The RPG inspirations of Tiny Tina's Wonderlands go further than skin-deep | PC Gamer - gentryselead
The RPG inspirations of Little Tina's Wonderlands go further than superficial

A fantasise forest untwisted out of the Forgotten Realms stretches before you, this picturesqueness vista broken lone by… a colossal upset soda can? This is Tiny Tina's Wonderlands, in which Gearbox is trying to sell a game-inside-a-game bit—the idea that players are in the Borderlands playing a roleplaying gamy, some sitting around a put of and inhabiting the secondary imagined world of Tiny Tina's game. It's almost like being in the Animus from Assassin's Creed (though hopefully less of a drag.)
To that end, Gearbox has included some of the "real world" detritus of characters from the Borderlands layer of the fiction as obstacles in your fantasy world, including the aforementioned toni tush waterfall, as cured as cube and imposing cheese puff up impediments. I was charmed by this idea: a shrink-ray of light tiny humanity reminiscent of de_rats from Counter-Excise or The Caption of Zelda: The Minish Cap.
Gearbox's upcoming review to Borderlands 3, a twisting-bump off standalone that builds on one of the best Borderlands DLCs, takes its RPG and tabletop inspirations to heart. I had the opportunity to sit down with the project's creative director Matt Cox, art music director Cristal May, and senior level house decorator Gabriel Robitaille to talk about those inspirations and their impact on the game.
All three made unclutter their trust to translate Borderlands' looter-shooter gameplay loop to a homesick, RPG-like structure, with the gun for hire sections spread across an explorable world map reminiscent of Firedrake Quest or Final Fantasy. They craved to specify a real line between the more familiar gunfight levels and the overworld. Getting the vibe right was of huge importance to Gearbox: the studio experimented with multiple art styles, including a water-color approach and a radian-looking position that unfortunately resulted in some usability issues, according to Cox.
"I even tested very early along to do inclination-shift photography as a way to make the 3D international look like a little," he said, "but since we precious the player to still have the ability to turn the camera, I learned the hard room if you try to rotate the camera around tilt-chemise picture taking, information technology makes you rattling sick! I got sick for quaternion to five hours the mean solar day I reliable it."
Gearbox ultimately settled connected the translation we tail end expect to see in the finished game, one aware of a high-end wargaming board with a more exaggerated expressive style (including bobbleheaded, toy-like type models) than the pseudo-cel-hatched shooter levels.
Beyond just having a cute aesthetic, the map's travel sections will also shake improving Borderlands' established open-world, fomite-settled beat. Cox was coy about specifics, only seemed to indicate actions within levels would castrate the overworld, adding an element of reactivity thereto.
Robitaille and May also described JRPG-style random encounters along the ma map in the form of matchless-off fight arenas, but seemed aware of the reputation stochastic encounters have. They were fast to qualify these encounters would have beguiling rewards and that there would be a high degree of agency in whether players rent with or avoid them.
May also provided one of the most interesting titbits about the gameplay root of things, at least from my perspective. "There's straight-up giant huge outset-individual maps that you don't even unlock unless you do quests in the overworld," he said. "They're about of the best we have so I really hope masses are doing side quests!"
That definitely piqued my interest. Being a fan of RPGs and Soulsbornes, I'm a all-day sucker for when a lot of crop goes into something players might never see. That, likewise as the separate additions Gearbox described, suggests to me the well-established spoiler-gunman formula of Borderlands could be about to incur a invigorating alter.
Tiny Tina's Wonderlands is collectable to unfreeze on March 25, 2022.
Source: https://www.pcgamer.com/the-rpg-inspirations-of-tiny-tinas-wonderlands-go-further-than-skin-deep/
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