Tiny Tina s Wonderlands will be a crazy Loot shooter with magic and Pokémon

NachBorderlands 3 is magical: The spin-off Tiny Tina s Wonderlands throw the known Borderlands tuners in the middle of a fantasy world that is like a living tabletop game should feel. In an interview the developers have told us how this works.

Who is speaking On March 25, 2022, Tiny Tina s Wonderlands will be officially released — a fantasy Looter shooter that combines the absolutely crazy firearms the Borderlands series with everything you usually know from fantasy worlds.

We talked with Matt Cox (Creative Director), Adam May (art director) and Gabriel Robitaille (Senior Level Designer), to get a glimpse into the world of Wonderland s.

The idea for the game was no accident: fans of the series could ever get an insight into the imagination of Tiny Tina — namely, the Borderlands 2 DLC Tiny Tina s storming of the Dragon Fortress, which became the fan favorites.

The inspiration of the DLC was there, said Cox, But we quickly realized that a fantasy Looter shooter a standalone game needs to be. Instead of a larger storm the fortress dragon to make game, we wanted some features that we are 100 to 100% Wonderlands and nothing else.

One of these elements should be a whole new kind of open world are — the Over world, which is modeled on a tabletop. For all the settings in the game corresponds — as the storming of the Dragon Fortress — a tabletop in the style of Dungeons and Dragons.

In Wonderlands this should be a fundamental part.

bit tabletop, little Pokémon — The Over world in Wonderlands

So the Over world was: Of course, plays a big part of Wonderlands in the usual first-person perspective, as you also know from Borderlands. But the 1st-person-areas are connected by the Over world. Here you move a Bobble head miniature your character from A to B — suitable for tabletop settings of the game.

Tiny Tina’s Wonderlands – Official Gameplay Reveal Trailer It looks like this:

There were so many iterations as the upper world might look like. We even had figures with bases that were not even animated, but were only able to wiggle back and forth, says Cox.

The basic design of the miniature world went through various phases and also provided the occasional bust:

At first I did it with tilt-shift photography tried: So you can make rooms look great 3D flat — as if it were a miniature model kit. It looked really cool. But what I did not know if you move the camera around the player, was this strange morphing effect — and that has made me a whole afternoon sick. Kate, our Lead World Designer, it has also tried on a small card, and she was also sick. The two of us was an afternoon bad, and we had to take time off us. So: That did not work.

Matt Cox (Creative Director)

Another variant was a world that was based on hexagonal boxes: But it did not feel interactive and fun enough in to match the kind of world that we imagined for Tiny Tina in which the players would move said Adam May: in the end the solution was somewhere halfway between a traditional game board and the imagination of the players to move in.

This is what makes the Over world: The final version is characterized among other things by a colorful look and a certain adaptability. Because: Effectively, there is a board that is subject to external influences. We could do all kinds of funny things. For example, we have a soda can on the table overflowing. It becomes a meandering river, the need to cross the players, said May, The team has become so devised many funny things. For example Cheetos that are to a block, the need to overcome the players.

Apart from snacks, through which the world can change that Overlord also offers loot options and enemies: One of the challenges at the beginning was that we did not have to deal with Low times us, said May: brings the upper world Random Encounters with — so suddenly spawning enemies that you can touch, to trigger a fight. In those moments you jump then seamlessly into the first-person view and fight in a confined space — a bit like Pokémon.

This is a great reference point. As with Pokémon, there are the tall grass — it s the same thing: If you walk through the grass on the side, they spawn. So May One must also be Overlord be careful and supplemented Gabriel Robitaille: She looks like a playful and carefree place, but we want you to re always on guard. We do not want the upper world of Candy Road and Rainbow Avenue there and everything is fine. We wanted it feels dangerous. That is why we have developed this system of chance encounters that can attack you.

The exciting thing: These encounters are indeed challenging, but can bring particularly strong equipment with them, if you survive the fight. And also interesting: If you want, you can see the Zufallsspawns still easily fend on the Over world with a melee attack and not go into the fight, but explore further.

Generally exploration is an important topic, The world above is the link between all these experiences. They have these little encounters, but it also has great maps. We had even been in the trailer: For example, the great goblin head that s not even on the track line. This is a huge map to explore, if you explore the upper world.

Overall, it is 4 large areas — or secondary modules — give, to explore off the main story: For people who like to explore, there will be a lot of content, said Cox. How long you will work exactly the story and side quest, the developers did not want to reveal the meantime.

There were even a glimpse of the Kampfystem.

Borderlands-banging with a dash of magic and swords

How to Fight in Wonderlands? Is not grade on the Over world, will be in the usual move about first-person perspective in Wonderlands. The gun play and basic movements correspond to what we already know from Borderlands third

We have built Wonderlands on the BL3 engine. So are all the elements to which you are accustomed, such as shooting guns and how you move, feel right at 100%, says Cox, but we ve added a few things.

This is primarily about magic and melee weapons.

The weapons are still the backbone of our fight-Loots. But spells are a big factor in your struggles. There is no ammunition for spells, they all have a cooldown. They are like mini-skills that are more ready than normal skills.

Matt Cox

We are pursuing a fight style that is aggressive and action-oriented. And a lot more melee weapons — and as a fantasy game is without swords and axes somehow not a fantasy game, also here are

Instead of the simple melee attack from Borderlands can you in Wonderlands on a number of different weapons to fall back: Some weapons swing faster, some with more force, some slower. They can also bring bonuses: melee weapons can return ammunition, some may return Skill cooldown or Spell Cool Down. So that the arms can have a direct impact on your remaining build.

Nevertheless: In addition to firearms and magic of the melee is more likely to play a complementary role. At the core Wonderlands is still a shooter, and you would not necessarily put in Call of Duty only melee. It can, depending on spec, still be a powerful tool, There are certain weapons and skills that make you a melee powerhouse, said May, Then melee feels like bazookas at close range with which one his skills recharge.

Total May sums it up as follows:

Borderlands was fast and hectic, but mostly a pure shooting. This is just as hectic, crazy, wild and fun, but it s like a constant back and forth between firearms, magic and melee. Weapons are only one of many which ammunition.

More freedom in crafting the characters

Overall, players are to Wonderlands can shape the way they want. This applies not only in the fight: Traditionally, created in tabletop RPGs its own character, you have a character sheet. One can even live out, depending on how you want to play the game, said Cox. Therefore, one has to make its own characters to create in Wonderlands and comprehensively adapt: ​​ It was to develop a very simple decision, a character creator, which we have never done before in Gearbox in our games. That was a big deal for us.

Purely visually you get many possibilities, so may. You get tattoos, makeup, hair, helmets, not just skin colors, but also skin types — like diamond or gold. These cosmetics are part of the loot and should enable crazy combinations: You can be a fish piece or a dragon system. You can have a big and a small eye. That does not have to be symmetrical either. You can mix everything you want, says May: Probably a lot of monsters are created.

Everyone like he wants, the motto seems — even with the classes. A total of 6 classes will give, which therefore come with different skill trees and skills. How to know that from Borderlands, you can freely distribute his skill points — and later get access to extra skills in the game.

Sounds as if there were a lot to do in Wonderlands. If the question was still the question of the endgame — which was only answered very shortly: There will be an endgame. That s all we can say at the moment, but we will reveal more about our endgame plans over time.

Here it says probably: wait. Are you looking forward to Wonderlands or is the Fantasy Looter Shooter Mix rather nothing for you? Tell us in the comments!

For CORBYN from Mango, Wonderlands could become a real hit. Here you find the assessment.

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