Released a mere two years after Gearbox's loot driven first person shooter sequel conquered the charts, Borderlands: The Pre-Sequel offers more of the same but tries to change things up a bit by having the game be set on Pandora's moon. As an example, players get to play as characters that appeared in both games, but do this against a backdrop that includes a number of distinct tweaks to the Borderlands formula. These include new vehicles, new weapons, and new enemies. All played out in an environment that has low gravity gunfights and where players get to do high impact butt-slams.
Even though Borderlands: The Pre-Sequel isn't actually being developed by Gearbox, the latest entry is still in safe hands however as 2K Australia is handling development duties. And so as to find out a little bit more about the game, I was able to sit down with Anthony Burch (Writer at Gearbox Software) and Jonathan Pelling (Creative Director at 2K Australia) at Gamescom this year, and get to ask them as to why the game is headed for the XBox 360 and PS3 consoles – as opposed to next-gen platforms.
https://www.youtube.com/watch?v=c9a4wr4I1hk
What was the impetus for creating a “pre-sequel”? Why not just create a proper sequel?
Anthony: Basically, we h...
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