00:00PEGI 18
00:44The things that we think about and get really anxious about in the continuation of, you know, such a big
00:50franchise like Borderlands is always the, are we providing something in the game that fans are going to react to
00:56and want?
00:56Sometimes I'm a little nervous that people will look at this and say, why isn't it Borderlands 3?
01:01Because we wanted to tell more stories that take place in the world that's here and also between Borderlands 1
01:05and Borderlands 2.
01:06We're trying to give them something for everyone who still has their consoles and still wants to play more Borderlands,
01:12you know?
01:12I have no idea.
01:13Because I know we wanted to do something with the Bandit bus, that was always the intent there, was that
01:18they made something.
01:19This takes place chronologically after Borderlands 1, that could literally be the blue bus from Borderlands 1, they just stole
01:27it or however.
01:28The idea that they somehow got a hold of that bus and then threw bandit crap on top of it
01:32is pretty good.
01:35The idea for the pre-sequel basically came about where Randy Pitchford worked something out with 2K where we wanted
01:41to make another Borderlands game,
01:42but also wanted to be able to work with 2K Australia to make it basically, something that we wouldn't make
01:46entirely internally.
01:47They'd finished up Iroshock Infinite and they had some band. What they wanted was to know what their next big
01:52adventure was.
01:53We felt like there was just a lot more that we could be doing in the Borderlands universe and the
01:59idea of another standalone experience had come up.
02:03It really came from a sort of a mutual momentum to the logical place of what can we do that
02:09would be fun and cool, tell a cool story and let us work with these really great guys in Australia.
02:29If we continue with Death Flip, here it won't be able to aim at you, it won't be able to
02:34shoot at you, it's not facing you.
02:36Yeah, that's fine though because that was the original problem that we were having, if we tried to turn him
02:41around he would wig out.
02:43The AR component only supports three, so it's not a loop in an end. So unless Pat Coat's in something
02:49specifically for, it supports four animations so it looks good, we need it in three parts.
02:562K Australia was actually formed as Irrational Games Australia way back in 1999. We're celebrating our 15 year anniversary this
03:03year. Same as Gearbox, it's kind of a funny coincidence.
03:05We just kind of wrapped up 10 years of development on Bioshock 1, 2 and Bioshock Infinite last year and
03:10that's when we came about working on this game, Borderlands the pre-sequel.
03:13The way it generally works is I think a lot of the design and narrative stuff is handled over here.
03:18We have a lot of really talented art guys over in Dallas who handle all the direction which we then
03:24kind of implement over here.
03:26So there's a lot of different studios working on this and we have to sort of juggle between it but
03:31it seems to work pretty well.
03:32We've found a lot of similarities between the way we work to the point where our strengths just come out
03:39naturally.
03:40I never would have expected that Australians would get along really well with Texans. There's just something between our two
03:46studios we seem to get each other pretty well.
03:49It's very important that we reach our goals every week because at this point there's nothing that we can say
03:55oh well we keep it for later, we'll see that later because there won't be any later.
03:58If there's a time in the project where everybody needs to give everything, it's right now.
04:07Gearbox is enabling Australia to really bring their creative vision to it but Australia is respecting the experience and everything
04:18that Gearbox has done to build the brand.
04:20I am happy to take some credit for Borderlands generally existing, I'm actually really proud of that.
04:26But it doesn't exist without Gearbox and the team, the people and there's some really cool stuff that shows up
04:32every day.
04:33You go peek over someone's shoulder or wander in the designer room and see somebody building something that I never
04:39thought of, never imagined.
04:40It's two great teams working on this project doing some really really fun and cool stuff.
04:56Between Borderlands 1 and Borderlands 2 we have this really interesting story that we've never told.
05:00There are a couple of quests in this game that are just ridiculous.
05:03In Borderlands 1 the moon is a solid piece of rock, in Borderlands 2 it's all cracked and damaged.
05:08There's a space station up there, Handsome Jack is taking charge.
05:11It's fun delving into his character and getting to see another side of Jack and understand his story.
05:15I'm super stoked to bring the story to the players.
05:29You coming?