The Districts Of Night City In 2077 | Cyberpunk 2077 Lore

After years of development and multiple delays, CD Projekt Red’s hugely anticipated open-world RPG Cyberpunk 2077 is almost here. With its November 19 release date rapidly approaching, we’re diving deep into the lore of Cyberpunk, and this continues today with a new video focusing on the varied districts of Night City that you’ll be exploring in your journey in Cyberpunk 2077.

Night City was planned to be the city to surpass all other cities, and the coastal Californian metropolis has certainly lived up to that reputation for better and worse. In the new video, Jess covers the seven main districts in Night City, including City Center, Watson, Westbrook, Heywood, Pacifica, Santo Domingo, and The Badlands.

As you’ll see in the video, these locales are each varied and unique, giving players something new to see and do, no matter what their interests are. While there’s plenty more details to be mined from the tabletop game Cyberpunk 2020, that should give you a pretty good idea of the regions you’ll be questing through in Cyberpunk 2077. Check out the full video and let us know what you think!

As always, let us know what other lore topics you’d like to see covered in our next video, be sure to check out our previous episodes, and we’ll see you again soon.

Cyberpunk 2077 launches on November 19 for PS4, Xbox One, and PC, while it will also release on PlayStation 5 and Xbox Series X/S.

PS5: Hands-On Previews Show Games, Console, DualSense, and More

Japanese media and YouTubers recently had a chance to go hands-on with the PlayStation 5, and their previews showcased the PS5’s hardware, games – including Astro’s Playroom and Godfall – the DualSense, and more.

AV Watch was one of the Japanese publications that was able to test out the PlayStation 5, and even though Sony still wasn’t willing to show off the PS5’s UI, we did learn a couple interesting facts.

Source: AV Watch

One of these is that the Sony has made the decision to make “X” the standard confirm button for all regions. In the past, “O” was always the confirm button for Japan, while in North America and Europe, “X” was always chosen. This could usually be changed in the menus, but it appears Sony Interactive Entertainment has decided to create some consistency with the regions around the world.

It was also noted how quiet the PlayStation 5 was in action, which will be a welcome change from how some of the most taxing games make the PS4 sound a bit like a jet engine. Furthermore, AV Watch mentions that the DualSense’s buttons also make less noise when pressed as opposed to the DualShock 4.

Speaking of the DualSense, 4Gamer gave us a glimpse at how its new light bar looks with various colors, including blue, red, green, and purple.

Source: 4Gamer
Source: 4Gamer

All the publications touched upon how the adaptive triggers and haptic feedback feel, how quickly the SSD allowed games to cut down on load times and get you instantly back into the game.

We also got a good look at the PS5 hardware itself, and these previews show up-close images of the PS5 vertically and horizontally.

Source: Dengenki Online
Source: Dengeki Online

The lucky few Japanese YouTubers, including ファミ通TUBE, 花江夏樹, ポッキー, and SANNINSHOW, shared footage of Astro’s Playroom and Godfall in action, and you can check out the footage by clicking the links above.

The PlayStation 5 and PlayStation 5 Digital Edition will be released on November 12 in the US, Japan, Canada, Mexico, Australia, New Zealand, and South Korea and November 19 in all other territories. The PS5 and PS5 Digital Edition will cost $499 USD and $399 USD, respectively.

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For more on the PlayStation 5, check out our PS5 preorder guide, the list of known launch games, and what to know about the PS4-PS5 game save confusion.

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Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Hands-On PS5 Footage Shows Off Devil May Cry, Godfall, And More

The PS5 doesn’t release for over a month, but Japanese YouTube creator Pocky Sweets was one lucky player who already got his hands on one, and he showcased new gameplay in a video. Not only do we see an extended look at some of the system’s launch games, but we also get to see just how massive the console really is.

Placed vertically in the video, the YouTube Gaming team had the console on top of a table so it would be easier to see, but we’re also not entirely sure it would fit in the entertainment center that housed the television. You may need to move some things around to get your system to fit in your setup.

The first game on display in the video is Astro’s Playroom, which comes pre-installed on every PS5. The 3D platformer is designed to showcase the controller’s unique features, and its structure looks very similar to Super Mario 64. The version we’ll get won’t be a simple demo: It’s actually a full game that will take several hours to complete.

Pocky Sweets also got to try out Godfall, another launch game that was the first game explicitly announced for PS5. The “looter-slasher” looks very impressive running on the console, with particle effects flying as each sword strike lands. Instead of just charging into a fight, you can also toss your shield like Captain America to draw enemies into an advantageous position.

Another YouTuber, Sanninshow, got to try out Devil May Cry 5: Special Edition. We didn’t get to see any Vergil gameplay in this footage, but it did show off just how smooth the action will be on the more powerful system. On PS5, the DualSense controller will also give you resistance via the triggers when Nero is revving up his Red Queen sword.

The controller may take a little adjustment for Japanese players if it’s accurate the production model. The X and circle buttons have been swapped to match the worldwide version.

The PlayStation 5 releases on November 12, two days after Xbox Series X and Xbox Series S. All games mentioned here will be available at launch, with Devil May Cry 5: Special Edition also releasing on Xbox Series X/S.

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The Stand: Alexander Skarsgard’s Stephen King Villain Takes Center Stage in New Teaser

To celebrate the 42nd anniversary of Stephen King’s landmark novel, The Stand, which terrified unsuspecting readers when it landed back in 1978, CBS All Access dropped a quick new teaser on social media to hype its upcoming 9-part adaptation of the book starring James Marsden, Greg Kinnear, Whoopi Goldberg, Amber Heard, Ezra Miller, Heather Graham and Alexander Skarsgard.

From The New Mutants’ Josh Boone, The Stand is a supernatural epic that takes place in a dystopian future where 98% of humanity’s been decimated by a plague and the remainders are embroiled in an elemental struggle between good and evil. The fate of mankind rests on the frail shoulders of the 108-year-old Mother Abagail (Goldberg) and a handful of survivors. Skarsgard, seen in the tease here, plays famous King villain Randall Flagg – aka the “Dark Man” – a demonic figure who’s been featured in nine of King’s books, including the Dark Tower series.

The first episode of The Stand will debut Thursday, December 17 on CBS All Access. New episodes of will continue to air weekly every Thursday, including a brand new finale storyline written by King himself.

Back in April, star James Marsden revealed his pandemic binge list to IGN, and The Stand was one of his picks.

For more Stephen King morsels, find out all the novels you need to read (including The Stand) to fully appreciate the Dark Tower saga.

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Minecraft’s Caves And Cliffs Update Will Overhaul The Underground In 2021

Minecraft has announced a new update during Minecraft Live 2020. It’s called the Caves & Cliff update, and when it arrives in Summer 2021 it will greatly diversify the game’s cave systems. After this update, caves will be more varied, with new, unique blocks and mobs to gather and fight, too.

After this update, caves will feature more varied interiors, with lush caves, dripstone caves, and crystal geode caves mentioned. The game will feature improved cave generation, so that interiors will have more variety–you will encounter more narrow tunnels, cave lakes, and different environments than before. A new archelogy system is being implemented, so you can dig within caves for ruins and artifacts. Using a brush will let you extract fragile objects, while pretending that you’re at the dig from the opening scene of Jurassic Park.

Players will also be able to encounter sculk sensor and stalactite/stalagmite blocks in the underground areas now. The sensors react to movement and emit a redstone signal, meaning that redstone can now be wireless. This should open up new possibilities for contraption builds.

Copper ore will appear in caves following this update, too. These can be used in crafting to create various objects, including a lightning rod block. If you find geodes, you can harvest crystals for crafting too–you’ll be able to build a telescope if you manage to find one. New mobs are being added to the game too, including the warden (which is, terrifyingly, able to track you in the dark) and the friendly Axolotl, which will help you out during fights.

As the update name suggests, cliffs are being overhauled, too. Mountain generation is being improved, and goats are coming to the game so that you can encounter them as you scale new heights. There are more changes coming, too, but we might have to wait to find out more about them.

This update will also introduce a useful new feature, called “bundle item”. This lets you bundle multiple items in your inventory into a single space, making item management potentially easier and less cluttered.

The Caves & Cliff update will take longer than usual, so Minecraft won’t receive its traditional holiday update, but hopefully the extra wait will be worth it.

These new features will arrive on PC, Xbox One, PS4, and Switch next year. If you’re playing Minecraft on PS4, you might want to check out the recently released PSVR support.

Now Playing: Minecraft Is Breathtaking With RTX Turned On

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EA Is Teasing A Need For Speed: Hot Pursuit Remastered Announcement

It certainly appears that EA is preparing to announce a remastered version of Need for Speed: Hot Pursuit, and it could arrive just in time for Xbox Series X, Xbox Series S, and PS5.

A timer on the Need for Speed official website currently counts down, ending on Monday, October 5. It doesn’t give much indication of what the announcement could be, but that hasn’t stopped the franchise’s official Twitter account from sharing images of cars racing alongside police cruisers, along with cryptic messages.

The cover image on the Twitter account has also been changed to show #Beat510. 510 is the police code for speeding or racing vehicles. Need for Speed: Hot Pursuit Remastered had been listed briefly on Amazon UK and was rated in South Korea, making it fairly likely that is what is being announced in a few days.

The franchise has struggled in recent years, with the 2015 game simply titled Need for Speed failing to impress and the follow-up Need for Speed Payback not making much impact, either. Last year’s Need for Speed Heat included a heavy focus on police chases, as well, and it seems like the franchise is finally getting back on track.

Criterion Games, which previous developed the excellent 2012 game Need for Speed: Most Wanted, has taken over the series’ development. The studio was also responsible for Burnout Paradise, which itself received a remaster in 2018 on PS4, Xbox One, and PC, and in 2020 for Nintendo Switch.

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Gearbox’s Randy Pitchford Believes Borderlands Is Ready For Next Gen

Borderlands is an explosive and brash FPS-RPG franchise that hangs its hat on crude humor and the largest arsenal of weapons in gaming. Despite its reputation for being a bit one-note and too loud for its own good, it’s earned a massive following that continues to engage in the satisfying loot-grind to earn some rare guns and increase the strength of the core cast of vault hunters. Following Borderlands 3‘s one year anniversary, we spent an hour chatting with Gearbox Software founder and executive producer Randy Pitchford about the early history of the franchise, the ethics of running an evolving game, and what’s to come with Borderlands 3 with the next-gen consoles on the horizon.

Editor’s Note: This interview had been edited for clarity and readability.

Firstly, given that 2020 is a chaotic year with COVID-19, how have things been at Gearbox Software?

It’s been pretty wild. We were kind of early movers in transitioning to a work from home, to follow that curve. We were one of those handful of folks back in the end of February that said, “Yeah, we’re not going to go to GDC, and we’re not going to E3.” So we shifted early to work from home, and it was a culture shock. We have a really awesome studio space, and we’re all used to working with each other and seeing each other every day, and interacting off of the live vibes of that. That is often what game development is all about. There’s a huge amount that’s collaborative, and it is a team sport.

We did take a hit when we were transitioning [to work from home]. We have some tools that we can use to get a sense of how productivity is going, and we noticed that on average we saw about a 25 to 30% hit during the first two weeks. But then we very quickly climbed up to about 90% of previous performance, and then, within a month or so, we were actually beating previous performance. So I think we’re pretty grateful for our situation. There’s a lot of people out there that are getting impacted by this [pandemic] in different ways. We kind of said, “Shit, now more than ever, the world needs us. We gotta get to work, you guys. People are at home. They’re stuck at home, so they need something to do. We exist to entertain folks. We got to do this.”

We just rallied around that vision and that mission, and we’ve just been jamming. Somehow we’ve been able to ship all of the DLC that we planned [for Borderlands 3]. All of it’s bigger than we initially planned, so we invested even more energy into it, and we’ve done a lot of free content and post-launch content. We’ve got a zillion other projects that no one even knows about going on in the background. It’s just been a joy [to work on this], and it’s kind of made it easier for us to deal with the fact that everything sucks right now in the world. Because we have this game to work on, we can just say, “Let’s just focus on the one thing we have control over,” which is just trying to make cool shit and hope to God we somehow might have a chance at making someone feel something good.

Borderlands 3 has had quite a year with new updates, the DLC expansions, and the revised game modes like Mayhem, which is a far cry from where the game was at launch. People seem to be really engaged with it. Overall, how do you feel about the first year Borderlands 3?

Yeah, I’m pretty proud of it. It’s been interesting, there’s a paradox that I think lives in the minds of all artists and creators–especially now–where, on the one hand, we want to believe in the value of what we’re doing, but at the same time, there is this fear and terror of all the things that are going to kill us and all the things that aren’t good enough for us. That’s one of the reasons why, from the very beginning of Gearbox Software, we’ve always thought of our games and our projects from a hobby perspective. We wanted people to interact with our games, not as something that you quickly play, consume, and put down, but that they can engage with and interact with over time.

I mean, even our first products when we were doing work-for-hire work on the original Halo, we released an SDK and all these tools, and we’re having long-term engagement with the mod community to ensure that they could keep modifying the game. We did that stuff for Half-Life: Opposing Force as well. We were even involved with Counter-Strike for a time. So even from the very beginning, it’s been part of our DNA [to create evolving products]. But with Borderlands 3, it’s been really scary. Borderlands 2 was such a magical game for us. We had so much fun making it and it turned out that it just resonated with so many people, and to follow in those footsteps is a privilege but also quite scary. But we realize, on the other side of that, we seem to have been able to do something there that’s interesting. We found that we collected a lot of new people along the way.

We have the data, and we can see how Borderlands 3 did from launch, and we’re about 60 to 70% above Borderlands 2 [in overall players], which is just astonishing. It’s way beyond what we hoped or expected. That makes us proud, but it’s also really motivating because we’re in there playing with the game and modifying the game. We’re not afraid to mix things up a little bit, and sometimes things work better than others. We learn something from every step we take, and I love that process. I’m really proud that we’ve got some momentum with that process, and that there’s people that are enjoying coming along with us, and other folks that are arriving and showing up [for the first time].

8 Years afters its release, Borderlands 2 still has an active playerbase across different platforms.
8 Years afters its release, Borderlands 2 still has an active playerbase across different platforms.

What’s interesting about Borderlands 2 was that it seemed to have something of a longer lifespan than people expected it would. Just before Borderlands 3, you all released a final epilogue DLC to tie it into the current game.

Yeah, it was certainly longer than we expected too. I mean, in fact, it’s still going strong. Every single day, there’s still tens of thousands of players. I think it’s on average like 50 to 100,000 unique users every single day for Borderlands 2 [on all these different platforms]. That’s incredible. This community is playing at steady periods every month, and that’s really interesting and compelling. We know that there’s folks who are still engaging, and a lot of those folks are still engaging with a game they know in and out. It’s crazy, that can’t be ignored.

Right now, for example, I’m playing this indie game called Hades. Those guys [Supergiant Games] walk on water. I love that game. They managed to get up to like 700,000 units in early access, and 1.0 is out now and then they managed to break a million units. Like, holy crap. That’s a big deal. A million players is a lot. When we look at Triple-A, sometimes we’re just like, “Ah, this game’s a failure because it only did 3 million units.” Like, holy shit. Can you imagine doing anything that 3 million people get to see? It’s any creator’s dream, and as a person who’s created content yourself, you can imagine how incredible that is. So it’s just unfathomable that there’s a million people a month playing Borderlands 2. That was why we made the final DLC for that game. That really was motivating for us to want to do something there. We knew where we were going to Borderlands 3, and we knew there could be some value in a little bridge there.

I think it speaks to how much the franchise has grown over the years.

Yeah, we could do a lot with this franchise at this point. Like before, we were thinking about what to do before the launch of Borderlands 3, we were like “Why don’t we just do a whole prequel again? After we do Borderlands 3, we can go back and make that second pre-sequel.” But then we thought, “Why don’t we just do it in order? Why don’t we make that DLC story now and do it in a way to give it to the people that are still playing Borderlands 2?” So we committed to that, and I think we also expected and knew that when we announced Borderlands 3, that it would create a lot of life with Borderlands 2 again. So yeah, that was crazy.

I remember when I went to the Academy of Interactive Arts & Sciences annual summit in Las Vegas, called D.I.C.E., in February of 2010, which was right after we launched the first Borderlands. Before the first Borderlands launched, the industry back then was super skeptical about the game, and we had to scream from the tallest mountain just to get any attention at all. A lot of folks were predicting it was going to fail. I went to D.I.C.E., and we were looking at what we were seeing, and we just couldn’t believe it. I was like, “I don’t know. You guys, I think that this title is on a trajectory where it might break 3 million units. It might. I don’t know.” Then the next day, I’m getting called from Take-Two corporate PR saying, “Oh, my God. You’re making forward-looking statements!” And of course, that didn’t matter, the game went on to do like 8 million units, and it became this big thing. So to get back up to 8 million people with a DLC that we launched from Borderlands 2 seven years after launching, and as a premium game, that’s just incredible.

What was interesting about Borderlands 3 was that, compared to Borderlands 2, it was released during a much different landscape. There’s a lot more looter-shooters out now, and it seemed like Borderlands had to adopt more ideas and concepts from other games that have a live-service element. Did you feel like you had to rethink Borderlands 3, since you were releasing it within this current landscape?

Well, you always look at what other folks are doing, but we don’t tend to approach problems like that. Borderlands 3, I think, is a very natural evolution of the previous games. It takes advantage of where we’ve come with technology, including our own platform, our SHiFT platform that allows for connectivity, which we first launched with Borderlands 2. If you look back at Borderlands 2 we had DLC, events, and a long post-launch campaign. I do think what is different now with Borderlands 3 is that we’ve made things a lot more convenient for players with the online events, new content, and other updates. We did pioneer hotfixes back then, where we could do a patch without requiring you to do a download. That was kind of nice to push a patch to live in real time. But we didn’t have a lot of the same infrastructure tools and systems that we have today, and we didn’t have a dedicated team. So with Borderlands 3, we got ahead of that, knowing, “Hey, this is what we want to do anyway. Let’s invest in the infrastructure, and the technology, and the processes, and let’s also dedicate, budget in the dedication of talent that’s going to do nothing but live in the game as a live game.”

If anything, we went in the opposite direction from the business model [of a live service game]. It was extremely frustrating for me [to communicate that] because I felt that was what customers wanted from Borderlands. What they expected from Borderlands is a game where you can buy the game, and it’s amazing, robust, and has incredible value. If you love it, then there are more experiences, campaign DLCs, for example, and we can patch them up into a season pass. I felt that part of the model worked from an economics of the business point of view, and it was also a very honest and comfortable way to have an interaction with the customer. You know what you’re going to get. You can buy it, you can be confident that there’s value there, and you don’t feel like you’re going to be nickel and dimed on microtransactions or get latched into a subscription model that’s going to hit you up for loot boxes.

What was really frustrating for me was to see all the pundits and a lot of the critics decide, before they knew, that we were absolutely going that route. In Borderlands 2, we did have some microtransactions with some of the cosmetics, but we haven’t done that in Borderlands 3. All we have is our game and our season pass that includes all the current DLC. Instead of getting credit for it, some people decided that I was lying. It’s like they would rather paint me as a villain, and it can be easy to look like one. When we reach the number of customers that we can reach, the economics are fine. The budgets for Borderlands 3 and its DLC is over four times what we spent on Borderlands 2, and we didn’t raise the price. The economics support it. That’s because the game is reaching so many people.

Borderlands 3's first year of content included new DLC expansions, revamps to the Mayhem mode, and more endgame challenges.
Borderlands 3’s first year of content included new DLC expansions, revamps to the Mayhem mode, and more endgame challenges.

A lot of the concern people have for games that adopt elements of a live service game is that it’s often the norm to feel like you’re being prodded to spend money. That expectation is there. Do you feel that more games should take a more relaxed approach?

I think it depends on the game. Look, at the end of the day, we want to live in a world where our best artists can dedicate their lives towards the craft. I was talking about Hades earlier. I want them to kill it, because I want them to be confident to spend even more in whatever they’re going to make next. Those guys are creative and inventive, and I know the game’s not art for everybody, and that’s why they’re still kind of niche-y, indie. But there’s different business models [for these types of games]. Just because when we do a numbered sequel for Borderlands there’s an expectation about what it’s supposed to be, doesn’t mean that the expected model is right for that game.

There are predatory businesses out there. The relationship that people like myself should have with customers is the kind of relationship that an entertainer should have with their audience, the kind of relationship where our goal is to create a lot of value for you. Our goal is to create a lot of joy, and happiness, and positive experiences, and that you come out of it, as an audience member, thinking you got the better end of the deal. Yes, you paid for it. There is enough vulnerability in human psychology where a person making interactive content can make it like a Skinner box, instead of the approach of being an entertainer. I tend to not admire that in other games out there. It’s something I wish we wouldn’t do as an industry.

Another thing that’s going to be big this year are the next-gen consoles. There’s a lot of excitement there, but there’s still some apprehension from consumers about what to expect. How are you feeling about the new hardware?

Yeah, I always get so pumped when there’s an ability to take a step forward with new hardware and new technology, and anything that’s going to empower us. Gearbox’s relationship with first parties, with people from Sony, Microsoft, and Nintendo, is pretty tight. We were so thrilled to be a part of their process as Sony and Microsoft were each imagining what they wanted to with the next generation. They would interact with a whole number of folks in the industry, including ourselves, to hear what we would imagine the new hardware would be like. I’ve always really enjoyed that process. I’m just so thrilled that it’s less about buzzwords, and it’s more about experiential stuff. Games are good and technology is good. We need to do a massive upgrade in just quality of life.

I think customers will realize how profound of a difference it is to have the throughput capability that these new platforms bring. It’s just absolutely unreal. The leap there with PS5 and Xbox Series X is the biggest leap I have ever seen in the history of console generations. I’m saying, including the leap from 2D to 3D. It’s going to change the way we think about every bit of our experiences. However, it’s going to be hard to see that in the initial launch titles because a lot of the launch titles are games that were endeavored upon before. Frankly, there are a lot of ports, and games that have already [available] on existing platforms that are being reimagined with these new platforms.

Still, I am super pumped about what it means for Borderlands 3 on PS5 and Xbox Series X. We’ve expanded that a lot, with the upped resolution and framerate to 4K and 60FPS, and added in four-player split-screen, which is like rendering four copies of the game at once on a single console. It’s fricking cool, man. I’m really excited for gamers that are going to get to experience Borderlands 3 on the next gen platforms. I think it’s going to be a really big moment.

Another thing that was really noteworthy about the news of Borderlands 3 coming to next-gen is that it’s going to be a free upgrade for existing owners on PS4 and Xbox One.

Yeah. I was really excited when our publishing partner, 2K, got behind that. It isn’t cheap to make native versions of these games, which is what we’re doing for next-gen. There’s a huge number of really talented, awesome people putting their hearts and souls into re-engineering the parts of the game that must be re-engineered in order to have it function and sing on an entirely new platform.That cost is usually handled by the suits that care about business stuff, and that’s offered determined by selling product. So for them to make the decision to give that effort away for free to people that have already come along with us was a really profound commitment to the fans of Borderlands 3, and also confidence that we’ll have new players join us. That’s a beautiful thing, and I’m really glad that we have a publishing partner that is in a position to be able to do that.

Our goal is to create a lot of joy, and happiness, and positive experiences, and that you come out of it, as an audience member, thinking you got the better end of the deal.

This topic in particular has been a point of discussion because other publishers have different approaches to their next-gen plans, and some of which aren’t allowing free upgrades at all.

Yeah, you don’t just press the “Make PS5 button” on your tools. It’s a lot of work, and it’s tricky. Some of that’s about compatibility. How do you manage the entitlement? Fortunately, we have a really robust set of online tools and infrastructure that allow us to deal with that. And of course, anybody with a physical copy that buys a disk drive version of the new console can validate entitlement just because they’re putting a disk in there. And what about digital people? Also, there’s a real cost involved [to making these next-gen ports]. So I don’t begrudge publishers and developers trying to find a way that works for them to give customers what they want. Also, we have to also acknowledge that a lot of this business is really living on the edge to try and make things happen. It’s really tough right now to keep business going.

For Borderlands 3, we’re going to see some expanded cross-play as well. Steam and Epic game store players can share games on PC, but in 2021, that will happen for console players.

Yep, it’s happening, and it may come sooner on some platforms We’ll see. What’s interesting is that we’re there technology-wise. We’ve been there since we launched Borderlands 3 on the Steam platform, which allowed cross-platform play between Steam and Epic. And the Steam and Epic guys hate each other, but we made that happen, and we managed to do that. It’s so fascinating that there’s still emotion in play, and I understand it. A lot of groups have spent a lot of time protecting their silos and building those silos, and we’re not trying to destroy the silos. We’re just trying to take the friction away from real people that want to find each other and want to have entertainment experiences with each other.

They found that they have a shared interest in the game, but just because they happen to have a shared interest in one game on a different platform, they’re forever separated, and there’s a divide between them. I hate that, and it’s been my crusade to try to tear that down, and we’ve done it. We’ve done it, and it’s inevitable. There’s still some work to do, and some things to deal with from a policy point of view, but I think we’re there, and that nut is finally cracked to the point where we’ve been confident enough to say, “Yes. This is done. It’s happening, and you will have it.”

So, just to clarify, for cross-play for Borderlands 3, a PC, PS4, Xbox One, and PS5, and Xbox Series X users will eventually be able to all play together?

That’s the dream. That is the target. And to avoid the ambiguity, we’re not stopping until that’s true. We are confident enough that that will be true to say that it’s coming in 2021. And, good fortune willing, it could happen sooner. We’ll see what happens. There’s still some work to do there, but it’s on the brink.

Borderlands 3 still has a lot of content coming this year and next. I actually got some details on the Arms Race mode earlier.

Oh my God. Yeah, I am so pumped for this mode. People smarter than us are spending their time thinking about when the optimal time is to discuss certain details about it. It’s not because they’re trying to hold anything back. It’s about balancing the relationship between what’s done development-wise and to set the expectations of people. I cannot wait to share more about this. It’s really fricking cool. It’s a totally new game. The way it feels to me, when I play it, it’s like, “Holy crap. This changes everything.” I think it’s going to be a lot of fun.

I don’t know if it’ll be for everybody, but I also think there’s some people that may never have looked at Borderlands that are now going to go, “Wait a minute. That looks interesting.” I have a feeling some Call of Duty folks are going to turn their head and go, “Wait a minute. What’s this?” Even some battle royale people are going to go, “That sounds interesting. I want to check that out.” But it’s not a battle royale game, so we’re not making that. But it’s really cool.

Borderlands 3 will see new updates this Fall including new skills for the four vault hunters, and the new game mode Arms Race.

Lastly, looking back on Borderlands 3, what are you most proud of with the game?

I’m most proud of the team. Borderlands 3 came a long time after Borderlands 2, and there are some people that have been with it for that entire period. There’s some people that have been with Borderlands from the beginning, and I’m one of them.Some of the folks that have joined us along the way have become leaders, and folks that have been here since the beginning are like, “I want to follow her for a minute because she’s got some great ideas.” Or, “Man, they’re really killing it over here. And let’s see what they can do.” Nobody gets to see that but us. The world gets to see the output of the team.

What I see within the team is that they all share this undying, unrelenting need to try to create joy for people and to like the fact that we have this vehicle to do it, and this thing that lets us somehow simultaneously be really serious when we want to but also completely not give a fuck, and break all the rules, and be just ridiculous when we want to. I mean, the whole idea of Borderlands is opposites. We smashed a shooter and an RPG together, took science fiction and a Western, and added drama and comedy. If you think what Borderlands is, it’s nonsensical when you’re talking about a planet. It’s a place in a place. It’s the unforgiving, uncomfortable place where two things that don’t go together, go together. It’s the part where the road, the highway, and the prairie touch, where it’s broken bits of asphalt with grass growing between, where it’s neither road nor prairie, but it’s both.

That’s what the borderlands are. And to have a place where we can smash things together that should never be smashed, and find something new that tastes kind of like a Reese’s Peanut Butter Cup, it’s kind of cool. It’s kind of a cool place to play as a creative, and I’m grateful that we get to have it, and I’m grateful that there’s people that enjoy it and want to spend time with us and with the things we’ve made. So yeah, that’s how I feel.

For more on our look back on Borderlands 3, check out our year one retrospective of the game.

Now Playing: Borderlands 3 Opening Cinematic