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15 Quality of Life Improvements We Noticed in ‘Borderlands 3’

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As we noted in our preview, Borderlands 3 looks like more and better Borderlands. Some changes are big —Handsome Jack is gone! The villains are cult leaders! The story seems interesting!—but some tweaks are much smaller.

Plenty of the elements I enjoyed during my hands-on time with Borderlands 3 are the results of small, iterative changes; design choices you might not even notice if it’s been a while since you played the older games.

Below, we’ve listed 15 of these quality-of-life tweaks that make Borderlands 3 (at least from what we’ve seen so far) the smoothest trip to Pandora yet.

1. The Mini-Map Shows Changes in Elevation

This is a great example of one of those iterative changes I mentioned above. Previous games have flirted with something like this; in 2, for example, waypoint symbols included an up or down arrow to indicate the position of the destination relative to your location. Borderlands 3 takes this idea a step further, rendering the mini-map in pseudo-3D so that, at a glance, you can see the shape and position of the floors above and below you.

2. You Can Replace All Ammo With The Push of a Button

Instead of scrolling through one of Marcus Kincaid’s ammunition vending machines and purchasing each ammo pack individually, Borderlands 3 allows you to buy it all in one go.

If you have the cash, of course.

3. Fast Travel From Anywhere

Whereas in previous Borderlands games, fast travel was only available at select stations sparsely distributed around the map (rendering this option not that fast, actually), Borderlands 3 has updated the system to 2019 standards. Fast travel is now available from the menu, with the option to teleport to any checkpoint you’ve previously unlocked.

4. Mantling!

Remember how you had to bunny hop to get past cover or crates in previous Borderlands games? In Borderlands 3, you can quickly clamber over or onto any elevated surface.

5. Sliding!

It feels really good to move around in Borderlands 3, mostly thanks to the mantling ability mentioned above and the addition of a really good, weighty slide. I plan to slide and mantle everywhere.

6. NPCs Can Revive You (And Vice Versa)

At one point in the gameplay reveal, Claptrap fell a couple hundred feet after a massive electromagnet was deactivated. The player was, fortunately, there to help, reviving the overdramatic, foul-mouthed WALL-E and moving on with the demo.

“We can revive NPCs,” Gearbox CEO Randy Pitchford said. “And in Borderlands 3, they can actually revive us.”

7. More Variety in Loot Crates (the Actual Containers, Not the Loot)

Previous Borderlands games relied heavily on yellow crates, lockers and “dook huts,” as containers for storing loot. Borderlands 3 stashes loot in a much wider variety of containers, including the trunk of a classic car. Additionally, each corporation’s loot chests are visually distinct.

8. Loot Instancing!

Speaking of loot, a new optional feature allows for loot instancing while playing with co-op buddies. In the live demonstration, a low leveled Amara and a level 25 Zane each collected loot from the same locker, with each gun individually tailored for the player’s experience.

9. Trophies You’ve Collected Show Up in Hammerlock’s Apartment

This tweak is part of a bigger addition: the inclusion of a spaceship hub area called “Sanctuary III” where fan favorites like Tannis, Moxxi, Marcus, Maya, Ellie and more hang out.

Hammerlock’s sumptuously decorated den will apparently serve as a trophy room for players as they advance through the campaign. In the demo, none of the trophies had been collected yet, so, it’s unclear at this point if these trophies will correspond to actual Xbox Achievements or PS4 Trophies or, instead, will memorialize separate in-game accomplishments.

[Interview] Randy Varnell on Moving on from Handsome Jack

10. New Vehicles (and More Ways to Customize Them)

I’m still not a huge fan of how Borderlands’ vehicles handle—left stick to move forward and backward, right stick to turn—but the series’ newest entry gives players more customization options than ever before. There are new vehicles, including hovercrafts and a one-wheeler. And, before digistructing your lift at a Catch-a-Ride station, you’ll have the option to tweak its color, build material, wheels, guns, mods, and armor.

11. “Double the Guns”

Many guns now have alternate firing abilities, giving players the ability to swap between different ammo types on the fly. For example, some pistols will pack both standard bullets and mini-rockets.

“The players who maximize this feature will be able to have, like, double the guns of before,” said Borderlands 3 Creative Director Paul Sage.

12. Multiple Action Abilities

Where previous games have had multiple skill trees, Borderlands 3 builds on the RPG mechanics by including three action abilities for each character, from which each skill tree grows. So, while in Borderlands 2, each protagonist had one action ability that they unlocked at the beginning of the game, this time around there are three abilities and a massive number of ways to customize them.

13. More Physics-y

Cover now degrades over time and I saw Amara kill a mini-boss by force pushing a fiery barrel into him. The world of Borderlands 3 seems significantly more reactive than ever before.

14. More Than Pandora

In Borderlands 3, players will finally leave the Pandoran system (for some of the game anyway). In addition to the familiar Mad Max-ish sand, the trailers have highlighted a jungle area, a rocky landscape and the cyberpunk planet, Promethea.

The hands-on demo at this week’s gameplay reveal dropped players on the outskirts of Meridian, a massive Promethean city. Given that Borderlands has mostly stuck to deserts (albeit, sometimes snowy or low-gravity deserts) it’s exciting to see the series transplant its exciting loop to new and different locations.

15. Faster Move Speed While Downed

It’s a Borderlands staple: when your shields and HP reach zero, you sink into a crouched position. If you can get a kill while downed, you’re rewarded with a “Second Wind,” with partially replenished health and shields. Borderlands 3 brings this back, but now with a quicker movement speed while downed. In previous games, moving during these moments felt like crawling through molasses (and in the first Borderlands, you actually couldn’t move at all). Now, downed speed is roughly equivalent to your speed while crouched.

BONUS: The Thing You Noticed!

Borderlands 3 promises to be a massive game, and there’s plenty to comb through in the footage that’s already been revealed. So, what new features are you excited for? Is there anything that’s new and cool this time around that I didn’t mention here? Let us know in the comments below!

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Editorials

Neon-Soaked Cult Classic ‘Vamp’ Starring Grace Jones Still Has Bite 40 Years Later

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Vamp 1986
Grace Jones and Dedee Pfeiffer in Vamp

College kids, strippers and vampires—those were Donald P. Borchers’ only requirements when he approached Richard Wenk about writing and directing a movie for New World Pictures. As requested, Wenk cooked up Vamp (1986), a tailor-made blend of the decade’s teen movie craze as well as its horror boom.

Grim and earnest stories were still very much a part of the ’80s horror landscape, yet Vamp is something of a comedy. One difference between it and, say, Saturday the 14th, though, is the former avoids using schtick. Wenk’s movie proves that horror comedies also don’t have to subtract thrills from their recipes. Of course, it takes a minute before reaching that point; college antics and culture shocks preface this one macabre misadventure.

Vamp‘s initial setup is apt for a typical college-set, sex-driven comedy; to bribe their way into a fraternity house, two pledges (Chris Makepeace, Robert Rusler) go looking for some adult entertainment. Without wasting time on any further exposition, the characters embark on an all-in-one-night trip that quickly detours into terror.

To procure their elusive MacGuffin—a stripper willing to gyrate for some frat boys—Keith (Makepeace) and AJ (Rusler), plus a third wheel named Duncan (Gedee Watanabe), trade the safety of their remote college campus for the seediness of some unnamed city. The setting is recognizably L.A. by day, but as soon as night falls, downtown, along with the characters, slips into a kind of surreal universe. Director of photography Elliot Davis gave this early entry on his prolific résumé an unusual yet distinctive look; that Mario Bava-esque, magenta-green lighting is omnipresent, so much so that it’s almost its own character. 

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Chris Makepeace and Robert Rusler in Vamp

The faint comparisons to Martin Scorsese’s After Hours are merited, although not just because of Vamp’s distinguishing nighttime aesthetic. Save for the primary characters, the supporting roles in Wenk’s movie are also quite colorful and transactional in their behavior. The difference here, though, is the additional urge to ruin Keith and his friends at every turn. Some of that harm is humorous and tolerable enough, whereas the moment Vamp dishes out its first fatality, it’s abundantly clear how this movie qualifies as horror.

Vamp falls into that category of horror movie that reveals its genre with a scream rather than a series of whispers. The opening scene can function as a hint of what lies ahead—things are not at all what they appear to be—but otherwise, Wenk is more than happy to hold off on the horror. When that time does come, though, it catches the viewer off guard. In addition to the pure shock value is that sudden decision to upend the movie’s foremost feature. Or so it would seem.

If afraid of major spoilage, those new to Vamp would be wise to stop reading here. There’s just no skirting around the fact that the central fellowship in this buddy movie hits a serious snag when AJ is killed. That development causes the story to become more of a “long, bad night” journey for Keith and his romantic interest. So while Wenk scores points for subverting expectations, there is also a touch of sadness in his decision. Because if Vamp does anything well, it’s making the characters likable.

Something that comes easily to Vamp—and other teen horror movies from this same era—is its ability to invent young characters worth caring about, or at the very least, are interesting and not so immediately off-putting. More impressive is how Wenk did all this without actually fleshing out those characters. Still and all, Keith and his kind are a grade above cookie-cutter, and in some cases, aren’t completely devoid of growth.

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Grace Jones in Vamp

Vamp appeals with an assorted cast of characters. No two are the same, nor are they operating on the same wavelength. The cinematically extroverted AJ, whose actor conveyed charm and vulnerability in near equal amounts, comes alive when he’s at his most undead. Makepeace then makes the chronically cautious Keith a sympathetic fellow, even as he’s more and more affected by the night’s bizarre events. Meanwhile, Duncan is indeed the designated loser of the whole bunch, but Watanabe still manages to humanize him. As a bonus, the role didn’t require him to pull a Long Duk Dong.

As for Dedee Pfeiffer, she is plain adorable as the mysterious After Dark server nicknamed “Amaretto”. She spends all night fixing her dress strap while at the same time trying to get Keith to remember how he knows her. As their offbeat romance grows, it becomes another highlight of this movie. Whether or not Pfeiffer’s character is really a vampire also creates some welcome tension in the story.

Like a lot of its contemporaries, Vamp went on to become a bit of a cult classic. That current status is determined by several factors, but without a doubt, the casting of Grace Jones is the most considerable. The image of her writhing on that unique-looking chair, a Keith Haring original, springs to mind whenever this movie is brought up.

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Chris Makepeace, Billy Drago and Paunita Nichols in Vamp

Prior to that first display of unequivocal horror, local vampire queen Katrina (Jones) took to the stage and delivered a strip show like no other. One would expect nothing less from that renowned model and performance artist. By now reports of Jones’ tardiness on set are no secret, yet it’s also hard to deny her commitment to the part of Katrina. It was, in fact, Jones who took charge of her character’s appearance—on top of Haring painting her body and that now-iconic chair, she had Andy Warhol handle her costuming. And not too many actors could seize a room’s attention without saying a single line of dialogue.

In 2022, Vamp received a retrospective novelization from Encyclopocalypse. This literary union of preexisting source material—Wenk’s original screenplay—and new ideas from author Christian Francis amounts to a more comprehensive visit to the After Dark Club. The basic story there is no different than what’s shown on screen; however, Francis gets creative with the characters’ origins and designs, and he enhances a number of key scenes.

The novelization expands on the urban and social decay of the main setting, and supplies a background for the After Dark Club. Sandy Baron’s character, Katrina’s emcee and familiar, is given ample motivation for sticking around; up until the fiery end, he is loyal to his friend and former business partnerSqueak, who looks like he wasfed through a combine harvester, and left as nothing more than a heap of mangled remains. Then there is Billy Drago’s character Snow, the leader of a street gang called The Dragons. His reason for menacing Keith and AJ is more altruistic than in the movie; he and his peers act tough to scare off any potential food for the vampires. 

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Lisa Lyon in Vamp

If not for all the backstories, Francis’ Vamp would be a hell of a lot shorter. Instead, this tie-in read dives into how AJ met Keith—the orphaned Anthony Joseph hailed from a broken home back in Brooklyn—and how their friendship flourished over the years. Keith’s archership is no longer just an assumed part of his entire being; it’s a confidence-building extracurricular for a boy who got picked on before coming into the protection of the new kid in town. These supplemental, in-depth looks at the protagonists, plus their close connection, are maybe unnecessary. The movie already did a fair and concise job of addressing their platonic intimacy without the need for flashbacks and insights, specifically in that scene where AJ lays it all out as he sacrifices himself.

Where the novelization gets off course is its approach to the minor characters. Intermittently backstorying the likes of Katrina’s indentured servants, Seko (Leila Hee Olsen) and Vlad (Brad Logan), ends up disturbing the flow of the writing. Was it absolutely essential that readers know Vlad was the Grand Duke of the House of Romanov, or how Snow’s accomplice Maven (Paunita Nichols) became so dentally challenged? No, not really. However, one’s mileage with these random biographies may vary.

The novelization is a more substantial experience, but for a movie like Vamp, less is more. And as plentiful as they are, it never simply coasts on its campy charms, either. The character work sits comfortably in that realm between cursory and meticulous, the script is sharper than first realized, and Greg Cannom’s vampire makeup is straightforward yet effective. Most of all, the movie didn’t squander its out-of-the-box concept. Richard Wenk made his vision of acomic nightmare in which just about anything that can go wrong doescome true, and it is very enjoyable.

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