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Once we got down to make a big, seamless world in Borderlands 4, we didn’t fairly know what we have been stepping into. We designed a large world and we dedicated ourselves to filling it! We additionally had the ambition so as to add mobility and traversal capabilities for the participant character like by no means earlier than. Double-jumping, grappling, dashing, gliding. This makes our seamless world design much more difficult as a result of gamers can, and can, get all over the place. As we began getting the sport shaped, in order that we might absolutely discover it and push the move-set to it’s limits, we have been drawn to attempt to go to the wonderful summits and see the gorgeous vistas made by the unimaginable crew of setting designers and artists.
I had challenged Andrew Reiner, who a few of you recognize spent practically 30 years at Sport Informer Journal, to search out these unreachable spots and, effectively, attain them. The objective was to find all of the locations that we by no means anticipated gamers to go to and, effectively, go to them. Reiner set to work and made screenshots of those locations. Certain, artists and designers made them look nice and flitted round them of their instruments, like ghosts. However within the recreation itself, with the bounds of physics and gravity and strong partitions, these spots felt like virgin soil. So Graeme Timmons, Borderlands 4’s Inventive Director, bought with a few of our designers and different artists and engineers and determined that we wanted one thing for gamers to search out once they made their solution to these distant or uninhabited areas. We wished one thing of an icon. The identical form of factor in every spot, so gamers would *know* they discovered it. The merchandise needed to be easy, recognizable, have a sense of being one thing one may acquire, and, ideally, having actual connections to our universe.
The concept appeared… Somebody on the moon of Elpis had a crate, purchased from their favourite native vendor. And, within the cataclysm, the crate, nonetheless filled with collectibles, was hurtled in the direction of Kairos. It broke aside and scattered the 200 or so of these items far and wide. These “issues” have been Marcus Bobbleheads. And, impressed by Reiner’s discovery of hidden or off-track attention-grabbing areas, we started populating the Marcus Bobbleheads and utilizing them to inform little tales. Reiner discovered increasingly “unreachable” locations…
This one is simply sitting on somebody’s desk in a constructing. Whoever owns this constructing and makes use of this desk has lengthy left or possibly even is useless. However the Marcus Bobblehead is there ready to be claimed by the Vault Hunter who occurs upon it.
This one is on a distant and delightful peak the place somebody setup an easel to color the unimaginable vista. Nearly inconceivable to hold the portray again down with out damaging it, the artwork was left right here with a Marcus Bobblehead to observe over it till the artist returns.
All in all, there are effectively over 200 Marcus Bobbleheads hidden round Kairos. I anticipate most gamers won’t ever see any of them. Some might discover a number of. A really, very small variety of individuals will discover Kairos so fully that they may uncover all of them. Every has a narrative.
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