
Is Borderlands 4 cross-platform?
Yes, Gearbox has finally learned its lesson and Borderlands 4 will launch with full cross-platform support. During the official gameplay deep dive, Gearbox Entertainment officially confirmed that Borderlands 4 will allow players on PS5, Xbox Series X/S, and PC to team up in this epic looter shooter adventure, stating, 'Thanks to our improved lobby system, it's easier than ever to join up with your friends on the fly. And with full cross-play at launch, you can play with your friends on any platform.' Not only that, but Borderlands 4 will also support crossplay on the Nintendo Switch 2. The game will still have the option for two people to play together in local split-screen co-op, but online crossplay will allow you to form a full team of four vault hunters.
While there has been no word specifically on cross-progression, we suspect it is going to be included as well. That feature never made it to the past game, and Gearbox must be aware of how much we and the rest of the community want the ability to take our character from one platform to the next without having to start from scratch. Once we know for sure one way or the other on cross-progression, we will keep you and this article updated.
Hashtags

Try Our AI Features
Explore what Daily8 AI can do for you:
Comments
No comments yet...
Related Articles


Digital Trends
17 minutes ago
- Digital Trends
This is the biggest problem with PS5 generation Sony needs to fix heading into the PS6
If you were to look at the PS5 generation on paper, you would come away thinking this was the best generation Sony's ever had. It has crushed its main competition, the Xbox Series X, in both unit and dollar sales, and is generating more revenue than any previous generation. However, dive into any community forum or social media space and you will see a very different perspective on the current lead console. No system is perfect, and just because the PS5 is on top doesn't mean it didn't have plenty of fumbles along the way. Five years into this generation, and with rumors and leaks piling up about the PS6, everyone is focused on what technical advancements the next generation will bring. How powerful will it be? Will it be a handheld? How much will it cost? Those are all important questions we need to get answers to eventually, but I'm more concerned with Sony avoiding stepping on the same rakes it did with the PS5. It managed to pull ahead on goodwill, hype, and the competition, making bigger blunders at the start, but the same won't be true next generation. While the issues I have with the PS5 may seem disparate, they can all fall under one large umbrella: confusion. Pick a direction and stick to it If there's one word I would use to describe the PS5 generation thus far, it is uncertainty. Despite all its success, this feels like the least confident Sony I've seen. I can pin a lot of that on the changing leadership structure, but that can't account for everything. Every December I like to do a little year-in-review for PlayStation to see what it did well, where it stumbled, and what it means for the upcoming year. The story those old articles tell is one of a complete lack of direction. The bright spots are universally the games, but it is the larger strategy that seems to get abandoned and replaced each year. Recommended Videos I think it is that lack of focus that is the root cause of so many people's frustration with PlayStation this generation. Some boil it down to a lack of exclusives, focus on live-service, dearth of new IP, or how silent the company is, but they all stem from that larger root cause. PlayStation has started and reversed course on so many initiatives that I don't know what to trust anymore. When coupled with the insane development times for games at the level we expect from PlayStation Studios, any investment that isn't followed through on could have rippling consequences for the core games it relies on. I'm not saying PlayStation shouldn't be experimenting with the things I'm about to talk about, only that I wish it would pick one and fully commit to it. The original PSVR was an odd experiment for Sony. It was an early and cheap way into VR and the only option around for console gamers. It felt a little slapdash with its clunky secondary box, mess of wires, and retrofitting old PS3 Move controllers, but it worked and managed to sell more than its competition at the time. The software support wasn't amazing, but it satisfied a passionate audience and had tons of potential. It wasn't a huge surprise when the PSVR2 was announced, but it was by no means a certainty. Once I saw it, though, I assumed this was PlayStation doubling down and committing to VR being a core pillar of its gaming business. The headset was — and still is — very powerful. It still had one cord to manage, but was otherwise an ideal VR headset that came with all the convenience of a console. It was even launching with a Horizon spinoff game. And then…nothing. Okay, not nothing. The PSVR2 is still getting support from third parties, but PlayStation itself seemed like it threw in the towel on VR the moment the headset came out. Not to disparage all the great games on PSVR2, but a lot of fans who plunked down $550 on the headset expecting more AAA blockbuster titles from PlayStation's first party ended up feeling like they were left holding the bag. The PSVR2 at least came to fruition, which is more than I can say for PlayStation's mobile initiative. It is easy to forget that PlayStation launched an entire mobile division, including the purchase of Savage Studios. After rebranding the team as Neon Koi, the studio was shut down less than a year later without even announcing a title. Finally, we have to talk about Concord and the massive live service debacle. Again, we have to be fair here and say that it was the right move for PlayStation to try and create its own live service game. As difficult and unpredictable as it is to find success in that space, PlayStation has the resources and talent to give it a better shot than most. What wasn't a wise move was the all-in approach it took. Instead of one, two, or even three live service games, PlayStation proudly proclaimed it would be releasing over 12 in the coming years. Accounting for cancellations and games that have come out, that number is down to about three or four. It can't be overstated how critical trust is for a live service game. Players need to trust that the game will not only be fun, but will continue to reward them for weeks, months, and even years. Why would anyone spend time in a game if it stops getting content — or worse, is pulled from their library — a few weeks later? It creates a scenario where players would rather wait and see rather than jump in early, which is smart, but could cause a self-fulfilling prophecy when not enough players are willing to invest early and the studio has no choice but to pull the plug due to a low playerbase. The unintended consequence of PlayStation appearing so bipolar with its various initiatives is that it is burning bridges it has yet to cross. The prospect of selling another peripheral or live service game gets harder when we all remember the last time it tried to and pulled the rug out from under us. I want PlayStation to keep on experimenting in the PS6 generation, but it needs to pick one or two things and commit to them.
Yahoo
7 hours ago
- Yahoo
Gearbox's Randy Pitchford celebrates Borderlands 4 going gold by explaining what that means: "The moment we're done is about as monumental as anything we experience in our lives"
When you buy through links on our articles, Future and its syndication partners may earn a commission. Borderlands 4 has officially gone gold, Gearbox has announced, and just in case you don't know exactly what that means, let studio head Randy Pitchford put his reading glasses on, lean back in his creaky wooden rocking chair, and tell you the origin story behind the phrase. Alternatively, if you're short on time, I can just tell you real quick: it means the game's done, theoretically anyway. These days, developers continue working on games up to and through release, fixing bugs and working on future content releases. But, essentially, it means Gearbox has a master copy of the game that's, again theoretically, ready for launch. Back in the days of the disc, though, things were different. "For videogame development, where a lot of emotion and creativity from a group of hardcore devs working together on a team, the moment we're done is about as monumental as anything we experience in our lives," Pitchford said, prefacing a tweet thread with some insights into the process of securing that coveted gold certification clearing the way for launch. "So, when is the exact *moment* that a video game is 'done'?" As Pitchford explained, back when games were still only released on physical discs and sold in stores, but recent enough that information largely traveled via the internet instead of magazines and retail endcaps, devs would send those physical discs often by mail to press, tech companies, and most importantly, first-party hardware companies like PlayStation, Xbox, and Nintendo for certification. "When we were ready, we'd submit a build of the game as a candidate to be the 'final' version," Pitchford said. "The 1st party would receive the game and make master discs that they would run through their tests and, hopefully, approve it for licensing and manufacturing. "When the first parties approved the build, they would create a new master copy of that software to be sent to the physical media manufacturer to be replicated onto the discs that would be packaged and sold to customers," Pitchford said. "Those master discs were literally gold colored." So there you have it. In case you hadn't already heard the origin story a thousand times, the phrase "gone gold" is from back in the day when there were actual gold-colored discs. Thanks, Randy. "Today, the process doesn't involve burning builds onto gold colored discs the way it once did," he added. "But, we still use the term 'gone gold' to describe the *moment* the game is finished. Today 'Gone Gold' means that the video game has been approved for launch on all platforms." Borderlands 4 boss confirms "there will be a download, even for physical copies" on Switch 2, which will "mostly" run at 30 FPS "with some dips"
Yahoo
7 hours ago
- Yahoo
Randy Pitchford says Borderlands 4 is intended to "bring new people in" to the series, and I can only hope it's better at that than the Borderlands movie and its $110 million loss
When you buy through links on our articles, Future and its syndication partners may earn a commission. Borderlands 4 is fast approaching, and Gearbox CEO Randy Pitchford says "it's a perfect entry point" for anyone who's never played a game from the series before. In an interview with Rolling Stone, Pitchford says that the devs are aiming for Borderlands 4 to "take care of the people that have been with us but also bring new people in." By the time the new looter shooter releases, it'll have been almost six years to the day since Borderlands 3's launch, so it makes sense that Gearbox would want to cater for the players that never caught up with the series all those years ago. There's past evidence to support this idea, too. "We saw, for example, between Borderlands 2 and 3, that about a third of the people that played Borderlands 3 were new to the franchise," explains Pitchford. "So, we wanted to make sure that we made the game accessible to people that have never played a Borderlands game before, but also make it familiar." It's also worth keeping in mind the success – or rather, lack thereof – of last year's Borderlands movie adaptation. With a reported $115 million production budget and an extra $30 million on marketing and distribution (thanks, Variety), the worldwide box office revenue of around $33 million (via Box Office Mojo) meant it didn't even come close to breaking even, let alone making a profit. With an estimated loss of around $112 million, it's safe to say that the movie didn't exactly give the franchise a massive boost of new fans Gearbox might have been hoping for, so now it's on Borderlands 4 to do some heavy lifting. In the Rolling Stone interview, Pitchford reiterates that "if this is your first Borderlands, it's a perfect entry point," so it definitely sounds like Gearbox is keen to welcome new players with the latest entry. Given its release across PC, Xbox Series X|S, PS5, and even Switch 2, Borderlands 4 definitely seems well positioned to do that, but for now only time will tell how successful it is. Gearbox's Randy Pitchford celebrates Borderlands 4 going gold by explaining what that means: "The moment we're done is about as monumental as anything we experience in our lives."