When I first heard that Borderlands 4 was removing the minimap, my gut reaction was, Why mess with something that works? I've relied on that corner radar for years. It's been a quick reference during co-op chaos, a lifesaver when legendary loot dropped, and a core part of how I navigated the madness.
But once I actually looked into why Gearbox made this change, I started seeing the logic behind it—and to my surprise, I didn't hate it. Randy Pitchford made it clear at PAX East: Borderlands 4 isn't just bigger—it's layered in a way the series hasn't attempted before.
Far from flat, this world stretches out vertically and encourages more dynamic exploration. In this kind of environment, a minimap becomes less of a tool and more of a constraint, as it can't show changes in height or far-off objectives.
The compass shows when objectives are above or below you, giving you better spatial awareness without cluttering the screen. Gearbox isn't simply removing something; they're introducing tools that enhance exploration in their own unique way.
There's still a full map with an AI-assisted GPS route if you want something familiar, and they've added Echo-4, a robotic companion that projects path lines directly into the world. If you wander off track, it's not a dead end—just a nudge to look at the world, not just the HUD in the corner.
But here's the thing: I still get why people are upset. For many players, especially in co-op, the minimap was essential not only for navigation but also for tracking enemies, reviving teammates quickly, and managing the chaos during fights. Players are glued to the minimap more than the game, and they like it because it allows them to take charge.
Some say they feel disoriented without it, and I've been there too. I remember how often I opened the map in BL1 just to figure out where to go. Losing that quick-glance feature can absolutely feel like a step back. Still, I think there's value in breaking away from over-familiar systems.
As much as I loved having a minimap, I know I've zoned out entire environments because of it. Rather than soaking up the vibe, I couldn't tear myself away from a bunch of colored dots. I respect the fact that Gearbox wants to change that.
They're trying to pull players back into the world, and not just let us "play the map," as Pitchford put it. In the end, it's not about removing something for the sake of it—it's about rethinking how players connect to the space around them.
Borderlands 4 might be taking a risk, but if the level design and navigation tools hold up, I'm ready to give the compass a fair shot. And if it really doesn't work? Well, maybe they'll add an option later. But for now, I'm all for seeing how far this new direction can go.
For more articles like this, take a look at our Features and Borderlands 4 page.