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Next-Gen Gearbox Title to be Announced This Year Or is it from another franchise? by Luke Karmali Editor's Note - This story originally inferred that Pitchford's tweet was in specific reference to the Borderlands franchise, which is not the case. It's now been updated to reflect the ambiguity with which the statement was made. Apologies for any confusion caused. Gearbox is planning to reveal its first proper next-gen title later this year, leading to speculation that a new Borderlands could be on the way. That's according to the CEO of the studio Randy Pitchford, who explained on Twitter that it's looking fairly likely a reveal will happen this year, though he stopped short of specifying what platform or franchise the project would revolve around. @TheFerns15 We're working on next-gen. Platforms TBD. We'll probably announce something later this year. — Randy Pitchford (@DuvalMagic) March 28, 2014 What's interesting is the news that a next-gen project is in the works at Gearbox, as we heard in February that Borderlands 3 wasn't in development at the studio. It seems unlikely that a turnaround has happened so quickly, so does this mean the next entry in the franchise will be a spin-off or prequel of sorts? Or is this a new franchise altogether? The final DLC for Borderlands 2 was recently revealed and, considering that the game is now officially the highest-selling 2K game in history, it's hardly surprising a follow up of some variety is on the cards. As soon as we know more, we'll let you know. In the meantime, we've got the upcoming episodic Tales from the Borderlands and the Vita port of Borderlands 2 to keep us occupied.
[News]开发组成员受访侃谈小吵闹 Interview: The "Borderlands 2" Team Talks Claptrap, Plus an Exclusive Image! Everybody loves Claptrap, despite his small stature, the fast-talking robot assistant played a big part in shaping the Borderlands universe that we all know and love. With Borderlands 2 on the horizon, we wanted to know a little more about how the wise-cracking robot's role in the sequel. Then THAT got us wondering, where did Claptrap even come from? We asked some of the guys at Gearbox — CEO Randy Pitchford, CCO Brian Martel, producer Matt Charles, and writer Anthony Burch — to tell us a little bit more about what goes into designing a character like Claptrap, its humble beginnings, and find out a little more about his role in Borderlands 2. Complex: This is a broad question: What was the original idea behind the Claptrap? Brian Martel: Claptrap originated from a joke. One of our concept artists, Lorin Wood, ended up posting a quick sketch of a robot as a joke. He was joking around on another project we were working on and posted the sketch in one of the projects tasks. We all instantly imagined it in the world of Borderlands and had him do a few more riffs on the original concept and that was how Claptrap was born. Complex: Can you describe some of the earlier versions of Claptrap? How did it evolve Complex: from your original concept into the final version. Martel: He was originally drawn in a much more sci-fi art style but in regards to shape and form, he has stayed very similar to the original sketches. Complex: Can you talk about how you worked with voice actor David Eddings to create Claptrap's voice? Was he always supposed to be so chipper, or did that evolve over time? Martel: Well David actually works here at Gearbox as our VP of Business Development and Licensing. He has always had an eccentric persona and a lot of that carried over with the direction he was given for the voice. Those features can be seen and heard by the player as it resonates so well in the game. Complex: It see***ike the team was confident that the Claptrap was going to become a popular character - It was used to promote the original Borderlands before it was even released - at what point did you realize that you had made something that was going to stick? Martel: We honestly had no idea. He has quite the personality in the game but we decided to have some fun and make some Claptrap shorts internally. We fell in love with them and wanted to share them with the world and has evolved into something that people truly love watching which we greatly appreciate! Complex: The Claptrap seems to have become the unofficial mascot of the Borderlands franchise: How do you think the Claptrap has helped to shape the identity of the original? Martel: Claptrap is huge to the world and the story and we think he is just one part that has helped create a unique identity for Borderlands. We still feel the other cast, the gameplay, the art style, etc all play a huge role in creating this franchise and an amazing world for Claptrap to reside in. Complex: What kind of role do the Claptraps play in Borderlands 2? Is there pressure to use them more or pur them in a more prominent role since they've become a popular part of the franchise. Anthony Burch: Remember the Claptrap unit you first met upon arriving in Fyrestone? Well, he’s the only CL4P-TP in existence anymore. The Hyperion Corporation destroyed his entire product line, and so Claptrap is on his own, personal quest to destroy Hyperion and get revenge for all his fallen brethren. Since he’s Claptrap, however, his “vengeance” usually takes the form of petty vandalism and poorly thought out insults. Given Claptrap’s popularity, he just sort of naturally fell into a position of quasi-importance in Borderlands 2’s story – there was no external pressure to give him more stuff than we’d already planned for him, or anything. Complex: Do you approach making characters for a franchise like Borderlands differ from working with something darker like Aliens: Colonial Marines? You're designing robots in both cases but obviously they need to evoke very different feelings from players. Burch: Robots in the Aliens universe are not allowed to hump air conditioning units. This is the only difference. Complex: Last question: Do you think that, maybe somewhere down the line, we'll ever get a chance to play as a Claptrap? Matt Charles: Hah! That would be bizarre, but perhaps it’s too early for me to rule anything out…
[News]1月28日的新访谈 Exclusive: Robots, revamping, and rearming; a Q&A with the developers of Borderlands 2 Developers from Gearbox Software, the developers of the Borderlands games, talk robots, Borderlands 2, and the health of the industry.For those familiar with the original Borderlands, arguably the one character that has the most iconic and lasting appeal is that of Claptrap, the robot—or robots—that populate the landscape of Pandora (Search your feelings Lilith fans, you know it to be true). They were there to offer quests, lead you to hidden items, and offer a bit of comic relief–before they decide to eliminate all of us puny human meat sacks in the DLC “Claptrap’s New Robot Revolution,” of course, but even then they tended to entertain while they ate organic justice and exploded with a satisfying “boom.” When the original Borderlands was released in 2009, many had high hopes for it, but few expected it to explode the way it did. Within the first two months of its release, the game had sold 2 million copies–a number that would classify it as a success. Two months later, it had sold another million, cementing it as a true hit. At last count, the game had recorded 4.5 million in sales, making it somewhat elite. So a sequel was not only welcome, but expected. And while the original game snuck up and surprised almost everyone (except maybe the developers Gearbox Software and publisher 2K Games), the sequel has some high expectations when it does NOT come out on July 20 (more on that later). When it does hit shelves, the game will feature several new upgrades, improvements, and a much bigger role for the sole remaining Claptrap. We talked with Gearbox President & CEO Randy Pitchford, Executive VP & Chief Creative Officer Brian Martel, Borderlands 2 Writer Anthony Burch, and Producer Matt Charles about what to expect from Claptrap, how the development between the original and sequel has changed, and how the industry as a whole is looking from Gearbox’s side of the fence.What can we expect from the Claptraps in Borderlands 2? [Anthony Birch, writer] You can expect all but one of them to be dead, for starters. The game opens with Claptrap – the very first one you met in BL1 – in the unenviable position of being the last of his kind. The Hyperion Corporation ordered the extermination of the entire CL4P-TP product line, and our Claptrap is hungry for revenge against his creators. He’s kind of like Rutger Hauer’s in Blade Runner, only minus the bleached blonde hair, moral ambiguity, and sex appeal. How will the events of the “Robot Revolution” DLC shade the story of Borderlands 2? [AB] You won’t need to have played the Robot Revolution DLC to understand Claptrap’s place in Borderlands 2, but it certainly doesn’t hurt. Hyperion ordered the extermination of the CL4P-TP line as an answer to the events of the robot revolution.
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