This game "could" have been really good!

Post » Wed Aug 18, 2010 3:05 pm

So you're younger than me and haven't played some of the FPSs I have. What's your point? (btw: I think you mean Wolf3D and not wolfenstein otherwise you started late in the game)

Wow. Defensive much? Also: you're wrong. The competative nature is what draws SOME people to them. Some people are drawn to the art. Some people are drawn by the adrenaline. Some people are drawn by the teamwork. If you're just after "owning newbs" then go play a game that is tailored to inflating epeen like COD where you can outrank the newbs and really get your money's worth of ownage.


The engine limitations are not the issue. Anyone with game development knowledge would know that flipping in and out of different viewpoints is confusing to players. And you should also realise that keeping the game locked in 3rd person would require all sorts of other limitations to prevent advantages like being able to look around corners without exposing yourself. Detrimentally adventageous when your opponents are not in 3rd person mode.


You're right. Some people have blinkers on and believe that their idea is perfect in spite of complete lack of support and massive evidence to the contrary.


You havent proven anything to the contrary. You just say "Nah, wont work, because this game is not like that", I seriously hope your not intending on working in game development, it's people like you who slow down evolution and development.

You say cant do that because people cant watch that sort of thing visually... designers are responsible for making it visually appealing in order for it to work, if you cant see how you can make an effect like this work, then your not the type of talent future games need.

You basically give up on an idea and shut it down, before actually trying to improve on that idea.
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ladyflames
 
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Post » Wed Aug 18, 2010 8:46 pm

Much like some, I expected more from BRINK.

Movement Specific: Really feel half fed with the current acrobatics in the game. These are some ideas from other FPS games which would have made things a bit more interesting.

Some of the games include; Jedi Outcast/Academy, Halo Reach, Unreal Tournament, HL1: The Specialists.

Evasive Rolling - Double tap crouch and hold direction to roll while feet on ground
Side Step - Double tap direction to dodge
Wall Hop - As is, just need to be able to do 3 consecutive jumps to allow for wall to wall climbing
Wall Backflip - Jump directly onto a wall then press jump to flip off (Without pressing direction)
Wall Run - Approach any wall diagonally with SMART button
Wall Flip - During wall run or wall hop, press jump and direction to flip off the wall
Superman Dive - Double tap jump
Superman Roll - Hold jump during Superman Dive to roll out of dive.
Flip - While mid-air double tap crouch while holding direction, must be done fast to land on feet otherwise you land on your [censored] and lose momentum.

FPS Game specific:

- First Person Spectator option
- Camera Control in 3rd person spectator
- Suicide (For impatient people who want to spectate when they have been incapacitated)
- Kill Cam (I want to see who bloody killed me)
- Kills and Deaths
- Deathmatch, CTF
- 3rd Person option for SMART movement allowing the screen to change between 1st and 3rd person during acrobatics, (with a 3rd person crosshair to shoot people during stunt)

You know what I mean? :grad:


Sounds like what you ACTUALLY expected was a completely different game. Why did you "expect" these things that were never mentioned nor shown in any videos? Research before purchase, my man, its what the wise men do. & Half your ideas jus sound a bit pointless. Im sorry. I don't have a clue "what you mean".
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Cool Man Sam
 
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Post » Thu Aug 19, 2010 4:23 am

I'm not saying those ideas are bad for games, they're just not the right ideas for THIS game.

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Charlotte X
 
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Post » Thu Aug 19, 2010 2:58 am

Ok firstly, I'm nearly 30 first FPS game I played was Wolfenstein, then Duke, Doom, Quake, QWTF, HL, CS.... year of experience with different games, also modded for Half Life and Quake 3 engine while doing a "Games development" diploma when I was 16.

Me too. Nice to know. Doesn't mean you're good at it. Got a job in the industry yet? What games have you worked on? And how well-received WERE your mods? (I'm not meaning this to be rude - just trying to get an idea how relevant this spiel REALLY is to the conversation)
You don't need to try and "Educate" me, you are the one who needs a bit of educating if you cannot understand competitive gaming. The competitive nature of video games is what draws people to them, thats why certain titles make it and other titles don't, if you satisfy those needs as well as the ametuer gamer needs you have a good game and a larger community.

So this is why I want to know how many newbs I just owned... geez

I'm sorry, but I can't take this part at all seriously...

If you knew ANYTHING about objective-based team games, you'd know that TRUE competition in these games has NOTHING to do with "how many newbs I just owned" - it's all about HOW VALUABLE YOU ARE TO YOUR TEAM. What does this game reward you for? HOW VALUABLE YOU ARE FOR YOUR TEAM. What do the after-match stats mainly focus on? HOW VALUABLE YOU ARE TO YOUR TEAM. Are you seeing the pattern here yet? Because I am.

Brink is geared to SUPPORT TEAMWORK, to ENCOURAGE TEAMWORK, and to REWARD TEAMWORK. Competitive play requires... you guessed it... TEAMWORK. Maybe you should learn to play these types of games better? Since all your listed experience is in games which are much less objective-focused than Brink.

3rd person and 1st person games are basically the same, anyone with a bit of game design knowledge knows this. All games are built around an engine, its the engine limitations that prevent certain things from being possible, switching to 3rd person while you do a stunt is basic, I dont know who brainwashed you into thinking this sort of thing is difficult.

I guess some people just don't see outside the box... Besides the code is already there, look at spectator mode, all the needs to be done is camera alignment...

From a coding perspective, and in gameplay terms, the two genres of First Person Shooter and Third Person Shooter (FPS and TPS) are VERY similar. NOT identical, but similar. The handling of characters between "normal" FPS games and games like Transformers: War for Cybertron are very similar, the way the games play is very similar, but there are differences in how the camera angles work.

But a third-person game like Assassin's Creed is VERY different. It's NOT a TPS. It's NOT a shooter. Making shooter controls work with third-person acrobatics IS a cool idea, but it would be NOWHERE NEAR as easy as you're trying to make it sound, and it WOULDN'T be practical to code into Brink.

I'm not saying 100% that it should never be done, but I don't think it fits with how Brink works.

Also, there are a few points about rolls which I and others made which you're yet to acknowledge, unless I missed something - the disorientation would be bypassed by a third-person camera (EDIT: Actually, this is only partly true - the switch into third-person would be disorienting as well, but this would be less awkward than a first-person roll effect), but it does nothing for the fact that you can't shoot while rolling. The game is made so that you ALWAYS HAVE CONTROL and can SHOOT AT ALL TIMES. Basically the only exception is when you're incapacitated or dead, and those are both obvious reasons - not to mention there's an ability to bypass one of them...
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Assumptah George
 
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Post » Wed Aug 18, 2010 1:56 pm

Adding to obliviondoll's list of exceptions, a mantle.
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Emma Pennington
 
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Post » Thu Aug 19, 2010 4:21 am

You havent proven anything to the contrary. You just say "Nah, wont work, because this game is not like that", I seriously hope your not intending on working in game development, it's people like you who slow down evolution and development.

You say cant do that because people cant watch that sort of thing visually... designers are responsible for making it visually appealing in order for it to work, if you cant see how you can make an effect like this work, then your not the type of talent future games need.

You basically give up on an idea and shut it down, before actually trying to improve on that idea.

"People like me"?
What makes you think I don't work in the games industry?
And while we're getting all personal: what do you do? You claim to have done a "Games Development" diploma when you were 16. Working in the gaming industry yet?

I love the way you make assumptions about me personally that's an awesome way to make a point. It is also an argumentative fallacy.
I also love the the way you come up with these ideas that noone else thinks will work and then say "that's up to the designers to make it work" as if they can make anything work and it'll work splendidly.

A third person camera would be awesome in some kind of playback scenario similar to what TF2 has recently made easier to access. But while trying to control your character through a slide while shooting someone? Horrid!
It sounds awesome but the shifting perspective would mean aiming would be way too difficult for the player especially since your slides and hops are generally very quick. The camera would be bobbing back and forth so fast that it would bring on instant seasickness.
And there are a couple of 3rd person views in the game: where it is appropriate. For instance: when an engineer is fixing something and has the skill to allow him to watch his own back.
Your 3rd person camera idea is not a bad one but where you want it implemented lacks proper thought. It's fantastic to come up with new ideas but sometimes some of those ideas are not good ones and the really hard part is knowing when to throw that idea away.

That's the reason why I dislike the 3rd person camera and the rolling. Too much uncontrolled movement that will disorient the player. I didn't realise I had to spell it out quite so much. Also notice that I didn't shut down all your ideas. I don't particularly like them all (and K/Ds? really? *sigh*) but only commented on what I disagreed with. TBH I think your ideas could work in some other game. Probably a 3rd person action game. I don't see many of them being seamlessly implemented into a competative FPS.
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Lavender Brown
 
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Post » Wed Aug 18, 2010 5:36 pm

Adding to obliviondoll's list of exceptions, a mantle.

There's also an interrupt when you're knocked down, and those two situations are why I said "basically" - neither of them even lasts a full second, so I didn't bother listing them properly.
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IsAiah AkA figgy
 
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Post » Wed Aug 18, 2010 8:45 pm

There's also an interrupt when you're knocked down, and those two situations are why I said "basically" - neither of them even lasts a full second, so I didn't bother listing them properly.

But wouldn't it be awesome if in that fraction of a second the camera whizzed back to a 3rd person view, paused for a microsecond and the whizzed back into first person view in time for you to take control of your character again? Ignoring the fact that you can cancel a mantle 1/2 way through by pulling away from the wall of course. We'd have to sacrifice some control to make this work 100%. :flamethrower:

Sorry. That was rude. I apologise.
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JaNnatul Naimah
 
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Post » Wed Aug 18, 2010 6:31 pm

Geez, can't you fill in the blanks... 3rd person option explained in detail:

Have a toggle option in control menu to allow for 3rd person dynamic view, which interchanges from 1st to 3rd person perspective automatically when enabled, for the duration of your acrobatic manouver, ie Wall flip... and not 3rd person for basic movement and looking around corners like Rikimaru.. (He is from tenchu)


Now imagine : 1st person in action, you kill 2 ppls, you run so now 3rd person !!! you stop SMART move, you go 1st person, then kill 1, then 3rd, then 1st, then 3rd .... now headache :)
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Music Show
 
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Post » Wed Aug 18, 2010 4:39 pm

@Tigerstyler7

There are a few issues with what you would like to see done to Brink. I too am sadly pushing 30, played every reputable fps out there, some not so reputable, and currently own several hundred pc games. 87 of which are on steam.
Honestly, I think the game would look quite ridiculous with rolls and flips.. Yes the game offers a wide range of movement, however your request is beyond the scope of the title. Clearly you did not watch ANY of the videos that were right here on this web site, completely explaining how the Smart functionality would work -- so how you would be let down is on your own stupidity. So all these threads about people being let down by the smart capability... is just blatant ignorance and false perceptions brought on by the individual them self.

I can understand you want some Parkour acrobat crap, but understand this, the developers of this game most definitely have considered every facet "you"(as an individual) can imagine when it came to designing their smart functionality. However, they are working within the constraints of 1) The modern gaming rig 2) the old but still kicken xbox 360 and PS3 3)Realistic believable character animations 4)The lovely fun to produce net code. Just about every action you listed would call for some highly unrealistic animation. Yes it can be done, but how would it look in game? Just because you can do something does not mean you should. They chose to leave movements such as those out not only for obvious cosmetic reasons, but for various technical reasons. Since your so in depth with FPS titles, did you notice how prone left the scene there for awhile? Why do you think that was? And I will hint not because it looked unrealistic and it wasn't particularly cosmetic however some could lean that way.

  • I like your idea for the spectator modes.
  • Suicide? At rank 4 Operatives receive an ability called Cortex bomb.
  • Kill Cam? Go play COD.
  • Kills/Deaths It would be nice, however, then everyone would be fishing for frags, rather then working to accomplish objectives, defeating the entire Concept of Brink.
  • Same goes for Death Match.
  • CTF? It's there, just not in the traditional sense.
  • I'm a huge fan of 3rd person, a good example of an FPS using "some" 3rd person cameras is Rainbow Six Vegas, and Vegas 2. I like being able to see my character, not just his gun. Your going to give me some cool shiny stuff... at least let me look at it a little more often.


This game is really good. There is no "could" have. I know it's a short game, but I've played shorter. It's graphics are top notch, and the game engine itself is very robust.
I would expect you to be in awe of what the development team has produced if you were like you said, taking Game Design Courses at age 16. That and being at the age you are, playing all the fps games you have, you would understand what makes this game unique, and cutting edge.
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e.Double
 
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Post » Wed Aug 18, 2010 12:33 pm

Thinking outside the box? All of your ideas are from the box and if implemented would make Brink more of a standard shooter, instead of being unique like it is. Why don't you ask for a zombie mode while your at it, jeez tiger.
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Jeff Tingler
 
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Post » Wed Aug 18, 2010 11:55 am

Heres a challenge I set to anyone who reads this

jump on youtube, look up the old container city preview

load up your game, play container city for 5/10 minutes



try not to frown at any point

:(
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Farrah Lee
 
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Post » Wed Aug 18, 2010 12:10 pm

Heres a challenge I set to anyone who reads this

jump on youtube, look up the old container city preview

load up your game, play container city for 5/10 minutes



try not to frown at any point

:(

What do you mean exactly? The _only_ change that I noticed that I'd prefer they'd done slightly differently is the chatting between NPCs at the begining of the game. But you could only really do that in single player. The rest of it either doesn't look as good as what we have now or looks the same.
What exactly made you frown?
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Tiffany Castillo
 
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Post » Wed Aug 18, 2010 7:01 pm

Much like some, I expected more from BRINK.

Movement Specific: Really feel half fed with the current acrobatics in the game. These are some ideas from other FPS games which would have made things a bit more interesting.



Wrong, sir. This isn't acrobatics, this is Parkour.

Acrobatics is about showing off. Parkour is about getting from point A to point B as fast and effectively as possible.
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Lakyn Ellery
 
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Post » Wed Aug 18, 2010 1:13 pm

Me too. Nice to know. Doesn't mean you're good at it. Got a job in the industry yet? What games have you worked on? And how well-received WERE your mods? (I'm not meaning this to be rude - just trying to get an idea how relevant this spiel REALLY is to the conversation)

I'm sorry, but I can't take this part at all seriously...

If you knew ANYTHING about objective-based team games, you'd know that TRUE competition in these games has NOTHING to do with "how many newbs I just owned" - it's all about HOW VALUABLE YOU ARE TO YOUR TEAM. What does this game reward you for? HOW VALUABLE YOU ARE FOR YOUR TEAM. What do the after-match stats mainly focus on? HOW VALUABLE YOU ARE TO YOUR TEAM. Are you seeing the pattern here yet? Because I am.

Brink is geared to SUPPORT TEAMWORK, to ENCOURAGE TEAMWORK, and to REWARD TEAMWORK. Competitive play requires... you guessed it... TEAMWORK. Maybe you should learn to play these types of games better? Since all your listed experience is in games which are much less objective-focused than Brink.


From a coding perspective, and in gameplay terms, the two genres of First Person Shooter and Third Person Shooter (FPS and TPS) are VERY similar. NOT identical, but similar. The handling of characters between "normal" FPS games and games like Transformers: War for Cybertron are very similar, the way the games play is very similar, but there are differences in how the camera angles work.

But a third-person game like Assassin's Creed is VERY different. It's NOT a TPS. It's NOT a shooter. Making shooter controls work with third-person acrobatics IS a cool idea, but it would be NOWHERE NEAR as easy as you're trying to make it sound, and it WOULDN'T be practical to code into Brink.

I'm not saying 100% that it should never be done, but I don't think it fits with how Brink works.

Also, there are a few points about rolls which I and others made which you're yet to acknowledge, unless I missed something - the disorientation would be bypassed by a third-person camera (EDIT: Actually, this is only partly true - the switch into third-person would be disorienting as well, but this would be less awkward than a first-person roll effect), but it does nothing for the fact that you can't shoot while rolling. The game is made so that you ALWAYS HAVE CONTROL and can SHOOT AT ALL TIMES. Basically the only exception is when you're incapacitated or dead, and those are both obvious reasons - not to mention there's an ability to bypass one of them...


I work in all types of sales and business.... I was only above average for my character design and animation, when I spoke to a few companies they were all offering a 60k package, in Australia this is considered an average income... I didn't want an average income... hence my choice to work in sales driven business.

We made stupid little kids games... sure they sell, but it is a waste of talent

Also worked on Master Sword Source briefly, until my work took priority

I see your point about rolling, and the disorientation involved with having a viewpoint change during play. It is just that after I saw the Brink Cinematic GDC 2010 Trailer I sort of expected that what I was seeing was going to be possible ingame, they even do a wall flip in slow motion to dodge a rocket... tell me that didn't look cool...

At the end of the day I just want something that I can do that looks cool, sliding to me as it is just looks silly.... however it does take a little skill to do it effectively, last night I wall jumped into a group of 4 enemies (bots... would have been better if they were human..) shot 1 guy in head with pistol mid air then landed with a slide knocking over the remaining 3 bots in a single slide, then I shot the rest of my bullets taking out 2 more bots, when my mag had depleted I started knifing the last guy... then another distant enemy killed me with sniper rifle, the biggest set back of this was I don't know what the hell I looked like... I wasn't sure where I'd been shot from, was my final showdown in the heat of battle witnessed?? Kill cam can tell me this, I also like to see if I was a hard target to hit or where I went wrong...
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Ebou Suso
 
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Post » Wed Aug 18, 2010 5:09 pm

I just watched the Brink Cinematic GDC 2010 Trailer again...

Everyone is rolling around... there is even a wall run, a wall flip, a backward slide, a reverse belly slide and an assasination with 1 hit from behind.... they even show throwing weapons and picking up weapons...

It was obviously on the developers to do list at the begining....

This is seriously what we businessman call "Over-promise, under-deliver"

If this game delivered what was in this trailer, i would have been 100% satisfied
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Alyce Argabright
 
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Post » Thu Aug 19, 2010 4:12 am

I am 95% satified with Brink. Plays great. Great co-op. Objective based rather then "kill" based gaming. I don't care for kill cams, kill/death ratios or any of the things that come up as "what this game needed". I like Brink the way it is. The only thing I would like is for there to be about twice the number of maps with even more parkour to use our SMART moves with.
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Campbell
 
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Post » Wed Aug 18, 2010 6:47 pm

@Tigerstyler7

There are a few issues with what you would like to see done to Brink. I too am sadly pushing 30, played every reputable fps out there, some not so reputable, and currently own several hundred pc games. 87 of which are on steam.
Honestly, I think the game would look quite ridiculous with rolls and flips.. Yes the game offers a wide range of movement, however your request is beyond the scope of the title. Clearly you did not watch ANY of the videos that were right here on this web site, completely explaining how the Smart functionality would work -- so how you would be let down is on your own stupidity. So all these threads about people being let down by the smart capability... is just blatant ignorance and false perceptions brought on by the individual them self.

I can understand you want some Parkour acrobat crap, but understand this, the developers of this game most definitely have considered every facet "you"(as an individual) can imagine when it came to designing their smart functionality. However, they are working within the constraints of 1) The modern gaming rig 2) the old but still kicken xbox 360 and PS3 3)Realistic believable character animations 4)The lovely fun to produce net code. Just about every action you listed would call for some highly unrealistic animation. Yes it can be done, but how would it look in game? Just because you can do something does not mean you should. They chose to leave movements such as those out not only for obvious cosmetic reasons, but for various technical reasons. Since your so in depth with FPS titles, did you notice how prone left the scene there for awhile? Why do you think that was? And I will hint not because it looked unrealistic and it wasn't particularly cosmetic however some could lean that way.

  • I like your idea for the spectator modes.
  • Suicide? At rank 4 Operatives receive an ability called Cortex bomb.
  • Kill Cam? Go play COD.
  • Kills/Deaths It would be nice, however, then everyone would be fishing for frags, rather then working to accomplish objectives, defeating the entire Concept of Brink.
  • Same goes for Death Match.
  • CTF? It's there, just not in the traditional sense.
  • I'm a huge fan of 3rd person, a good example of an FPS using "some" 3rd person cameras is Rainbow Six Vegas, and Vegas 2. I like being able to see my character, not just his gun. Your going to give me some cool shiny stuff... at least let me look at it a little more often.


This game is really good. There is no "could" have. I know it's a short game, but I've played shorter. It's graphics are top notch, and the game engine itself is very robust.
I would expect you to be in awe of what the development team has produced if you were like you said, taking Game Design Courses at age 16. That and being at the age you are, playing all the fps games you have, you would understand what makes this game unique, and cutting edge.


Brink Cinematic GDC 2010 Trailer RE: 1st paragraph

2nd paragraph, Brink Cinematic GDC 2010 Trailer, it looks stylish and takes skill to perform, plus it gives you an edge on stationary players who just spray and pray.

I've also been using cortex bomb lately... just wish my other classes had a similar way to get to spectator mode sooner after death.

I dont want frag stats, I just want to check how efficient I have been, my top score in match is around 25'000 points and I didn't shoot an entire enemy.... and guess what our team lost the match! But I earnt 5 times the average players score... Objective based game lol
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Vera Maslar
 
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Post » Wed Aug 18, 2010 7:38 pm

Ok, this one is for flipping out the idea about flips being incorporated in to SMART. There are not canned animations in Brink, meaning you can cancel anything you do in SMART halfway. Now think, what will happen if I do a backflip and stop halfway? *sound of neck snapping*
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yermom
 
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Post » Wed Aug 18, 2010 7:47 pm

Ok, this one is for flipping out the idea about flips being incorporated in to SMART. There are not canned animations in Brink, meaning you can cancel anything you do in SMART halfway. Now think, what will happen if I do a backflip and stop halfway? *sound of neck snapping*


Did you watch the Brink Cinematic GDC 2010 Trailer ? Flips look good and can dodge rockets...

So when you jump off a 20ft wall in the game can you stop halfway?

Backflips have been used in many games and work ridiculously well check this youtube clip http://www.youtube.com/watch?v=DSqvYioc658
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Betsy Humpledink
 
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Post » Wed Aug 18, 2010 4:39 pm

Did you watch the Brink Cinematic GDC 2010 Trailer ? Flips look good and can dodge rockets...

So when you jump off a 20ft wall in the game can you stop halfway?

Backflips have been used in many games and work ridiculously well check this youtube clip http://www.youtube.com/watch?v=DSqvYioc658

I said, no canned animations. For example, you can stop a mantle halfway and fall backdown, or a vault. Of course you can't jump off 20ft and stop halfway, it's gravity. Look, I love watching freerunning (Tempest Freerunning ftw!), flips and twists are awesome, but it's like the same as a roll, it could disorientate the player because you don't get the sense of the surroundings of a virtual world. Do me a favour, do a roll or a flip or a twist can shoot a gun at a target during that time and hit it.
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yessenia hermosillo
 
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Post » Wed Aug 18, 2010 3:57 pm

I said, no canned animations. For example, you can stop a mantle halfway and fall backdown, or a vault. Of course you can't jump off 20ft and stop halfway, it's gravity. Look, I love watching freerunning (Tempest Freerunning ftw!), flips and twists are awesome, but it's like the same as a roll, it could disorientate the player because you don't get the sense of the surroundings of a virtual world. Do me a favour, do a roll or a flip or a twist can shoot a gun at a target during that time and hit it.


I think you missunderstood... the flips and rolls seen in the trailer don't need to be part of SMART, and what is wrong with canned animations in moderation? Are you saying that the character movement will disorient camera or do yo think players cant aim during a backflip?

Also why is it important to have control of a gun during one of these manouvers? Its purely defensive tactic...

Did you even watch the clips?

Your defending their decision to not include this feature as though you are the person who ultimately decided not to include it....

If you provide me with a gun and a target I bet I can hit it within a day, just depends what gun you were thinking of using...
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sas
 
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Post » Wed Aug 18, 2010 3:06 pm

Sounds like what you ACTUALLY expected was a completely different game. Why did you "expect" these things that were never mentioned nor shown in any videos? Research before purchase, my man, its what the wise men do. & Half your ideas jus sound a bit pointless. Im sorry. I don't have a clue "what you mean".


Watch the first BRINK trailer the CG one, this should make things a bit clearer for you,
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Terry
 
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Post » Wed Aug 18, 2010 7:48 pm

Where in the trailer does it say they're showing in-game footage? It's a CINEMATIC trailer guys, get over it already. Of course they're going to put some things in the cinematic trailer to add to the effect of the presentation. I swear this is the first time I've ever heard people complaining about not being able to do the things they've seen in the cinematic trailer for a game. GET OVER IT.
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Georgine Lee
 
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Post » Thu Aug 19, 2010 3:29 am

I like the game, but i also have a few things i would like to see improved

Btw im on PC

Please stop trying to get them to make this a clone of COD or BF or whatever Modern FPS there are out there.

Make the gamestyle more like RTCW and W:ET, and give us the opportunities we have in those good old games.

So we can start getting some nice clanwars going again.
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jeremey wisor
 
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