New Brink stuff

Post » Sun Feb 13, 2011 7:07 pm

Part 2:

You will never feel weak playing as one class instead of another, but there was a problem with the operative class against the A.I. Being able to steal an identity is pretty much useless if there isn't an objective to complete, as the A.I. has no idea who you are and you have nothing to do but shoot them and reveal yourself. Against real players though, I imagine it will be more fun.

First complaint I ever heard about the bots. Seems that disguising messes with it.

The pace that Brink moves at is desirable for a first person shooter game, and the build we played on a PlayStation 3 showed no real graphical or speed hindrances at any point.

Seems like the Beta did its job.

Customization is king in Brink. Just about everything about your character is customizable, down to his or her tattoos.

Notice the "HER"? They mentioned this is more than one interview. Would be surprising if it's real though.

They also have the ability to distribute ammunition to other players who have a finite amount, and can upgrade the ability to give out different kinds of ammo, like incendiary rounds.

Incendiary rounds pretty much confirmed now as well.

on to playing. We ran through two maps in my preview, one of which can be seen at the top of this post, and in each the human team was responsible for completing several objectives: in one mission we rescued and then protected a prisoner from a security camp.

Prison level confirmed as well. It's called Security Tower. (See Wedgewood interview as well)
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Rozlyn Robinson
 
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Post » Mon Feb 14, 2011 1:56 am

The first small bunch of german previews:

-> http://ark-island.de/news.php?id=37&sec=1

http://www.gamestar.de/spiele/brink/artikel/brink,45055,2321307.html
http://www.pcgames.de/Brink-PC-232019/News/Brink-Hands-on-Test-zum-Ego-Shooter-Eine-gelungene-Verschmelzung-von-Single-und-Multiplayer-Modus-813886/
http://www.gamingxp.com/bericht-4517-bethesda_softworks-splash_damage-ps3-brink.htm
http://www.gamesaktuell.de/Brink-PC-232019/News/Hands-On-Test-zu-Brink-Gekonnter-Mix-aus-Einzel-und-Mehrspielerspass-813903/
http://www.gamestrust.de/previews,brink_gesellschaftskritik_shootergewand,id358,0.html
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Joie Perez
 
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Post » Sun Feb 13, 2011 10:57 pm

I found this

http://i.imgur.com/0Uo9Q.png
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Amber Hubbard
 
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Post » Sun Feb 13, 2011 11:44 am

I found this

http://i.imgur.com/0Uo9Q.png


Hmm looks really interesting, but what the hell is this? :)
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jesse villaneda
 
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Post » Sun Feb 13, 2011 6:50 pm

I thought one of you would decipher it
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keri seymour
 
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Post » Sun Feb 13, 2011 12:30 pm

I thought one of you would decipher it

Looks like a programming code or a scheme for a programming code.
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kirsty williams
 
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Post » Sun Feb 13, 2011 7:20 pm

Evenin' all.
Just dropped by on my break to tell you there's a new gameplay trailer coming soon. Zenimax just took it off youtube, so yeah, there is new stuff, we just have to be patient.
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Solina971
 
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Post » Mon Feb 14, 2011 12:08 am

And the shooting? Almost as good. Compared to the bristling intensity of everything else, the aiming unfortunately seems a tad off. It’s far from broken, just feels a wee bit sloppy after you leap gracefully across a 30-foot drop, only then to find your face meeting the floor thanks to sludgy aiming. We remain hopeful this can be tweaked in time for the game’s release on May 20th however

I hope this is just his opinion, and not a general fact.

Sounds like a COD-kid comment which could be applied to Killzone just as well.

Evenin' all.
Just dropped by on my break to tell you there's a new gameplay trailer coming soon. Zenimax just took it off youtube, so yeah, there is new stuff, we just have to be patient.

And you didn't instantly download it to share it behind their back!? :teehee:
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Sylvia Luciani
 
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Post » Sun Feb 13, 2011 8:10 pm

apparently is a "Rough sketch out of game design in Brink"
it's what it says on the top
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James Wilson
 
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Post » Mon Feb 14, 2011 1:40 am

Read on the SD forums that G4TV is saying engineers can also build stairs....
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Nichola Haynes
 
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Post » Sun Feb 13, 2011 5:14 pm

Read on the SD forums that G4TV is saying engineers can also build stairs....

Yea, but those are scripted :)
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helliehexx
 
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Post » Sun Feb 13, 2011 1:02 pm

Yea, but those are scripted :)


Oh, like objectives? so you can't just drop them anywhere, huh?
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Lori Joe
 
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Post » Sun Feb 13, 2011 11:00 pm

Darn i like the screenshots. Mostly the one with the gasmask. Anyways thanks for posting this!
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Quick Draw
 
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Post » Sun Feb 13, 2011 3:22 pm

Oh, like objectives? so you can't just drop them anywhere, huh?

Yea, dropping stairs at random places would be kinda stupid. It would also decrease the lights' advantage when compared to the other classes.
Plus, in W:ET on some custom maps you had similar construct objectives, like building an assault ramp.
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Quick Draw III
 
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Post » Sun Feb 13, 2011 4:40 pm

Yea, dropping stairs at random places would be kinda stupid. It would also decrease the lights' advantage when compared to the other classes.


I don't think it would be dumb. They've already said that no body type will be excluded from reaching any area. You'd still be tying up a teammate with following someone around and making a path for someone, so lights would still have the advantage of being able to act alone to reach higher areas.
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Brittany Abner
 
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Post » Sun Feb 13, 2011 11:50 am

Oh, like objectives? so you can't just drop them anywhere, huh?


Lol can you imagine doing that. You'd probably see tons of areas blocked off with staircases.
"We need more time to get the bomb off!"
"Quick seal the doors with stairs its our only chance!
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Add Meeh
 
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Post » Mon Feb 14, 2011 3:25 am

Lol can you imagine doing that. You'd probably see tons of areas blocked off with staircases.
"We need more time to get the bomb off!"
"Quick seal the doors with stairs its our only chance!



Well yeah, unless their were a few hotspots where it was available beyond just scripted mission objectives.
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Shirley BEltran
 
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Post » Sun Feb 13, 2011 3:00 pm

Well yeah, unless their were a few hotspots where it was available beyond just scripted mission objectives.

Its easy to script that it can't be placed in certain areas, they did that with the landmines in W:ET.
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Alisha Clarke
 
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Post » Sun Feb 13, 2011 5:44 pm

Lol can you imagine doing that. You'd probably see tons of areas blocked off with staircases.
"We need more time to get the bomb off!"
"Quick seal the doors with stairs its our only chance!


The game quickly turns into a race to see who can fence in the other team's spawn points first
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Motionsharp
 
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Post » Sun Feb 13, 2011 8:35 pm

Its easy to script that it can't be placed in certain areas, they did that with the landmines in W:ET.


.. yeah i suppose that would make more sense
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josh evans
 
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Post » Sun Feb 13, 2011 4:45 pm

Wait, there are backstabs again? (5:05)


Let's hope.
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sam smith
 
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Post » Mon Feb 14, 2011 12:28 am

Seems like there will be 8 maps?
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Lance Vannortwick
 
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Post » Sun Feb 13, 2011 8:18 pm

Seems like there will be 8 maps?


I heard that from one interview as well.
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Dan Endacott
 
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Post » Sun Feb 13, 2011 10:29 pm

Ugh, too much to read.

I'm about halfway through the ones listed and came across this rubbish (http://www.thesixthaxis.com/2011/02/28/preview-brink-2/):

"At the climix of our demo, as our charge was just yards from safety, the Security ramped up their efforts. Combined with a tight, narrow area we had to battle through, everything turned into a bit of a meat grind. We were constantly respawning, running, dying and respawning, making just incremental progress each time. It seemed a little mindless. Perhaps familiarity with the map and improved tactics will bypass this minor niggle."

I love how it is the game's fault for the players being unable to adapt. I wonder how many trips to the meat grinder it took before they even attempted something new. I can only hope that such choke points take us back to the days of de_dust.

I also came across this little quote (http://www.co-optimus.com/preview/694/page/2/brink-hands-on-co-op-preview.html):

"I compare it to the FASA developed Shadowrun FPS that came out a few years back. While many people didn't appreciate the game, there was a solid group of my friends that enjoyed the game which featured a similar dynamic because of its class based gameplay. I mentioned this, almost embarrassingly, to Splash Damage, but to my surprise they seemed OK with it and agreed."

For me, this is fantastic news as Shadowrun was perhaps the most balanced shooter of this generation of gaming. Sadly, it had far too many shortcomings in other areas. Regardless, Shadowrun was one of the few games were every ability had a pro and a con. It was never simply about using the 'overpowered' choice as you had to counter your opponents' strategies while developing/executing one of your own.

EDIT: So I finally finished scanning over every article I could find and came across the proper response to the choke point issue (http://www.eurogamer.net/articles/2011-02-28-brink-hands-on?page=1):

"It's a slaughter. For minute after minute our medics go rushing out under storms of enemy fire to get the man back on his feet, only for him to topple over just a few feet closer to our exit elevator. I try clambering across the top of the level, but can't find an angle for sniping. I change to an engineer and try dropping gun emplacements, but they're shattered by enemy fire in seconds. I just don't know what to do. I don't know the level, the tricks relating to all the class-specific powers, or quite who to help."

So it seems that the choke points are brutal, at least for the offensive team. This is not to say that they are impossible but that definite tactics will be required to complete certain objectives. Great job SD!
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leni
 
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Post » Mon Feb 14, 2011 12:16 am

Guns are also unlocked in this fashion, though add-ons for the guns are not. Instead, you’ll have to take on various missions to unlock, say, specific barrel rifling or drum mags or whatever. The missions offer three tiers of difficulty, with the first two tiers offering unlockable items and the third being exclusively for bragging rights.

So the challenge mode won't make do the impossible for guns and add ons. Good for the casual gamer.

http://diehardgamefan.com/2011/02/28/hands-on-preview-brink/

In an era where a lot of shooters try to shoehorn players into one or two preset control configurations, “Brink’s” controls are completely customizable. Splash Damage has included six preset schemes that correspond to what players of a lot of popular shooters are used to. Each has a clever name that’s easy to figure out what game it’s referring to, such as “Duty Calls,” “Green Marine Chief,” “Zone of Killing,” “Field of Battle,” “Oh My Gears” and “Zombie Killer.”

I lol'd

http://gamewit.blogs.pressdemocrat.com/13212/brink-multiplayer-hands-on-preview/?pa=2&tc=pg
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Michael Korkia
 
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