Shack Asks: Talk Battleborn with Gearbox Devs today at 9 AM PT / 12 noon ET

Gearbox Software is presenting its upcoming multiplayer shooter Battleborn at PAX Prime, but they're taking time out of their busy schedules to talk to the Shacknews Chatty directly. Come join the conversation!

88

Gearbox Software is presenting its upcoming multiplayer shooter Battleborn at PAX Prime, but they're taking time out of their busy schedules to talk to the Shacknews Chatty directly. Today at 9 AM PT / 12 noon ET, creative director Randy Varnell will be joined by several other lead designers to answer your questions. Just hop into the Shacknews Chatty and ask whatever's on your mind about Battleborn, Gearbox Software, game development, or favorite gentlemen robots. (It's Marquis, of course. The answer is always Marquis.)

Editor-In-Chief
From The Chatty
  • reply
    August 29, 2015 8:00 AM

    Steve Watts posted a new article, Shack Asks: Talk Battleborn with Gearbox Devs today at 9 AM PT / 12 noon ET

    • reply
      August 29, 2015 8:33 AM

      This is going to be cool. You guys, ask good questions for me since service at the convention center is rough :/

    • reply
      August 29, 2015 8:36 AM

      I'll get the ball rolling. You've mentioned that the characters are an amalgamation of different influences from your childhood, from vampire fiction to Masters of the Universe. My question is: Marquis is the best, right? Where did he come from?

      • reply
        August 29, 2015 9:20 AM

        Marquis is amazing! Strangely, he was one of our first batch characters, where a few of our awesome GBX concept artists drew like ...crap...over a hundred concepts for characters, just to imagine what we COULD do. The early Battleborn team looked them through, and there were some clear winners for a few of our first characters. Marquis, Phoebe, and Miko were all in that set. I think Thorn was just behind them, but we actually made her first, fully modeled.

        • reply
          August 29, 2015 9:30 AM

          Let's see some of the ones that didn't make it!

          • reply
            August 29, 2015 9:45 AM

            There's plenty of designs or sketches that didn't make the cut early on that have since been resurrected, or smashed together with new ideas as a new pitch. The team has a lot of freedom to continually come up with new ideas for characters.

      • reply
        August 29, 2015 9:29 AM

        Rath is the best. you are all wrong.

    • reply
      August 29, 2015 8:39 AM

      I've got a handful of questions from our resident enthusiast and Corpses 'N Souls developer valcan_s. I'll sporadically sprinkle them in, starting with:

      "Is the PC version going to be upgraded to Unreal Engine 4 or is it Unreal Engine 3 as well with the Borderlands engine?"
      -valcan_s

      • reply
        August 29, 2015 9:35 AM

        I think very technically, we still call it Unreal 3. But it has whole chunks we have completely modified. There are some parts we brought in from Borderlands, but huge chunks that are newly crafted specifically for Battleborn.

    • reply
      August 29, 2015 8:40 AM

      The game has a very unique art style. (As most gearbox titles do) Any inspiration there?

      • reply
        August 29, 2015 9:19 AM

        Pixar meets anime! All of the characters are love letters in a way to some of our favorite types of characters and gameplay styles.

      • reply
        August 29, 2015 9:30 AM

        Yeah, trying to have fun and fuse 2D and 3D animation into one thing- Lots of animation and childhood cartoon inspiration, ha!

    • reply
      August 29, 2015 8:45 AM

      How did your work with the Borderlands series prepare you for Battleborn? Also, will there be any references fans of the series could stumble onto?

      • reply
        August 29, 2015 9:23 AM

        Did a lot of work with the character designers for BL2, especially working through the talent trees to be sure they were cool. A lot of that work drove us to want to expand our character promise - to do some character things we couldn't do in BL2. Also, I Looooved playing with the talent builds, and as a dev we could instant re-spec and pop off different combinations all the time. That experience was awesome, and to a great degree contributed to the fast in-match level loop we have with Battleborn. At the core, that's how the RPG in Battleborn works

      • reply
        August 29, 2015 9:28 AM

        I designed most of the main borderlands char from a viisual standpoint- so I learned a ton about what works and what doesn't- and took that from there and tried to run crazier with it!

    • reply
      August 29, 2015 8:51 AM

      this tickles me greatly

    • reply
      August 29, 2015 8:54 AM

      From myself, how have you tinkered with the Helix System over the course of development to get it to where it is now?

      • reply
        August 29, 2015 9:41 AM

        In a word: simplified.

        In-match growth and choice (that kind of "rapid talent tree") was one of the first pillars of the game we wanted to make.

        We learned, though, through a LOT of playtesting and iteration that when you're experiencing the game as a match-based FPS, your brain just doesn't have as many cycles for RPG decision making. So, we simplified.

        We moved to something very similar to what you see now about a year and a half ago, and in that time we've even dropped the number of in-match levels a few times, originally at 20 down to the 10 we have now. They're better choices now (less simple numerical enhancements, and far more non-comparable tangible choices).

    • reply
      August 29, 2015 8:55 AM

      I'm curious about the character assets. When you start modelling a character is it something based strictly from imagination, or is it someone you know and base the character's attributes (physically) from that?

      • reply
        August 29, 2015 9:10 AM

        Hey there! we will always work from a concept first, the start the high poly from there- we make sure each char is planned out and such since it takes a ton of time to create them!

      • reply
        August 29, 2015 9:24 AM

        Yep, the concept artist works across departments to solidify a really awesome visual design for a character. From there it goes to our awesome character artists who fleshes out the design in 3d. And on to low poly, rigging, texturing, and so on.

        • reply
          August 29, 2015 9:25 AM

          That's impressive as hell to a non artistic type like me. Thanks for the answers!

          • reply
            August 29, 2015 9:36 AM

            chars take forever, so that fact we are making 25 still blows my mind :P

    • reply
      August 29, 2015 8:56 AM

      Where is the meat bicycle?

    • reply
      August 29, 2015 8:58 AM

      Hey everyone, this is Scott from 2K. The team is settling in now and will start replying soon.

    • reply
      August 29, 2015 9:05 AM

      Why would you not include an amalgamation of Orco, Snarf, and Scooby Doo. These characters are iconic and still recognizable to this day do you plan in the future to include such amazing DLC characters or have you kept this character behind scenes until the big reveal? I know it exists because it's the next obvious character choice.

    • reply
      August 29, 2015 9:06 AM

      The trailer suggests that you level up. How does the leveling system work?

    • reply
      August 29, 2015 9:07 AM

      Hey everyone I'm Scott Kester art director on Battleborn, glad to meet yall!

      • reply
        August 29, 2015 9:08 AM

        Hey Scott! WELCOME TO HELL

      • reply
        August 29, 2015 9:09 AM

        The style looks pretty damn cool.

      • reply
        August 29, 2015 9:11 AM

        Hey Scott, what were some of the influences behind the art direction of Battleborn?

        • reply
          August 29, 2015 9:13 AM

          honestly, I wanted to shift the feel from BL, Basically I wanted to match a bit of a CG look from the west, with a lot of influnece from crazy Eastrn anime, to give it a bit more edge- BL was more about the textures, while this game is more about different shapes and froms

        • reply
          August 29, 2015 9:14 AM

          Yes! Very curious about this. What were some "must haves" and what were some examples where a game that didn't quite get it right?

          • reply
            August 29, 2015 9:20 AM

            we jjst wanted to push style, at GBX we are quite free to try things some places might not- we have a lot of freedom and take inspiration from lots of places! shooters, fighters, action games, and other tons of other junk

    • reply
      August 29, 2015 9:12 AM

      Being a Shooter MOBA, what sort of target game length are you going for? Is the story going to be Quake 3?

      • reply
        August 29, 2015 9:38 AM

        Have you ever seen "Cool as Ice"? Thats what the story is like.

      • reply
        August 29, 2015 9:48 AM

        :)

        Yean, it's all demons and marines man.

        The story is pretty ambitious. We're trying to tell how this group of badass heroes who spent years fighting each other came together with only one star left to try and save it from a joint venture of two seemingly unlimited foes. But really, we each ofthe 25 characters have their own background and stories to hear. Some, you'll learn a lot about. Some, you'll be able to dig around and uncover what they're about. I think it's going to feel different than what you've seen before.

        Game length - 30 is our typical magic number. Especially in competitive, we find for a FPS if we go beyond that we start to wear down. Of the three Versus modes we have, though, they vary in range from about 10 minutes to a good 25-30 minute average. For Story Missions, they typically run 30-45 minutes, but that time depends a lot on your skill with the game.

    • reply
      August 29, 2015 9:15 AM

      Hey guys! I'm Amanda Christensen, Gearbox Concept artist working on Battleborn! Ask me anything!

      • reply
        August 29, 2015 9:25 AM

        [deleted]

        • reply
          August 29, 2015 9:36 AM

          So for characters typically everything begins with a "pitch" or a high level theme from someone in the studio. The ideas come from everyone across all departments, which is really cool -there is constant iteration and inspiration back and forth between different departments. For example Benedict (bird guy) started out as a rough prototype of Axton with a chicken head- which then evolved over time to be what he is today.

      • reply
        August 29, 2015 9:28 AM

        Hey Amanda, I'm not a creative person, so I am always curious: how do you avoid repeating a style or making your art too similar to others?

        • reply
          August 29, 2015 9:34 AM

          Hey! Part of being a concept artist is being able to bend your natural style to support the look of the game. Luckily for me my sort of "default style" is actually pretty close for the Pixar+Anime look Kester was pushing. In general though, I would say draw a lot from life, and pull influences from many different sources. I also try to pull a lot of inspiration from real people that I know.

          • reply
            August 29, 2015 9:39 AM

            yea its easy to repeat patterns, we contsantly challenge ourselves to break out of molds and try to do new thinkgs, lyckily GBX and 2K seem to let us!

            • reply
              August 29, 2015 9:42 AM

              [deleted]

              • reply
                August 29, 2015 9:50 AM

                It is a bit of a challenge, but I think one thing that helps keeps things consistent is having the different factions. We know that the Peacekeeper dudes all have GI-Joe inspired armor, LLC has a steam punk influence, and so on. We did a lot of work early on to help hone in on the style, level of detail, way we exaggerate anatomy, and the general aesthetic.

    • reply
      August 29, 2015 9:15 AM

      Hey folks - Randy Varnell, Creative Director of Battleborn! Here to CHAT, yo.

      • reply
        August 29, 2015 9:18 AM

        First question: do you feel you're the gaming industry's Don Draper? Second question: could you share how the project has evolved from the concept to today in terms of the original vision? Did you all see other things/games out there that inspired changes to the development?

        • reply
          August 29, 2015 9:56 AM

          Well, I just asked GBX_AmandaChristensen and GBX_ScottKester about the Draper question, and they said I'm not enough of a chauvenistic womanizer to qualify for the industries Don Draper. Though, I am quite handsome to a certain niche audience. (At least one, I promise.)

          Evolution of the project? In the big ways - surprisingly, not a lot. Our original goal was to make a character-centric FPS game with fast-moving RPG elements and a revived focus (from GBX) on competitive to complement our great BL co-op play. That's pretty much right where we landed.

          In small ways - a few fun anecdotes. Some of our first competitive matches lasted well over an hour. We've streamlined that considerably, with matches typically not going beyond 20 minutes, and often designed to soft cap around 30 as an outlier.

          Characters, and their skills, have changed quite a bit for numerous reasons (both technical and creative). Example - when we demo'd last fall (2014) Oscar Mike's LB and RB skills were both grenades (one frag, and one anti-shield). We got overwhelming feedback that was TOO MANY GRENADES. So, we dropped the shield grenade and gave him a stealth suit, which he desperately needs when Rath gets on his tail.

      • reply
        August 29, 2015 9:19 AM

        Welcome! Nice to have a packed house today!

      • reply
        August 29, 2015 9:33 AM

        Are you planning to offer any modding or map creation tools for the game?

        • reply
          August 29, 2015 9:57 AM

          Definitely not out of the gate, but you never know where the future might take us!

    • reply
      August 29, 2015 9:16 AM

      Hi, Shack! It's your old pal, Aaron Linde. A billion years ago, me and Chris Faylor waged war on 1.) good taste and 2.) games journalism as Shack employees; now, I'm lead writer on Battleborn. ASK ME STUFF

      • reply
        August 29, 2015 9:18 AM

        what is this ;

      • reply
        August 29, 2015 9:24 AM

        Is the Gibson planning on regaling us with stories of his television video game experience?

      • reply
        August 29, 2015 9:25 AM

        Your amigo up there Scott Kester once said that he thought each of the BB characters "as a main character of a game that hasn't come out yet"

        How hard is it to flesh out and tell the stories of so many unique personalities?

        • reply
          August 29, 2015 9:32 AM

          I feel the same way as Kester -- we love these characters, and I see every one of them as being worthy of a game unto themselves.

          Because of the sheer amount of investment we put into each of the 25 playable characters in the game, it's definitely a challenge, but we have a lot of tools at our disposal for storytelling: roughly 600-700 lines of battle chatter VO for each character; character-specific dialogue callouts in PvP and PvE (for instance, Montana and Oscar Mike are squaddies / super best pals, so they have unique dialogue when addressing one another); a metric assload of lore generated by Randy Varnell and myself, and so on.

          Our hope is that our passion for these characters will translate by way of the sheer amount of /stuff/ we're layering into them. But yeah, it's a lot of work.

      • reply
        August 29, 2015 9:35 AM

        Did the concept artists have any influence into the stories behind their characters, or is that something the writers handle exclusively?

        • reply
          August 29, 2015 9:38 AM

          Yes we have a lot of influence! I work pretty closely with Varnell and Lindie tossing ideas back and forth, trying to support the world with the visuals and vice versa. Gearbox is a very open, collaborative place.

        • reply
          August 29, 2015 9:39 AM

          They have tons of influence. It's a back-and-forth kind of thing.

          For instance, Mellka, who we just announced, was one of the characters that I initially concepted for Story Mode. Then Amanda did the initial concept, and we kicked around some ideas about character backstory -- she would revise, I would revise, that kind of thing. Also, several of the characters in the game were presented to me with some attached narrative concepts and ideas pre-attached, which I would riff on, then they would riff on, et cetera.

          Kester and Amanda are both top-tier badasses, and they've brought as much to the narrative of Battleborn as I have.

        • reply
          August 29, 2015 9:45 AM

          yeah GBX is extremely collaborative, honestly everyone influences the game and the chars- were equal opp fro influence!

    • reply
      August 29, 2015 9:16 AM

      Next up:

      "For the PC version is there going to be a FOV slider? What is your teams view on FOV in FPS games in general? Does your team feel a FOV slider should be in every FPS?"
      -valcan_s

    • reply
      August 29, 2015 9:18 AM

      What have been some of the challenges of merging these three styles of game experiences (MOBA, FPS, and RPG) into one? Did you have a chance to look at a game like Destiny to figure out what not to do?

      • reply
        August 29, 2015 10:03 AM

        A few things:

        * FPS's have a lot less brain time for decisions and choices during a match. We started out with much bigger talent trees, and have simplified them several times. The Helix was one of our best innovations in keeping the choice relevant but accessible.

        * Character names are always the hardest thing. Seriously.

        * We knew we wanted to mix widely different archetypes of characters - so, not just gun characters, but sword characters , magic characters, etc. That ranged vs melee design took a while to get right, but I think its working quite well now.


        Destiny is a great game! I played it for a while, and loved seeing how they responded to challenges post-launch. BL2 still serves as a bigger inspiration for us, though.

    • reply
      August 29, 2015 9:19 AM

      Hey Scott - when designing a game with such a huge / diverse range of characters, is it a huge challenge to keep them balanced? How do you do that without nerfing what should seem like a really strong attack from a player's point of view?

      Thanks for doing this!

      • reply
        August 29, 2015 9:23 AM

        def a challenge! One we willing took the chance on- how does a melee guy fight a sniper? lots of balance, but much of it comes from the level design as well- sight lines, units to objectives etc- out charcter team is boss, but honestly it comes from lots of testing and trial, its hard :P

        • reply
          August 29, 2015 9:50 AM

          Sort of building on the previous question: how do you introduce new characters to a game while avoiding power creep? Coming up with a new character that is strong but not the strongest and then balancing it against a ton of existing characters seems super hard.

    • reply
      August 29, 2015 9:21 AM

      What's it like to work with the former -- talentless -- staff of Shacknews?

    • reply
      August 29, 2015 9:21 AM

      Has Steve Gibson dropped any of your servers?

    • reply
      August 29, 2015 9:28 AM

      Next one:

      "Was there ever a point when you wanted to make Battleborn F2P? What is your view on F2P?"
      -valcan_s

      • reply
        August 29, 2015 10:07 AM

        For a lot of reasons, Battleborn locked in as a AAA full-price retail release game very early on. I definitely believe that what you'll get in that retail box will be "chunky" and well worth that price.

        Personally - there's some F2P I love and some F2P I hate. I despise paywalls. I hate when I want to play a game, and suddenly find myself waiting behind timers. It's incredibly disrespectful of my time and fandom, I think. I also really dislike pay-to-win in almost every circumstance.

        On the positive side - I love what F2P or F2P elements do for games like LOL. Part of that strategy let them rapdily increase their fan base, and I think their rotation model of characters kept it fresh. HOTS and other games have continued that trend. There's something there. Something for the future, perhaps.

    • reply
      August 29, 2015 9:41 AM

      I don't have much to add other than I think it looks cool. I like the art style a lot.

      Outside of the art style (since that was answered above) what was the primary inspiration for the game?

      • reply
        August 29, 2015 9:48 AM

        SHooters, action games, RPG's, Moba's, Man a lot of things. Lots of us brought different elements to the table- I fought hard to keep the fighting game spirt and feel all throughout :D We bring a lot of our wn inspirations!

    • reply
      August 29, 2015 9:42 AM

      Are you guys concerned about a toxic community developing, as is common with competitive arena games? If so, what are your plans for managing the community?

      • reply
        August 29, 2015 10:12 AM

        I am, certainly. I played LOL heavily about 3-4 years ago, right at the time Riot was really digging into the problem and trying to find ways to address it.

        I think that having single-player Story Missions is a big outlet here. You have a execellent way to play the game and experience the characters without having to get curb-stomped by squeakers. (I'm the father of a an ex-squeaker...I'm sorry!)

        We have some of the typical bits .... you can mute chat and voice chat for teammates, and you can't chat with the enemy team during the match (at very least by default). There's a lot more to it than that, of course, and we're planning on supporting the community and the game post-launch to help caretake the community.

        I'm as active as time allows on our Gearbox Battleborn forums right now, and I'm working pretty hard to be sure that core community is solid, inviting, and positive. SHOUT OUT GBX FORUM FOLKS!

    • reply
      August 29, 2015 9:46 AM

      What was the inspiration for trying to do a shooter MOBA?

      How much are other games looked at when doing a project like this? In terms of what may have worked or just been a bad idea.

    • reply
      August 29, 2015 9:46 AM

      Is there any news on the Battleborn beta?

    • reply
      August 29, 2015 9:46 AM

      1) Hi battlebros, any plans to combat the toxic attitudes that seem to be so common in MOBA variations? Will I be able to mute the enemy team or somehow ignore their existence like in the obscure indie game Rocket League?

      2) will there be hats?

      3) will I be able to purchase additional hats with battlebux?

      4) What's the main feature that will draw in players who have written off MOBAs entirely? Is there a part of the formula that you feel is unique to Brattleborn?

    • reply
      August 29, 2015 9:46 AM

      What is the dev team playing besides Battleborn?

      • reply
        August 29, 2015 9:50 AM

        Current fav for me is Splatoon!

      • reply
        August 29, 2015 9:52 AM

        Splatoon!!!

      • reply
        August 29, 2015 9:55 AM

        Rocket League, Galak-Z, and as soon as I'm back in Dallas, METAL GEAR SOLID 5 AAAAAAGH so stoked

      • reply
        August 29, 2015 10:16 AM

        SWTOR (again), Hearthstone, Terraria, Starbound, Starmade, Civ V, Rocket League, DnD 5e, MTG, Trove, World of Warcraft, HOTS, CS:GO, Tales of the Borderlands, Marvel: Puzzle Quest...probably a half dozen others I can't recall at the moment. :)

      • reply
        August 29, 2015 3:12 PM

        Splatoon and Rocket League, what good taste you guys have

    • reply
      August 29, 2015 9:50 AM

      Can we expect any witty banter between characters?

      • reply
        August 29, 2015 9:54 AM

        Assloads. Every character recognizes a lot of other characters for spot/kill lines; we have conversations that invoke player characters in Story Mode, that kind of thing. Our master excel grid of VO is huge, and occasionally crashes Excel because it is /so jam-packed with obscene levels of oscar-worthy writing/.

        • reply
          August 29, 2015 9:58 AM

          Any lines of dialog you can share? What's are some of your favorite lines?

      • reply
        August 29, 2015 9:56 AM

        depends if you think Linde is witty.

      • reply
        August 29, 2015 9:57 AM

        Yes. :) Montana and Oscar are super bros, Reyna hates Phoebe... Benedict is in love with himself. There are a lot of fun relationships going on.

        • reply
          August 29, 2015 9:59 AM

          This sounds fantastic! I can't wait to see what kind of interactions characters will have with one another.

          • reply
            August 29, 2015 10:06 AM

            When Oscar Mike kills Thorn, he screams "I GUESS THE FOOD CO-OP IS GONNA BE SHORT-HANDED". So, stuff like that. :D

      • reply
        August 29, 2015 4:30 PM

        No one asked about the movie? Rooks.

    • reply
      August 29, 2015 9:52 AM

      [deleted]

    • reply
      August 29, 2015 9:54 AM

      [deleted]

      • reply
        August 29, 2015 10:00 AM

        Really hard. lol Every char not only has different attacks, but run speeds, jump heights, health, shields etc- IN some instances, one char will own the other, and vice versa. Range vs melee, vs support- once again the level design helps to balance-

    • reply
      August 29, 2015 9:56 AM

      If you could fight a hundred duck sized Steve Gibsons or a one horse sized Steve Gibsons which one would you fight?

    • reply
      August 29, 2015 9:59 AM

      Do you plan to avoid the Sims 4 controversy by including pools and dishwashers at launch or will that come later?

    • reply
      August 29, 2015 10:02 AM

      GBXers.... KB+mouse or Controller? Which is your preferred way to play Battleborn?

      • reply
        August 29, 2015 10:05 AM

        I play a lot of Marquis (our gentleman sniper robot that hates the financially destitute). As a sniper, I'm about as accurate on a controller as a drunk toddler. So KBM all the way for me.

    • reply
      August 29, 2015 10:04 AM

      [deleted]

    • reply
      August 29, 2015 10:04 AM

      Based on the ads I've seen on Twitch, it seems like the characters all have attacks that 'pop' from a visual perspective. How have you attempted to keep that from overwhelming a player during team fights?

    • reply
      August 29, 2015 10:05 AM

      [deleted]

    • reply
      August 29, 2015 10:06 AM

      AIGHT DOGS I'M OUT

      THANKS FOR PARTICIPATING IN THIS THINGY WE DID

      LOVE YOU GUYS, YAY SHACK

    • reply
      August 29, 2015 10:09 AM

      With the Technical Test announced, do you know anything on whether broadcasting/recording and publishing videos will be controller at all, or will people be free to stream and make videos a plenty as they want?

    • reply
      August 29, 2015 10:10 AM

      Thanks for hanging out guys! I've got to go do pax stuff. :D

    • reply
      August 29, 2015 10:12 AM

      Thank you dudes! I'm out! Appreciate all the questions!!!

    • reply
      August 29, 2015 10:17 AM

      Also out and back to PAX! See you guys later!

    • reply
      August 29, 2015 10:17 AM

      Special thanks to our Chatty community for representing! You all made me proud today!

      • reply
        August 29, 2015 10:21 AM

        I just imagine you and The Man watching the thread and thinking "Don't embarrass us, you bastards!

    • reply
      August 29, 2015 10:18 AM

      Ahh, sad that I missed. Hope we get more of these.

    • reply
      August 29, 2015 10:19 AM

      Thanks for all the great questions everyone! Randy Varnell is going to be live on Twitch talking Battleborn in 10 minutes if you want to watch.

    • reply
      August 29, 2015 12:01 PM

      Thanks guys this feature is cool I dig it

      • reply
        August 29, 2015 1:46 PM

        Yeah! I'm just not sure about the day/time though.

    • reply
      August 29, 2015 12:59 PM

      I watched a single gameplay video last night and it seems to incorporate some MOBA elements in the constant swarm of enemies. Is this an accurate comparison?

    • reply
      August 29, 2015 3:06 PM

      This thread was pretty awesome. Thanks to all involved!

    • reply
      August 29, 2015 5:42 PM

      [deleted]

    • reply
      August 31, 2015 8:19 AM

      If anyone would like cheap games or controllers, this is the perfect place, Black Ops III for instance for only 30,-, it's a certified site and you can safe up to 40 bucks on a game: https://www.g2a.com/r/surenderf8

Hello, Meet Lola