Condition Zero' introduces quite a bit of content and gameplay to 'Counter-Strike' including new weapons, characters, mission types and even new technology to enhance to look and feel of the game.
Teamwork is a significant part of 'Counter-Strike: Condition Zero' and many of the secondary objectives require you to effectively work with your squad.
We decided we were going to do more 'Brothers In Arms,' and we were also going to create something original that no one else was doing, and that's what led to 'Borderlands.'
When you think of what 'Borderlands 3' should be, it should be massive. It should be bigger and better than 'Borderlands 2.' It should carry forward the story.
We are fortunate that there is a lot of demand on us to deliver our brand of interactive entertainment within the powerful franchises we have at Gearbox Software and the challenge for us is growing to meet this demand.
I think I would not be who I am if I did not have experience both as an audience and as a performer in those early days of my career. It taught me what entertainment is all about.
You don't really want to talk about 'Duke' in terms of, how many levels are there, how many guns does it have, how many monsters… It's got everything it needs in terms of that, but it's always been about the experience.
Wired gave 'Duke Nukem Forever' the first Vaporware Award, and then the next year it won No. 1 vaporware again, and then again and again until Wired decided, you know what? 'Duke Nukem' is just going to get the lifetime achievement award for vaporware.
Duke Nukem' helped bridge the gap between games designed for adults and what they wanted in their entertainment as adults who also wanted to have fun. 'Duke Nukem' bridged that gap and helped bring those things together. It's one of the reasons it succeeded at the time.
As successful as 'Borderlands' is and as much fun as everyone is having going after all the loot and finding and using all the weapons in the game, I often think that we really missed the mark by only doing 87 bazillion guns.
I wonder if too frequently publishers and developers are so caught up with going after new, untapped audiences that they can forget to care for the largest, most loyal and reliable audience there is - the current gamer.
What a lot of people don't know is that I got started as a professional gamemaker when I moved out to Texas to join George Broussard and Scott Miller and Allen Blum who created Duke Nukem, to join those guys and become part of the 'Duke Nukem 3D.'
The mission of Gearbox is to entertain the world and with the record-breaking success of 'Borderlands 3,' we're excited to take one more giant leap down that road.
There's a different kind of experience you have when you experience live entertainment versus the kinds of media we tend to consume most of, when we're watching television or films or reading books. Live entertainment is a whole different beast.
I want to make sure that people with talents, who want to perform or to develop their act, know that the Peacock Theater exists and to reach out to us and know that there's a safe and fun place for them to develop their material.
And Duke Nukem, I think he is the most iconic videogame character in the industry. I think Lara Croft is the female and Duke Nukem is the male. Between them, they're the most iconic figures in videogames.
We're convinced that Frisco Square is the perfect environment for Gearbox Software's new headquarters and we are eager to break ground, build out and move in so that we may join the community and bring everything we can to the city as a Frisco business and as Frisco citizens.
The Dreamcast version of 'Half-Life' is great - it looks better than the original PC version and it's the only way console owners can enjoy 'Half-Life: Blue Shift.'
Sometimes you stumble when you push yourself harder and you're trying to run faster or whatever. We forgive ourselves, pick ourselves up, and keep running. We don't cry and stop running because we skinned our knee.
One of the neat things about Gearbox that I love is, we don't look at our designs as a totalitarian regime and we're all really happy to let designers and creators within the studio explore in our space.
I did not acquire the franchise merely so people could experience 'Duke Nukem Forever.' That was, sort of, the toll to pay to give 'Duke Nukem' a chance at a future.
There are times when you can take yourself seriously and there are times when you can cut loose. It really depends on your goals and it depends on what you're promising the customer.
Up until 'Blue Shift,' 'Half-Life' characters were repeating, expendable entities. In 'Blue Shift,' important named partners will work with you over the course of several levels and objectives in order to overcome the hazards of the plot.
With 'Duke Nukem Forever' it was a different level of commitment for me with reference to helping the creators be true to their vision. I've been able to enjoy this game as much as a fan as I am a part of the creative process, and that's a very rare and unique for me.
If I have something that I've finished with, and someone else might find value in it, the idea of passing along for a price is a rational transaction. It exists in many aspects of our lives. But I do have to say that media is a different beast.