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    Home»News»Borderlands 4 Will Feature an Optional Combat Radar
    News

    Borderlands 4 Will Feature an Optional Combat Radar

    June 21, 2025No Comments
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    Gearbox Entertainment’s Borderlands 4 recently had several previews and hands-on impressions going live, and they’ve been largely positive. However, one of the minor complaints involved the lack of a minimap, a staple of Borderlands 2 and 3. In a series of tweets, studio CEO Randy Pitchford has confirmed that an optional combat radar will be available at launch.

    Off by default, Pitchford reveals that was possible thanks to the efforts of creative director Graeme Timmons and members of the UI team, Jason Brown and Justin Dooley (with art by Ray Peña). Since it didn’t “come online early enough,” you won’t see it during the Borderlands Fan Fest on June 21st. However, it should help with combat situational awareness at launch.

    Pitchford also extensively discussed the reasons for omitting a minimap, from problems in environments with verticality to the “huge” CPU and memory cost, which “isn’t worth the trade-off. “High performance and memory for other visual feedback elements and player data is much more important, especially given the evolution of the game design for Borderlands 4.” Instead, the team chose to invest in the main map and navigation functions like ECHO-4 and the compass.

    You can check out most of the discussion below. Borderlands 4 launches on September 12th for Xbox Series X/S, PS5, and PC for $69.99. Check out our feature for all the latest details, including how two of the new Vault Hunters play and what to expect post-launch.

    So, the mini-map becomes problematic for navigation in environments with verticality. If you’ve ever tried to use Google maps for walking around in Tokyo, you know how confusing and insane this can get. 6/32

    — Randy Pitchford (@DuvalMagic) June 19, 2025

    The dev time for the mini-map is non-trivial. It’s not just a simple matter of making a small version of the big map (beyond the scope of this thread to explain). It’s an entirely new system requiring significant dev time that could be spent on other features and content. 8/x

    — Randy Pitchford (@DuvalMagic) June 19, 2025

    The screen real-estate impact is non-trivial and while we could make it an option, we would have to still design the game to function well with it on or off with respect to the rest of the screen space for HUD and world view. 9/32

    — Randy Pitchford (@DuvalMagic) June 19, 2025

    So we invest *more* into the main, big map – make it more useful, faster, better. And we invest in other features for navigation, like the compass and the EchoBot AI drone companion. 11/32

    — Randy Pitchford (@DuvalMagic) June 19, 2025

    For nav, given the utility of navigating, the investment into new features like Echobot, compass, and the big map combined with the world design and move set and the reality of perf and mem, the design we committed to for Borderlands 4 is superior in every way. 15/32

    — Randy Pitchford (@DuvalMagic) June 19, 2025

    To be honest, we have been using the compass for so long for combat situational awareness, the we don’t miss the radar.  We stopped thinking about it. We can actually prove at the beginner level it doesn’t matter and at the advanced level the compass is preferred. 17/32

    — Randy Pitchford (@DuvalMagic) June 19, 2025

    We let the people we met with play the game for one, two, sometimes three hours. We put them on missions, into a vault boss fight, let them free roam… all of it with little supervision and no restraints with their experience in what was in the build we brought with us. 19/32

    — Randy Pitchford (@DuvalMagic) June 19, 2025

    Some of the people in each territory during our tour lamented the mini-map.  I would estimate that roughly 15% brought it up and most of them, after playing, agreed with our decisions regarding navigation. 21/32

    — Randy Pitchford (@DuvalMagic) June 19, 2025

    While the tour was going on, Borderlands 4 leads, including me, were talking behind the scenes about what we were learning from the sessions. We were largely stoked – people were LOVING the game! 23/32

    — Randy Pitchford (@DuvalMagic) June 19, 2025

    As me and head of dev, Steve Jones (and some of the other guys) were poking around with producers trying to figure out what it would take to add these features and if we could make it in time to ship or not, something awesome happened. 25/32

    — Randy Pitchford (@DuvalMagic) June 19, 2025

    Borderlands 4 Creative Director, Graeme Timmons, plugged in with some folks from the UI team, including the awesome Jason Brown and the badass Justin Dooley and got some art going from the super talented Ray Peña. 27/32

    — Randy Pitchford (@DuvalMagic) June 19, 2025

    A combat radar is now an optional feature in Borderlands 4, you guys!  Here’s a sneak peek at what it looks like! 29/32 pic.twitter.com/kcKebRqE2r

    — Randy Pitchford (@DuvalMagic) June 19, 2025

    This happened because of the best elements of our community. I’m talking about the real fans who sincerely want the best for the game and gave constructive notes and made reasonable arguments. You know who you are and you rock! You made this happen! 31/32

    — Randy Pitchford (@DuvalMagic) June 19, 2025




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