How Tiny Tina’s Wonderlands changes the Borderlands game


Sure, Tiny Tina’s Wonderlands could be a first-person looter shooter game that features some familiar faces from the existing Borderlands universe. However, the wild ride that examines the formula with a tabletop RPG lens has a lot of different components in the mix, and it’s trying to distinguish itself from the familiar template while maintaining some of that garish flavor.

I mean, the Dungeon Master is Tiny Tina, after all, which means that chaos is an integral component of the entire experience, and she may not be content with following the rulebook or module layouts. We caught up with Creative Director Matt Cox and Senior Producer Kayla Belmore about the latest trailer released and how Tiny Tina’s great fantasy visions come to life in the next game. And by great visions, I mean Butt Stallion is a part of history, in a way. Hunh.

So how will the statistics work? Will you be executing the maximum charisma? Pouring points in force? How much desktop DNA is in this? The answer is a lot.

“So we have fantasy elements like spells and multiclass, you can choose your starting class and then in the main quest line, you can choose the secondary class to be multiclass,” says Cox. “So you can mix and match a lot of the items that come along with the class selection and by themselves. So, besides we also have melee weapons, armor with specific stats that can talk about your build, but we also have, in addition to skill points, we have hero points that talk about those more classic table attributes that you are talking about. strength. We have strength, intelligence, dexterity and that sort of thing, much like creating your own character in a fantasy board game. “

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There are six main classes to choose from, and while they have yet to be revealed, you can assume that some core fantasy archetypes appear.

Additionally, an “outside world” game board in which your characters are represented by small versions of themselves as bobblehead allows players to choose their destinies across the land, emulating the appearance of a board game board.

“So one thing that is super fun is the representation of your character and all the customizations that you have done appear in the world,” says Belmore. “And because the overworld is in the third person, you can see all the players on the map when you play together.”

Of an important note to would-be barbarians and knights swinging the ax amongst you: while melee attacks will be important, dedicated melee builds will likely be nothing more than a few weird builds and legendary items. Instead, melee can be easily integrated into your combat flow through perks, abilities, or status effects that, for example, can empower several other attacks to launch a successful melee attack or increase the power of a single Melee hit after you’ve completed some other requirement, encouraging to get in and out of combat in a varied cycle of ranged, melee, and spell / skill use for optimal performance.

“When in doubt, guns are still the stars of the show and there’s something really satisfying about getting things right with the crossbow bolts on a regular pistol,” says Belmore. “This is amazing.”

And yes, you will still have one “ultimate” ability to use when things get too hectic to handle, with two to choose from in each class.

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Spells add another layer to things, with a variety of different uses and designations. It’s not just about throwing large fireballs at enemies, instead, there is a large bucket of various spells to tap into and books to find, including self-casting powers.

There is a main campaign to tackle, but there are numerous side missions available for those looking to strengthen their characters to take on the goblins with weapons. “We have the main plot maps, of course. But there are full maps on the side that almost play like modules that have a separate plot that is connected to the main story, but not completely to the main story. They’re kind of these fun little side quests that look a lot like a tabletop module that sits on top of the bigger quest. “

Of course, these expeditions to dark forests, damp caves, and spooky castles aren’t the only places you hang out. No, we need a center to dress up our characters and participate in all kinds of progression systems! A tavern (a soda tavern) serves as one of the central areas of Brighthoof, the city where players will hang out when they are not slaughtering monsters and causing mayhem.

Obviously it wouldn’t make sense to have engineering manufacturer stuff here as we are talking about spells and swords, but yes, equipment is marked by the people who create them, putting each piece of equipment in a system similar to what we have made. . seen in other games like Dahl, Jakobs, Hyperion, etc.

And what is a tabletop RPG without rolling dice? The events known as Lucky Challenges will allow you to cast that d20 right then and there and try to hit that big number to fill yourself with lots and lots of powerful loot.

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“The lucky dice are scattered all over the world,” says Cox. “So if you find them, it will actually appear in front of you and the number you get will appear, and that will correspond to how good the loot is, you will come out of that lucky die.”

While we’re certainly not even close to knowing all the ingredients that go into this chaotic cake, more details are inevitably ahead as we approach the March 25, 2022 release date. Are you looking forward to Tiny Tina’s Wonderlands? Let us know in the comments and may all your 20s be natural.


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