Tiny Tina’s Wonderlands Is Even Extra D&D-Inspired Than Assault On Dragon Keep
As a right away sequel to the Dungeons & Dragons-inspired Tiny Tina’s Assault On Dragon Keep DLC for Borderlands 2, Tiny Tina’s Wonderlands leans even additional into the construction of tabletop roleplaying video games for its gameplay. Wonderlands comprises a extra tough personality author, the strategy to multiclass, and plenty of different mechanics and contours that D&D lovers will most likely acknowledge.
The personality author in Wonderlands represents one of the most greatest departures from the construction of the Borderlands video games. Wonderlands does not characteristic established characters. Instead, you customise your individual hero, together with their race, bodily look, voice, and persona.
“Your voice, your appearance, all of that is independent,” Tiny Tina’s Wonderlands senior manufacturer Kayla Belmore instructed GameSpot. “You get to choose your own voice and some other fun stuff that we can’t quite dive into yet, but it goes into even your character’s personality, not just aesthetics, and it’s all independent. You could look and sound however you want within those sets of choices. We don’t really tie the player into any one thing. Not even every feature is humanoid–you can have shark fins on your head or look like an orc.”
Tiny Tina’s Wonderlands ingenious director Matt Cox added that the nature author is totally separate out of your talents and abilities. That way there are not any character-specific pieces in Wonderlands, both. “We want you to be able to express your visuals and your play style, the way that you want,” Cox stated.
This philosophy extends into the talent bushes. Wonderlands may have six distinct categories to choose between, every with their very own distinctive talent tree–developer Gearbox Software will proportion extra particular information about every one at a later date.
“There’s two different aspects of our character creation,” Belmore stated. “One is the aesthetic piece where you can choose what you look like, and then there’s the character classes. Each character class will have abilities that our fans are accustomed to seeing, and deeper into the game, you’ll be able to have the option to multiclass.”
The talent to multiclass will, supposedly, permit for avid gamers to position in combination some odd however tough combos. When I requested how that might work–using the hypothetical of a participant combining Borderlands 2’s Gunzerker with Borderlands 3’s Siren as a conceivable example–Belmore showed I used to be on target. She didn’t but wish to ascertain that both elegance (or anything else like them) can be in Wonderlands, however in relation to what avid gamers will have the ability to be expecting, that is the concept. You have the opportunity of taking two utterly other talent units and hanging them in combination, which is an overly tabletop RPG thought.
“You’ll choose your primary class and then later in the main story, you will be able to slot a secondary class and mix and match those two classes and skill trees–that’s your character for the campaign,” Cox added. “But once you beat the plot, you will be able to go back and respec your secondary class. So you’ll still have to stick with your primary class, but you can try a different secondary.”
Your talent to form your personality does not finish there–there’s extra to do past the talents you’ll be able to release by way of your number one and secondary categories. “You also have hero points to spend as well in very classic [Dungeons & Dragons] attributes,” Cox stated. “And those all speak to different things like a melee attribute or a spell attribute or a skill cool-down attribute–it’s like a character sheet.”
According to Cox, you are able to put hero issues into your energy, dexterity, intelligence, knowledge, charter, and attunement. These hero issues are become independent from the talent issues that you’ll be able to additionally earn all over the sport. Skill issues follow to the extra conventional talent bushes, the place you’ll be able to release new talents and perks. Hero issues construct out your personality so they are able to extra simply specialize as a particular elegance.
“You do have one sort of unique attribute that lives outside that list of ‘hero stats’ and that’s luck,” Belmore added. “And that is something you can affect by completing an endgame challenge. And the luckier you are–the more of this challenge you do–the better your loot chances are at higher rarity.”
But earlier than you achieve the endgame, you will have to conquer the principle marketing campaign of Wonderlands, and that implies coping with Tiny Tina. Wonderlands takes position in an instant after Dragon Keep, so Tina is again to her rambunctious 13-year-old self versus the older, fairly extra adjusted 20-year-old Tina noticed in Borderlands 3. As the bunker grasp, Tina is in keep watch over of the marketing campaign, and such a lot like Dragon Keep, she’ll step in to set the scene, crack jokes, or roleplay, similar to a D&D dungeon grasp.
“That’s one of the great things about Tina: that chaotic energy,” Belmore stated. “It lends itself so well to the idea of a tabletop RPG where you have this unhinged bunker master. And she absolutely will shape the world in the way that she sees fit, which has huge effects on everything. The story itself is not reactive. It’s like [Tiny Tina’s Assault On Dragon Keep] where it’s just Tina playing out the plot line.”
Some of that plotline will now tackle a third-person point of view, some other departure from the Borderlands’ system, which at all times performs out–in each gameplay and cutscenes–in first-person. When travelling from position to position, Wonderlands will pan out to a tabletop view, the place you’ll be able to see your self (and your allies if enjoying co-op) as miniatures.
“We call it the Overworld,” Belmore stated. “So one of the ways you can explore the greater world is through this pulled back, third-person view. We have a fairly linear main plot, with tons of side missions. In addition, with some exploration, you can find these five optional maps that–if you’re a tabletop RPG nerd–act like modules. So they are connected to the main story, but they are also their own standalone plots.”
“You can have dynamic encounters,” Cox added. “So you can have a little enemy pop up and then you’ll get transported seamlessly into first-person combat where you do a small fight, get your loot, and pop back out to further explore the entire Overworld. So Overworld really just acts like–compared to previous games we’ve done–as the big zone that connects all of the experiences.”
“And the customization you choose actually shows up in your bobble head character as well,” Belmore excitedly stated.
In spite of those departures from the system that Gearbox has established with the Borderlands franchise, each Cox and Belmore stated that, basically, Wonderlands performs like a Borderlands recreation. This remains to be a loot shooter, even though Gearbox has taken steps to enhance upon Borderlands’ system.
“We wanted to make sure that we embraced the strength of what we do best, and that looter shooter loop is going to feel very, very familiar to fans of our games,” Cox stated. “But instead of being preoccupied with how many guns are in the game, our focus is more on the diversity of types of fantasy weapons that you can have. So it’s really more about the breadth of fantasy gear, rather than ensuring a high tick mark on how many guns we have.”
He persisted: “We still have our procedurally generated loot, so you’ll definitely see different parts on the melee weapons and different abilities for spell books. But it’s more about the new types of gear that you can combine into a meaningful experience so you can play how you want to play.”
“And even some things about the guns have changed,” Belmore added. “You’ll see different firing mechanics than you have in previous titles and the addition of crossbows and magic based-barrels, which are definitely a little bit different from what we’ve done before.”
Movement throughout struggle has additionally advanced to raised incorporate Wonderlands’ spellcasting and melee attacking into Borderlands’ present shooter mechanics. The quicker motion of Borderlands 3 returns, as does that video games’ slide, flooring pound, and clamber mechanics. Wonderlands is going a step additional, including a brand new melee-focused motion mechanic.
“If you’re just out of melee range when you melee attack, you will glide into your enemy,” Cox stated. “It’s like an auto glide. So you can sprint and slide like in Borderlands 3, and then if you melee at the end of your slide within the right distance of an enemy, you can continue gliding straight into the enemy and close the distance in a really fun way.”
“It’s as satisfying as it looks,” Belmore added.
During our dialog, I additionally pressed Belmore and Cox for extra information about Wonderlands’ tale and narrative issues, in addition to the sport’s endgame content material. Both promised that avid gamers may have extra detailed seems to be at those facets of Wonderlands forward of its release, which is speedy drawing near.
Tiny Tina’s Wonderlands is scheduled to free up for Xbox Series X|S, Xbox One, PS5, PS4, and PC on March 25.
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