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

Minecraft Dungeons Shows Off New DLC, Increased Difficulty, And Cross-Play

Minecraft Dungeons has shown off some upcoming additions during Minecraft Live 2020, including a new paid DLC and 20 new free difficulty levels. The Minecraft spin-off’s next DLC is called Howling Peaks, and it’ll introduce new snowy biomes and a major new boss to fight.

Howling Peaks will include the new Tempest Golem boss, which can blast adventures with harsh winds. Along with this boss, there will be new missions, items, and mobs introduced alongside these new environments. This is the third DLC for the game, following Jungle Awakens and Creeping Winter.

A new difficulty system is being introduced, too, with 20 new difficulty modes being added through the new Apocalypse Plus system. This will add 20 new difficulties beyond Apocalypse VII, which will allow for more powerful characters and significantly increased challenge. Alongside this, new enchantments and unique items will also be added.

Minecraft Dungeons Howling Peaks key art
Minecraft Dungeons Howling Peaks key art

First footage of cross-platform play between the PC, Xbox One, PS4, and Switch versions of the game was also shown during Minecraft Live. This functionality will be added in a free update in the future, which is just one part of the game’s content update calendar. Players will be able to experience cross-play by the time Howling Peaks is available, it seems.

Minecraft Dungeons is available on Xbox Game Pass for Xbox One and PC. Exact dates on the DLC and these updates have not been announced yet.

The Minecraft spin-off scored a 7/10 in our Minecraft Dungeons review. Reviewer Steve Watts wrote: “Rather than shift our expectations of what games can be, it’s banking on its own popularity to introduce younger players to a classic genre and serves as a short-but-sweet treat for looter vets. It scratches the dungeon-crawler itch with a sense of goofy charm and expands what Minecraft can be.”

GameSpot may get a commission from retail offers.

Daily Deals: Save on Gaming PCs, D&D Books, PC Storage and More

This Saturday is all about PC tech. Tons of great prebuilt PCs from Dell are on sale, some of which feature the new RTX 3080. Gamestop has a few Nintendo Switch consoles in stock, but make sure to act fast as that’s likely to change in an instant, and lastly some great deals on storage can be found at Best Buy, making it easy to transport files on the go.

Deals for October 3

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Early Amazon Prime Day Deals

For more details, check our What to Expect for Amazon Prime Day 2020 article.

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More Video Game Deals

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Jamie Foxx Said MCU’s Electro Won’t Be Blue in Spider-Man 3

While we already know that Jamie Foxx’s Electro will be joining the MCU in the upcoming Spider-Man 3, Foxx has seemingly just revealed that this new version of Electro he will be playing won’t be blue this time around.

As reported by ComicBook.com, a now-deleted Instagram post by Foxx detailed his excitement and teased “can’t wait for y’all to check this new one. And I won’t be blue in this one. But a thousand percent badass!!! #swipeleft.”

jamie foxx instagram
Source: Jamie Foxx’s Instagram via ComicBook.com

Originally appearing in 2014’s The Amazing Spider-Man 2, Foxx played a blue version of Electro, who wore a green and yellow outfit in Marvel’s comics. It’s yet unclear which version Foxx will be playing in the upcoming film, or if he will even be the same version of Max Dillon that he played in The Amazing Spider-Man 2.

Foxx isn’t the only non-MCU Spider-Man character confirmed to make an appearance in future Marvel films as, during the post-credits scene from Spider-Man: Far From Home, we saw the return of another one who may imply a possible multiverse between the various movies.

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What’s even more interesting is that with the addition of Electro, we now have five of the six members of the Sinister Six appearing in the MCU alongside Vulture, Mysterio, Scorpion, and Shocker. Could this be setting up an inevitable MCU Sinister Six movie for the future?

Spider-Man 3 is set to begin filming in Atlanta this Fall after a delay that pushed back the planned release date to December 17, 2021.

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Matthew Adler is a Features, News, Previews, and Review writer for IGN. You can follow him on Twitter @MatthewAdler and watch him stream on Twitch.

Surprise! Schitt’s Creek’s Final Season Lands on Netflix Days Early

Schitt’s Creek — which enjoyed a historic sweep at the Emmys for all the categories in the comedy field, winning seven awards in all — offered up a nice surprise for fans this weekend. The sixth and final season, which aired last Spring on Pop, has arrived on Netflix days ahead of schedule.

Schitt’s Creek creator, co-writer, and star Dan Levy announced the fun news this morning on Twitter…

“Surprise! Season 6 & the Best Wishes, Warmest Regards [making of] documentary just dropped early on @netflix,” Levy wrote.

The show’s final season was originally set to arrive on Weds, October 7.

Check out our review of the Schitt’s Creek series finale here.

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Matt Fowler is a writer for IGN and a member of the Television Critics Association. Follow him on Twitter at @TheMattFowler and Facebook at Facebook.com/MattBFowler.

The Xbox Series X And PlayStation 5 Have No Wild Ideas, And It’s A Bummer

If there’s a piece of video game hardware that ever really impressed me, outside of the return and rapid advancement of virtual reality, it has to be Kinect. Microsoft’s natural movement input camera turned your body into a controller for the Xbox 360, and it worked surprisingly well in translating a person’s movements to a character on a TV screen. Playing games like bowling with Kinect, picking up an imaginary ball and flinging it down an imaginary lane only to see all that kinetic energy made “real” in a video game, felt like a form of magic.

As Kinect started to get hacked to serve as the eyes for robots or to help improve the accuracy of surgeons, I thought for sure we’d see the device become an important part of not just the gaming landscape but of innovations in technology in general. When Microsoft announced the Xbox One in 2013, Kinect was an essential part of the design. Microsoft was envisioning a future where you were constantly talking to and waving your hands at your TV to control shows, make Skype calls, and play video games–and while I had a whole lot of problems with the console at the time, it still seemed like the sort of Blade Runner/Back to the Future/Minority Report technology that marked many visions of the future.

Seven years later, the future is here. With the Xbox Series X/S, Microsoft has dialed back on just about all of the ideas the console-maker once seemed to think would compose the future of gaming. But it’s not only Microsoft–the same is true of Sony and its PlayStation 5. The next generation is here, and if I’m being honest, I’m finding it kind of boring. The games I’ll be playing this holiday season seem pretty similar to the games I’ve been playing for the better part of a decade.

Before we go any further, let me offer a caveat: I haven’t used either an Xbox Series X or a PlayStation 5 as of this writing. GameSpot’s Michael Higham has been testing the Xbox Series X and is so far impressed by its capabilities, in particular its fast loading times and Quick Resume, the ability to suspend one game and quickly open another (and another, and another). All my impressions of the new consoles are based on what the general public has been shown so far in press conferences, trailers, and blog posts. It’s entirely possible I could pick up a controller in a month and discover my thinking right now was wrong-headed. And it’s definitely possible that the increased horsepower of these new consoles could lead to innovations nobody is expecting–games that don’t just look prettier, but alter the landscape in less outwardly obvious ways, like amping up artificial intelligence.

With that disclaimer in place, let’s talk about what the new consoles are really offering. Xbox Series X has fast load times, Quick Resume for suspending, switching between, and picking up games where you left off, and backwards compatibility. PlayStation 5 has fast load times, a spiffed-up controller, and PlayStation VR. Both are bringing more powerful graphical capability to the living room. That all seems… fine. Nice, even. Waiting less time for games to load and seeing better reflections, light beams, and in-game hair all seem like they could improve the experience of playing a game.

But none of those things are out here trying to revolutionize the experience of playing a game, and that’s where I’m left wanting. It feels like the big swings and bigger failures of the eighth generation have left both Microsoft and Sony playing things incredibly safe. They know you like your shooters, your platformers, your sports games–so they’ve just made consoles that will now play all of those better. They will shake your controller in novel ways. They will include ray tracing. Fast travel will be faster. But they will play in basically the same way they have for years.

The boring, technically-minded upgrades of the next generation have me longing for the big ideas of the past one, even if many of them were sort of disastrous. And it’s true that innovation doesn’t always yield good results by its nature. If you look back at Microsoft’s Xbox One press conference from 2013, it has an intense, almost weird focus on entertainment and television. The entire first half of the presentation is focused on talking to your Xbox to get it to play Star Trek: Into Darkness and switch to ESPN. There’s barely any discussion of games, and that’s bad.

But at the same time, Microsoft was imagining a wholly different future, and there’s something to having a vision and trying to realize it. In the same presentation where it spent too much time discussing how you could switch TV channels with your voice, Microsoft announced a Halo TV show and transmedia plan, and Quantum Break, a video game melded with a TV show. Some of the Halo plans came to fruition, though we’re still waiting on that show. The actual result of Quantum Break was more tortured than what was originally announced, thanks, seemingly, to Microsoft shutting down its whole TV initiative within a year. But at the time, I remember thinking Quantum Break sounded like a great idea–and I still think it’s a fascinating storytelling experiment. I’m glad the concept of Quantum Break existed, I’m glad people pursued it–and I wish game developers had more opportunities like that, even if they don’t all work out.

The PS4 also offered a bunch of potentially cool technological ideas at its announcement. The DualShock 4 controller’s touchpad, light bar, and motion control capabilities all sounded like they could bring serious changes to in-game interactivity–but most of those features only got a real workout in Media Molecule games like Dreams. Even more interesting were the seemingly big plans of tying the PS4 to the PlayStation Vita and to smartphone apps for remote control and second-screen support. Most of it eventually fizzled (RIP Vita, gone too soon) or was implemented in fleeting ways. But there are games out there that use your smartphone as a controller rather than a DualShock 4, and every time I fire one up, I’m surprised at how much those titles lower the barrier of entry for non-gamers to join in the fun.

The most salient example of what I’m getting at is the Nintendo Wii. It brought fairly solid motion controls to a ton of games, not the least of which were The Legend of Zelda: Twilight Princess and Super Mario Galaxy. The Wii offered a way to play games that felt wholly different from what we were used to, and not only that, it often felt better and more intuitive than playing games with a traditional controller. When you wanted to fire a cannon at something, you pointed your controller at it. When you want to swing a sword, you’d swing your controller. Those are things even people who don’t play a ton of games can understand, and what made the Wii so exciting was the way it not only offered new ways to play games, but offered them to an expanding audience.

And yeah, the Wii, like Kinect and Sixaxis, are pretty solid examples of good tech ideas going bad. Most Wii games were gimmicky shovelware, and even in the best Wii games, you could cheat by shaking your controller rather than moving it around as intended. The Kinect invaded everything about the Xbox One in a completely intrusive and privacy-eroding way, while Microsoft failed to push any games that made the technology exciting. The PS4’s control-expanding ideas went largely ignored–so much so that the touchpad that gobbles up much of the DualShock 4’s real estate is usually nothing more than a giant menu button. There’s an argument to be made that the Series X and the PS5 are getting back to what matters–the games–while jettisoning a bunch of needless garbage that takes away from the experience of games. I don’t think that argument is necessarily wrong.

The Wii, Kinect, and PlayStation Move might have become tech gimmicks that produced more bad games than good ones. But they also created new experiences that don’t exist elsewhere, and opened gaming to people who haven’t built up decades of gamepad muscle memory. I do think we lose something when the focus is just on making existing games better, and not imagining new kinds of games. It’s true that a lot of the ideas in the last generation failed (somewhat spectacularly) to do that. I hope the games industry hasn’t given up on trying, though.

Now Playing: Xbox Series X: YOUR Questions Answered! | Generation Next

Super Smash Bros. Ultimate Adds Minecraft’s Steve Very Soon

Nintendo has revealed when Minecraft’s Steve will be coming to Super Smash Bros. Ultimate. The legendary blocky explorer arrives in the game on October 13.

Steve’s taunt includes eating a steak, and his standard jump is too short to get up to most platforms. However, he can also build blocks to get to these, and his midair jump is high enough to reach them, as well.

Steve’s regular attacks include a swinging sword move, as you might expect. Holding the button down will let you walk forward and backward while swinging, which is useful for defending yourself in tricky situations, but it has pretty short reach. His side smash is a sweep attack that only exists in Minecraft’s Java Edition, while his axe is used as an anti-air attack and to juggle enemies. The pickaxe is used for mining from the ground and for a dash attack that quickly closes gaps.

Just like in Minecraft, you can even upgrade your weapons to increase them from wood to iron and even diamond. They can break, too, leaving you without some of your attacks. You can craft using resources gathered from the ground and walls, and these differ depending on the surface unless you’re playing on a Battlefield or Omega stage.

Steve has an attack similar to PK Fire that lets him set the ground alight, which should help with preventing fighters from dashing in, while his magma block works as another anti-air attack. You can even use the magma block to hit fighters on platforms above you. A minecart ability lets you quickly close distance on enemies and run them over for use damage, and a powered version is even faster.

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Cyberpunk 2077 Gets Second Keanu Reeves Commercial

Keanu Reeves is keeping busy as we approach the Cyberpunk 2077 release date, as he has appeared in a second TV spot for the game. In this commercial, he teases–or warns–that your potential in the world is only limited by what you’re willing to become.

We see a quick glimpse of the sleek Night City in this trailer as augmented citizens brawl with their cybernetic enhancements and speed down the street in futuristic cars. Reeves’ words likely have a second meaning, of course, not only talking about physical augmentations but also the limits of your own morality. As with other CD Projekt Red role-playing games, you can take your character in drastically different directions based on your choices.

“If you can hack it, the future is yours for the taking,” Reeves adds.

That line certainly sounds like something out of a certain other sci-fi franchise Keanu Reeves is involved in. He isn’t just doing a cameo appearance in Cyberpunk 2077, and plays one of the biggest roles in the story.

Cyberpunk 2077 is out on November 19 for Xbox One, PS4, and PC, and it will be playable on Xbox Series X and Series S as well as PS5 at launch–though the full next-gen version won’t be ready yet. A Google Stadia version arrives later this year, as well.

With a little over a month to go, the game’s developers are reportedly working mandatory 6-day weeks despite previous promises to avoid “crunch” during development. The game has been delayed twice: first from April to September and then to November.

Now Playing: Cyberpunk 2077 Keanu Reeves TV Commercial #2

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