Shields: You never know! It's difficult to say with melee in particular - melee is pretty simple in Borderlands and Borderlands 2 in particular. There is some room to grow there, probably, but no plans yet.
The sky's the limit as far as DLC and stuff. We really wanted to make what we ship with have the possibility of expansion in a lot of different ways. You may remember that in DLCs prior you couldn't fast travel. That was a limitation of what we shipped with, and we're trying to eliminate some of those blocks.
We're not creating any DLC right now, but we're trying to leave those possibilities open so that if we choose to do something like that we can.
RPG Site: One thing I really loved about the first game is that you guys went really big on DLC. They were proper, full-on expansion packs. How do you feel that strategy went, and will it continue here?
Shields: That was something we were very proud of, and something that was very well recieved. We got a lot of comments about sort of being the high watermark of DLC which is really flattering and we really appreciate that.
This time - we're still tuning, we've got a few weeks left of balance and polish and bugs. After that we're going to look very closely at DLC and see where we want to go with that stuff. The mechromancer will probably be a part of that - also story content will probably be a part of that too.
RPG Site: Is there anything in particular you want to highlight about the game that you think not enough people are looking at?
Shields: Sure! Actually, since we're speaking to RPG people - customization is an interesting - We've added a more in-depth customization system.
There should be very little chance you actually look like the guy stood next to you in Borderlands 2 between heads and skins and how you can see your gear on you - your shields, your gun - it's a lot of customization options that you can find in the world and acquire in different ways.
It's a really fun mechanic that adds on top that makes you feel special compared to the guy next to you.
RPG Site: So skins and stuff will drop alongside loot? Is that custom body skins or in pieces like shoulders, chest etcetera?
Shields: Yeah, it drops. Right now we're just doing head and body, but you can make some really neat combinations. The variety is actually really huge. The combination possibilities are pretty large! You can see yourself in the menus now - so you can see your customization yourself, too.



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Borderlands 2 E3 2012 Interview with Matt Charles on Mechromancer, DLC Plans and More
On June 6th at the E3 expo in Los Angeles, California; GamerFitNation was able to interview Borderlands 2 Game Producer Matt Charles. You might remember Matt from a previous interview that we did earlier in the year at Pax East 2012. Well, he is back for more! While, I was able to get some hands-on with a new demo playing as Zero and my partner as Axton at a pre-set level cap of 25. After we were finished however there were a couple of questions that I needed to have answered. In this interview we talk about all things ranging from expansions, updates, and the very coveted/beloved DLC packs. The game is set to release on September 18th later this year and its one of my most anticipated. Enjoy the Interview posted below the break!
On June 6th at the E3 expo in Los Angeles, California; GamerFitNation was able to interview Borderlands 2 Game Producer Matt Charles. You might remember Matt from a previous interview that we did earlier in the year at Pax East 2012. Well, he is back for more! While, I was able to get some hands-on with a new demo playing as Zero and my partner as Axton at a pre-set level cap of 25. After we were finished however there were a couple of questions that I needed to have answered. In this interview we talk about all things ranging from expansions, updates, and the very coveted/beloved DLC packs. The game is set to release on September 18th later this year and its one of my most anticipated. Enjoy the Interview posted below the break!

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Borderlands 2: Composers Break Out Genre-Busting New Music Score
Award-winning composers Jesper Kyd, Cris Velasco and Sascha Dikiciyan have created the genre-bending musical score for the highly anticipated Role-Playing-Shooter video game Borderlands 2 from Gearbox Software and 2K Games.
Borderlands 2 features all-new characters; skills; imaginative, diverse new environments with unique missions and enemies, and more exciting and fun weapons, equipment and loot than ever before. All of these features come together in a story that takes players to the world of Pandora to take down the notorious Handsome Jack and his corrupt Hyperion Corporation as a solo campaign or with up to four cooperative players.
Borderlands 2 will be available on the Playstation 3, Xbox 360 and Windows-based PC in North America on September 18, 2012 and internationally on September 21, 2012.
Award-winning composers Jesper Kyd, Cris Velasco and Sascha Dikiciyan have created the genre-bending musical score for the highly anticipated Role-Playing-Shooter video game Borderlands 2 from Gearbox Software and 2K Games.
Borderlands 2 features all-new characters; skills; imaginative, diverse new environments with unique missions and enemies, and more exciting and fun weapons, equipment and loot than ever before. All of these features come together in a story that takes players to the world of Pandora to take down the notorious Handsome Jack and his corrupt Hyperion Corporation as a solo campaign or with up to four cooperative players.
Borderlands 2 will be available on the Playstation 3, Xbox 360 and Windows-based PC in North America on September 18, 2012 and internationally on September 21, 2012.

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Shepard - Moderator
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Shepard έγραψε:Borderlands 2: Composers Break Out Genre-Busting New Music Score
Award-winning composers Jesper Kyd, Cris Velasco and Sascha Dikiciyan have created the genre-bending musical score for the highly anticipated Role-Playing-Shooter video game Borderlands 2 from Gearbox Software and 2K Games.
Borderlands 2 features all-new characters; skills; imaginative, diverse new environments with unique missions and enemies, and more exciting and fun weapons, equipment and loot than ever before. All of these features come together in a story that takes players to the world of Pandora to take down the notorious Handsome Jack and his corrupt Hyperion Corporation as a solo campaign or with up to four cooperative players.
Borderlands 2 will be available on the Playstation 3, Xbox 360 and Windows-based PC in North America on September 18, 2012 and internationally on September 21, 2012.
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LIONHEART - Δημοσιευσεις : 1193
Borderlands 2 Rewards Veterans of the First Borderlands

In order to thanks those who are familiar with the Borderlands franchise Gearbox studios just revealed Vault Veterans Rewards. Borderlands 2 will reward veterans of the first Borderlands with exclusive character customization elements. Borderlands 2 will detect save data from the original Borderlands and unlock the exclusive gear. From the picture supplied by Gearbox it looks like everything will be covered in Borderlands logos and colors.

In order to thanks those who are familiar with the Borderlands franchise Gearbox studios just revealed Vault Veterans Rewards. Borderlands 2 will reward veterans of the first Borderlands with exclusive character customization elements. Borderlands 2 will detect save data from the original Borderlands and unlock the exclusive gear. From the picture supplied by Gearbox it looks like everything will be covered in Borderlands logos and colors.

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Borderlands sold 6 million units, Borderlands 2 PC will be the best version

Gearbox’s CEO, Randy Pitchford, said during a developer’s session at Rezzed that the first Borderlands game has sold 6 million units – something remarkable for a new IP – and that the company will do their best to offer the best possible PC version. According to Pitchford, PC gamers expect better treatment within the game itself. That’s precisely why Gearbox revealed – a while back – Claptrap love letter and Pitchford reconfirmed that the PC version of Borderlands 2 will be the best available version of it.
As Pitchford said:
“With both BL1 and BL2, the PC version is the best looking, highest fidelity version of the game, but what we’ve learned, is that the details are important to you on the PC and we made a strong effort to improve those details in the product.”
The PC version of Borderlands 2 will feature 100% mouse usable menus/mouse wheel scrolling, Achievements, Cloud saves, Control pad support, a FOV slider, Friends list support, in-game V-sync option, LAN support, Logitech keyboard support, mouse smoothing options that can be completely disabled, native multiplayer matchmaking, PC-specific UI, push to talk functionalities, remappable keybindings for keyboard/mouse and support for higher resolutions.
Pitchford has also confirmed that the game’s budget is higher, meaning that Gearbox can up some of their priorities this time around.
Borderlands 2 is currently scheduled for a September release on PC, PS3 and Xbox 360.

Gearbox’s CEO, Randy Pitchford, said during a developer’s session at Rezzed that the first Borderlands game has sold 6 million units – something remarkable for a new IP – and that the company will do their best to offer the best possible PC version. According to Pitchford, PC gamers expect better treatment within the game itself. That’s precisely why Gearbox revealed – a while back – Claptrap love letter and Pitchford reconfirmed that the PC version of Borderlands 2 will be the best available version of it.
As Pitchford said:
“With both BL1 and BL2, the PC version is the best looking, highest fidelity version of the game, but what we’ve learned, is that the details are important to you on the PC and we made a strong effort to improve those details in the product.”
The PC version of Borderlands 2 will feature 100% mouse usable menus/mouse wheel scrolling, Achievements, Cloud saves, Control pad support, a FOV slider, Friends list support, in-game V-sync option, LAN support, Logitech keyboard support, mouse smoothing options that can be completely disabled, native multiplayer matchmaking, PC-specific UI, push to talk functionalities, remappable keybindings for keyboard/mouse and support for higher resolutions.
Pitchford has also confirmed that the game’s budget is higher, meaning that Gearbox can up some of their priorities this time around.
Borderlands 2 is currently scheduled for a September release on PC, PS3 and Xbox 360.

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Borderlands 2 will not get an official mod kit, more info on PS Vita version
In a recent interview with Gearbox's Randy Pitchford, it was confirmed that their upcoming release, Borderlands 2, will not be getting an official SDK build release for modders to have access to once the game has launched.
Speaking on the thought of adding an official SDK to the original Borderlands title, Pitchford states “there was a moment after Borderlands shipped where we thought about releasing an official SDK, but we found that most of what we would be able to do, was already accomplished by the gaming community.”
With this taken into perspective, Gearbox realized that their best option was to move forward with the development on Borderlands 2. In doing so, the team has decided that this route is the best viable option that they have, as they did with the original release. With the development of a Borderlands 2 SDK, the developmental time will be expanded to a much longer period, prolonging the release of this title.
It has been chosen that Gearbox will dismiss the idea of creating a SDK for release. Instead, they will use this time to allow their fan base to tear apart the files of Borderlands 2, as they did with the original, and create these tools from within the game. Gearbox encourages players to dive right into the files on Borderlands 2, once the game is released, and immediately start creating community driven content.
In other related Borderlands 2 new, recent developments have sparked interest in the release of this title for the PS Vita platform. In doing so, Gearbox announced at “The Rezzed PC Conference” that they would support a PlayStation Vita version of their upcoming release, Borderlands 2. In doing so, the team stated that they would supply the coding to another studio, to allow them to develop this title for the PS Vita. In support of a PS Vita release of Borderlands 2, a petition has been posted to iPetitions.com to gain ground for this development.
Borderlands 2 Is set for release this September for the PS3, Xbox 360, and PC. Hopefully the development for a PS Vita release will be initiated and we will be able to state a release date for that as well.

In a recent interview with Gearbox's Randy Pitchford, it was confirmed that their upcoming release, Borderlands 2, will not be getting an official SDK build release for modders to have access to once the game has launched.
Speaking on the thought of adding an official SDK to the original Borderlands title, Pitchford states “there was a moment after Borderlands shipped where we thought about releasing an official SDK, but we found that most of what we would be able to do, was already accomplished by the gaming community.”
With this taken into perspective, Gearbox realized that their best option was to move forward with the development on Borderlands 2. In doing so, the team has decided that this route is the best viable option that they have, as they did with the original release. With the development of a Borderlands 2 SDK, the developmental time will be expanded to a much longer period, prolonging the release of this title.
It has been chosen that Gearbox will dismiss the idea of creating a SDK for release. Instead, they will use this time to allow their fan base to tear apart the files of Borderlands 2, as they did with the original, and create these tools from within the game. Gearbox encourages players to dive right into the files on Borderlands 2, once the game is released, and immediately start creating community driven content.
In other related Borderlands 2 new, recent developments have sparked interest in the release of this title for the PS Vita platform. In doing so, Gearbox announced at “The Rezzed PC Conference” that they would support a PlayStation Vita version of their upcoming release, Borderlands 2. In doing so, the team stated that they would supply the coding to another studio, to allow them to develop this title for the PS Vita. In support of a PS Vita release of Borderlands 2, a petition has been posted to iPetitions.com to gain ground for this development.
Borderlands 2 Is set for release this September for the PS3, Xbox 360, and PC. Hopefully the development for a PS Vita release will be initiated and we will be able to state a release date for that as well.


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