Borderlands

Discussie in 'Algemeen' gestart door DulleNL, 9 jan 2008.

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  1. Weggooi32

    Weggooi32 Active Member

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    20 oktober in Amerika... gelijktijdig in Europa?
     
  2. DulleNL

    DulleNL I'm a little teapot Magic Member

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    23 oktober in Europa
     
  3. Rampage

    Rampage Well-Known Member

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    Ok, kom nu pas in deze Thread kijken en heb echt geen idee wat voor spel dit is? Kan iemand even in een notendop wat informatie geven? Is het een shooter? Soort World at Warcraft? Dus een grote open omgeving? ... snap er namelijk geen reet van. Vind het er gay uitzien als ik de gameplay filmpjes bekijk ... :$
     
  4. Dr0kz

    Dr0kz Niet?

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    Misschien daar dan maar halen, tnx Powerlines!

    En probeer het HIER ff anders Grievous, het is zelfs mij gelukt dus elke badgast moet het kunnen.


    Lees net in de twittert : "@DaveyGravyX07 Unsure. We plan on releasing a lot of that type info closer to release." - About a special edition."

    SE? Preorder wel ff nog niet ;)


    " Artifacts are a class modifier. My favorite turned Bloodwing into a lil' bomber jet that crashed into people and 'sploded them."

    !
     
    Laatst bewerkt: 27 aug 2009
  5. Hybrid

    Hybrid Well-Known Member

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    Het is een FPS met RPG elementen, (Fallout maar dan meer gefocused op het FPS dan op RPG) . Het speelt zich af op een grote planeet die Pandora heet. Het heeft een beetje een Mad Max sfeertje, maar met monsters die ondergronds leven, maar dat wisten de mensen eerst niet toen ze daar gingen wonen. Je kan kiezen uit de 4 klasses, Soldier, Sniper etc. Het spel in met 4 man coop te spelen online en 2 dacht ik splitscreen.
     
  6. Liné

    Liné Dr. Freeman

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    Grafisch doet het me een beetje denken aan Crackdown, Word echt vet dit spel, ik haal hem meteen op de release dag denk ik. Achievement zijn idd makkelijk, maarja, er mag niet geklaagd worden, soms zijn die achievements echt niet te fucking doen man, nu kun je er teminste op een beetje normale manier 1000 voor halen
     
  7. Dr0kz

    Dr0kz Niet?

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    Mja dit zijn bijna allemaal gratis achievements waar je gewoon door het spelen van het spel de meeste wel zult krijgen.
    Vind zelf de speciale achievements waar je de game in een ander perspectief moet spelen altijd het leukste.
     
  8. strapping young lad

    strapping young lad Active Member

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    http://forum.xboxworld.nl/showthread.php?t=108656

    Wat de game betreft.. ik vindt het idee erg leuk en ik wil wel eens weten hoe groot die open wereld is. dat lijkt me het toffe van de game.

    Maar minder tof, en eigenlijk 99% van wat ze hebben laten zien is het knallen zelf, vindt ik.
    Er zit totaal geen rust in, steeds maar met 4 man allemaal een meter van elkaar af knallen op alles wat er slecht uitziet en dan maar pakken je kunt pakken in, naar wat lijkt, zeer kleine ruimtes.
    Als de hele game zo is dan sla ik deze toch eerst maar eens over.
     
  9. Dr0kz

    Dr0kz Niet?

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    Hmm dat zijn toch de gameplay filmpjes, niemand wilt zien hoe vier mensen stil staan en loot te verdelen. Er is zat rust, zeker met alles looten en quests inleveren, winkelen en van plek naar plek rijden.
     
    Laatst bewerkt: 27 aug 2009
  10. DimlightHero

    DimlightHero Rule 7

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    Die eerste vraag werd al door die geflipte dev beantwoord :9

    en ik neem aan dat het wel mee valt met de kleine donkere ruimtes, er zijn niet voor niets voertuigen dus ik verwacht ook grote open stukken.
     
  11. Liné

    Liné Dr. Freeman

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    ja, dat is wel waar, ben zelf ook wel van de lastige achievements, maar de meeste hekel heb ik aan achievements die voor online zijn in een spel, terwijl of niemand het online speelt, het niet werkt of dat er een lag bij zit waar je U tegen zegt. Dan heb ik liever toch wat makkelijkere achievements zodat ze iig wel te halen zijn, laten we ook niet vergeten dat er een paar secrets waren
     
  12. Dr0kz

    Dr0kz Niet?

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    Dit spel is zo'n beetje gemaakt voor de co-op (online), net als een game als bijvoorbeeld L4D is het gewoon 30 keer leuker met z'n tweeen op de bank of met vier online. Zal wel erg lame zijn als de achievements hier dus aleen in solo gehaald kunnen worden.
    Je hebt zeker gelijk dat in veel games de online achievements hard zuigen, zeker als je na een lange tijd een game pas koopt kun je online wel vergeten, alleen topperts zoals GoW1 etc doen het nog steeds aardig online. Maar hier lijkt me dat niet het geval, en ik zie mensen deze game echt nog lang spelen, als we de devs mogen geloven.

    Er is trouwens ook maar 1 achievement waar je gold voor nodig hebt, de rest kun je aleen of met een andere bank aardappel halen :b:

    De secret achievements zijn trouwens van het verhaal, een dev op het officiele forum heeft dit geconfirmed.
     
  13. tricker

    tricker Semper Fi

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    Er zijn steden die je kunt bezoeken waar shops inzitten voor upgrades kopen etc en voor voertuigen, vervolgens kun je van die bewoners ook quest krijg enz. Dus ja er zijn rust pauzes :)
     
  14. GForce

    GForce Danica Patrick

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    Wat ik uit de screens en filmpjes op maak is dat het juist allemaal groot is. Alleen als je die kampjes enzo aanvalt is het wat compacter. Verder heb ik ook gelezen dat er een soort instances in de game moeten zitten.
     
  15. PowerLines

    PowerLines #Lemonade

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    Er zijn ook soort instances in BL, genaamd 'Dog's legs' als ik het goed begrijp. En de wereld, zoals Dr0kz al zei met z'n vehicle opmerking, is wel groot genoeg.

    EDIT: Net de BL pre-order geannuleerd. Ik wacht nog even totdat er meer informatie uit is over de SE.
    Als de SE aantrekkelijk is, koop ik die.

    EDIT2: 2 GROTE artikelen zijn hier onder in spoilers geplaatst om ruimte te behouden.



    Borderlands - Hands-on
    With a change of art direction, this looks more original than its 'Fallout 3 Western' tag
    Words: Ian Dean, PlayStation World UK

    The voice of Gearbox’s founder Randy Pitchford cuts through the air: “These players were coming up to the crest of a hill and this wall of flame shot up. Some dude emerged and had an Alien-style flamethrower under his arm, and I was like: ‘What the f**k’s that?’”

    [​IMG]

    Even the creator of Borderlands still gets surprised, shocked, and stands slack-jawed at what’s going on in his own game – when that happens you know you’re in for a treat. The gimmick here is that the bespoke software created for the game generates the weapons randomly. There are over a million variants on shotguns, machine-guns, flamethrowers, pistols, grenade launchers and every other stock death-dealer you’d expect. So many, even Pitchford still struggles to predict what the game will throw-up next.

    It’s one of Borderland’s key strengths: the ability to surprise on every turn. Our play of the near-finished code was testament to the game’s ability to dumbfound. We began near the start: our character had been set up using the in-game ‘gene generator’, which had echoes of Fallout 3 about its connection to the game world. Even the simple task of creating a character’s name, class and look is rooted in the game’s universe.

    [​IMG]

    Our tutorial began by following a small robot called Claptrap (terrible name), who soon becomes established as the game’s touchstone for advice, missions and fluff about the alien world of Pandora. A few shootouts later in the town of Fyrestone, and we’d rescued a Dr. Zed, repaired a Med Vender and shot our fill of Skags – a cross between attack dogs and giant beetles. They like human blood.

    There’s a nod to Fallout 3 that can’t be avoided, and there’s a sly wink to BioShock too. The game’s world is open to an extent (central hubs are linked by new hubs loaded in as you enter caves and canyons) and detail is rich and constant. Whether it’s the vending machines that dispense ammo, weapons, health, upgrades and combat items – or the eccentric Wild West-style characters, everything helps create a sense of place not felt since BioShock’s watery wastes.

    [​IMG]

    Thankfully the action is masterfully brutal and holds the whole game together. It’s something Pitchford is making every effort to express: “We started with a first-person shooter and came to it with RPG elements, not the other way around,” he explains excitedly. “We took the ideas of growth and choice that define RPGs and added them to the FPS genre, so while a normal FPS would give you one type of shotgun, we give you all the shotguns; one may be short with a wider shot, another is longer for more accuracy, one has two barrels; another has four…” You get the general idea.

    That choice doesn’t affect the game’s balancing or gunplay - every weapon, no matter what the game randomly offers you when dropped by a defeated enemy, handles beautifully. The early weapons - an old rusty automatic rifle and a pistol - crackled wonderfully with each pull of the trigger. The old rifle spat bullets chaotically while the pistol was more accurate with softer sounding shots. Every time a bullet hit home the enemy squealed and looked for cover as their lives drifted skywards in little numbers… 8, 12, 11, 14, dead. Borderlands is a shooter, but it’s also an RPG.

    [​IMG]

    The better your accuracy, the greater the damage, with every enemy having weaknesses. For example, the Skags are best shot as they leap at you with their jaws open, exposing the soft flesh of their mouths, and later on, larger Starship Troopers-esque, pincer-wheeling monsters appear with a soft spot on their backs. Hit these to ignite the phrase ‘CRITICAL HIT’ across the screen.

    The other main aspect of the game is growth. There are four main character classes, although we were only able to play as Heavy, Siren, and Hunter. Within each of these classes there are specific ‘Focus’ abilities. For example, the Siren can ‘Phase Walk’, which means she can turn invisible for a brief period of time and move quicker than other characters.

    [​IMG]

    Then you can develop your character within these classes, boosting abilities in a similar way to Fallout 3. The Heavy class has a Rage ability that at a very basic level will boost your strength and shielding. Here you lose your guns and go in physically with Condemned 2-style FPS uppercuts. However, leveling Rage unlocks extra ways to play. For example, one boost will see enemies spill cash instead of blood. There are also the usual health, armour and combat developments to boost accuracy, health and protection. And just like any RPG, experience points govern leveling, while extra weapons and items can be found that have been dropped by dead enemies or bought with cash. This is the core RPG element of Borderlands that plays like all dungeon crawlers from Baldur’s Gate to Marvel Ultimate Alliance to Fallout 3.

    “I find it generates the same compulsion I had from playing Diablo all those years ago!” says Pritchard, adding: “It’s got that same need to trawl for loot, cash, items and leveling that I loved about those games.” This was evident when we switched from single-player to co-op. Borderlands supports drop-in multiplayer, so you can begin a campaign on your own and then have friends join in as you play – just like an RPG. With four of you charging around looking for the kills, trying to scoop the loot and competing for items dropped by the recently bloodied mutant midget with the Mohawk, Borderlands really does begin to shed its FPS looks and play like a bona fide dungeon crawler.

    [​IMG]

    The downside is that the game quickly becomes chaotic as the screen becomes packed with enemies large and small, and you’ve got three buddies taking up your line of sight. Add in explosive attacks, special abilities that light up the screen in a whoosh of blue lightning and Borderlands really turns up the heat.

    Of course, teamwork settles the game down. The classes come into their own in co-op, with the Hunter sitting back sniping from distance, the Heavy up front pounding cash out of a giant spider, and the Siren flitting in and out picking off enemies unawares. Now things are less cluttered - there’s a focus and the game begins to show off its subtle ideas. For example, when your health depletes you don’t just sit there waiting to be healed by a teammate - the screen flashes ‘SECOND CHANCE!’ and you get 30 seconds to mop up some enemies and boost your health marginally for every kill. You can’t move from the spot, but you can spin around and shoot. It’s a neat touch that works best in single-player – as without a teammate to save you it can prevent any frustrating deaths at the hands of a giant rat-spider-thing, forcing a respawn miles from your quest (Fallout 3 take note).

    The melding of a shooter with RPG elements is topped off by a visual direction that distances Borderlands from like games. The hand-drawn art style is colourful and dynamic; it places the world of Pandora miles away from shooters like Fallout 3. Before the shift in visual style, Borderlands was looking increasingly like a ‘me-too’ title, a game aping Fallout 3 while taking none of Bethesda’s risks. The new look at once makes Borderlands fresher than most other shooters.

    [​IMG]

    “A bunch of guys came to me and said: ‘We’ve been working on a new look for the game using our original design sketches.’ When I saw it I was wowed, it reminded me of working on Duke Nukem. It was kind of like ‘F**k it, let’s do it’!” We’re glad they did. The result is a beautiful, original-looking game that’s truly representative of the gameplay, where an explosion of colour and crazy creature design, chaotic combat and competition for loot replaces greys and browns. In many ways it’s the visual style of an RPG, but it’s an FPS.


    Bron: GamesRadar



    Gearbox's Randy Pitchford Talks Borderlands
    by Game Informer Online
    POSTED: 8/26/2009 6:23 PM


    As one of the five founders of Gearbox Software, the developers behind Borderlands, Randy Pitchford has been immersed in the project for several years. Predictably, he's got a lot of information stored up in his mind that he was dying to let loose during GamesCom. From the game's competitive multiplayer, to co-op questing, to the bending of established genres, Pitchford drained his mind of details regarding the upcoming shooter. October 20th is still a good chunk of time away, so it's time to become educated on exactly what you're waiting for.

    What genre is Borderlands classified as? The game appears to be struggling from a minor identity crises, straddling the line between first person shooter and role-playing game. Randy Pitchford is no stranger to this genre-defining quagmire, and he's more than happy to shed some light on the muddled matter.

    "Well, genres are blending. The marketing guys are like, 'Say RPS! Role-playing shooter, role-playing shooter!' So they've been saying call it an RPS, role-playing shooter. On one hand I think that's a fair statement. On the other hand you have to be careful when you make new promises because people sometimes will have a hard time parsing them. I typically introduce the game as a shooter, but we've layered these things on top. The other reason why, too, is because there's certain role-playing things we did, there's others we didn't do."

    [​IMG]

    Borderlands may offer a large-scale gaming experience for players to work through cooperatively, but that doesn't mean Pitchford expects you and your cohorts to get along all the time. Sometimes there is frustration to vent and grudges to settle. That's where the player versus player arenas and duels come into play.

    "When we think about the competitive play for Borderlands you have to think about it in the context of Borderlands," says Pitchford. "Borderlands is not saying, 'If you like playing online deathmatch games, drop what you're doing and come play Borderlands.'" He elaborates, saying "Because you're developing a character, and you're developing gear, and you're developing skill, sometimes maybe through smack-talk or through bravado sometimes you want to throw down with your buddies. So we've created a couple ways where that can happen, where you can test yourself against your friends instead of always allying with them. The easiest way is with the duel, which you can do anywhere in the world. You just walk up to a guy, do the melee attack, and it says 'you demand satisfaction.' If the guy melee attacks you back it's like he's throwing down the gauntlets, slapping you, and the duel starts. So we surround you in a dome, you can do that anywhere in the world, monsters around, crazy cover, out in the open, it doesn't matter. Wherever you are you can start a duel. A dome appears and if you stay in the dome you're fighting."

    Today's competitive FPS multiplayer market has integrated a bit of a punishment and reward schematic to keep gamers motivated. In many games players level up by racking up kills, and may receive penalties for abandoning ailing matches. Pitchford touches on the core of competitive multiplayer in Borderlands, and how the rewards system is entirely a matter personal perspective.

    "Somebody, if they want to flee [a duel] they can just run out and escape the dome and that tells the game 'I really wish I didn't start this, I want to be done.' Then if you stay out there for a few seconds the fights is over. Inside you'll fight it out. All of your skills, gear, and equipment apply so you can have an imbalanced fight and that's fun too. Balanced fights are more fair. One player will win, and one player will lose. The player that wins gets bragging rights. There are some consumables in the game and if you consume them, you've spent them. So if you use any health kits or whatever, you're spending them and that's your choice. It's kind of like when you duel or play in a battleground in World of Warcraft, and if you burn a potion it's burned, sorry. We're not taking anything away from the loser, and we're not giving anything to the winner."

    The competitive multiplayer in Borderlands sounds like it's coming along great, but the concept means nothing without locales to battle within. Pitchford touches on the where and how of organized player versus player matches. He also discusses how fan response to PvP in Borderlands will be huge in shaping the future of the game.

    "We also found though that it's kind of fun to duel and we built this arena mode that's in the context of the world with the arenas. You go to an arena, you go inside, and you can use an interface to actually set up a more formal match. That's where the game will keep score and you can do a free-for-all, or a team deathmatch, and that's about more traditional, competitive... inside the arena the map is designed to be more a competitive map. It's not just about where you are in the world, it's like a Quake map or something. It's designed to be a really good combat arena. There's few of those in the world. They tend to be near the settlements and there's always a fast travel station nearby so if you want to just zip there and do it, you can do that. That's fun too. And maybe that becomes really popular and customers will scream at us and clamor to extend the competitive modes and maybe we'll do that."

    Pitchford teases that if the competitive multiplayer of Borderlands goes well, the team at Gearbox may consider developing new PvP-related content. He also talks about the touchy subject of pre-planned DLC for games, and shares his opinion on how it should be done.

    "We built it [DLC] within the budget, within the investment we made for the game. That's part of the offer, I don't need to bilk you for that. If we do something awesome you'll be begging us for more, anyway. Then we'll say, 'Okay let's do it,' then we'll add that. There will be value there and there will be a fair proposition. If it's an unfair proposition, we know, we're smart as gamers. I'm a gamer, I totally know. I don't like it when they try to trick me and charge me for s*** they should have given me. On the other hand, I also... when I love something and I want more it's like, 'dude, come on where is it? Why am I waiting so song?' It's tricky to balance, too. It's also tough, because for us right now we're trying to ship the game so we're insert. All of the energy and focus is on that. We know if we wait too long before we get started on DLC it's going to be a long time. DLC that comes a year after the game ships, you don't care as much. Even if it's big stuff. I thought the DLC for GTAIV was awesome. Huge value, a big pack. I also know that by the time it came I had already moved on, I was already playing other games. I had to kind of like re-get myself back in the mood to play GTAIV. I don't know if every gamer was able to do that. I was, but I can also imagine that some people might have stopped there. We'll see. I think they did pretty well with it, though. They didn't sell 12 million units, though."

    [​IMG]

    Borderlands has received a ton of attention for its random weapon generating system, RPG/FPS genre merging, and change of art direction. Pitchford was quick to offer one other feature of the game that he believes is just as important as everything else; split-screen co-op.

    "There are surprising number of customers that play split-screen," Pitchford says. "Maybe you have brothers and they have one console, and mom can get them the thing where maybe they fight over it because one person can play at a time, or something they can play together." Pitchford goes on to emphasize the importance of gaming as a social experience, saying he believes it's key to be "able to have shared experiences not remotely, not internet shared experiences, but live shared experiences. It's really growing a lot and it's hard to track because the metrics don't, a lot of the split-screen players don't have to be connected to do that. It's very difficult to track so the publishers don't even know the value there. I think it's huge value. There's some evidence of the value of this."

    A game that combines randomly generated weapons is bound to harbor a few that are so overpowered they render the game's challenge laughable. While this may not weigh too heavily into the game's PvP, which has no tangible reward system, it definitely resonates in cooperative questing. Pitchford discusses what role a very powerful character can play in the progression of a low level character.

    "If you wanted to kind of use that [power] to exploit the game, it's going to be difficult to use that to help people level more quickly because the experience is bled off by the bigger, more advanced player. You can help eliminate a lot of the challenge. A level 50 player in a level 1 area, he's a god. He just looks at guys and just gibs them, it's amazing. He can remove a lot of the skill for the weak guy, but the weak guy won't be having a lot of fun. It will still be more efficient for him to play with people his own level, but if there's a difficult challenge and you have a big guy come in and help you out there. In terms of the loot thing, a more advanced player can give a newer player a weapon, but the weapons themselves have limitations to them. The best stuff at the end game requires you to be a certain level and have a certain proficiency, so there's some balancing there."

    Finally, Pitchford touches on one of the key aspects that adds infinite longevity to games like Borderlands; twinking. The ability to acquire new and powerful gear and pass it on to a lower leveled alternative character can inspire players to play a given game for years. After a slight "eureka" moment, Mr. Pitchford suggests how Borderlands may accomodate such pack-rat habits.

    He says that sharing items between characters would be "complicated," but adds that "what you'd have to do is create a split-screen game and have one of your characters loaded on one screen and the other character loaded on the next and trade weapons that way. But you could do it. That's interesting, I hadn't thought of that. You could do that. There's some gear and weapons that aren't the best things in the game, but there aren't as restrictive as level caps - or what level is required to use them. They're not necessarily the best stuff in the game, but you can do some twinking if you like doing that."


    Bron: GameInformer
     
    Laatst bewerkt: 27 aug 2009
  16. tricker

    tricker Semper Fi

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    Eh? is die er wel dan? dan wacht ik ook even
     
  17. Dr0kz

    Dr0kz Niet?

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    Schijnbaar wel,

    @DaveyGravyX07 Unsure. We plan on releasing a lot of that type info closer to release." - About a special edition."

    Van MikeyFace (Gearbox Dev)
     
  18. PowerLines

    PowerLines #Lemonade

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    Ik heb een 2 uur geleden of zo een mail gestuurd naar 12game.com, maar ik wist niet wat ik er precies in moest zetten. Ik hoop wel dat het lukt.

    Ik denk wel, als het maar niet die 40 gun skins is, dat ik de SE ga kopen. BL rocks!
     
  19. tricker

    tricker Semper Fi

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    ja maar de game komt over ander half maand ofzo...hoort dat dan neit keer bekend te zijn
     
  20. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Lees je dat ook allemaal? ;) Zodra ik heb beslist dat ik een game zeker wil hebben ga ik juist informatie vermijden.:eek:

    Het blijft toch het leukste om zelf dingen in een game te ontdekken.
     
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