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[Brink] and you'll miss the May 10th release date
Posts
Splash Damage doesn't really have quite the following it once did back in the W:ET days. Quake Wars, while competent, never really rocketed them into the echelon of developers with legions of ravenous fans.
This looks great, agreed, but Splash Damage still has a lot to prove.
Steam: CarbonFire MWO, Planetside 2, Origin: Carb0nFire
The shoddy console ports certainly didn't help. Hopefully Bethesda will spend time and money advertising it, rather than letting it languish like a lot of their other 3rd party games, like WET or whatever that star trek one was
I'm pretty excited about it but I'm trying not to read too much about it until release. Media blackout and all, I like to leave as much of it a surprise as I can.
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They seem pretty comitted to getting the word out. Nick Brecken (I think that was his name) sent me a Brink poster just for starting this thread. Imagine my surprise!
And they've been releasing a steady trickle of info for a while now; just enough to keep people (well, me, at least) interested without giving us too much and overloading us. I imagine it'll only ramp up as the release date draws nearer.
I just can't wait. Spring 2011 seems so far away! I'm so sick of MW2 but I can't stop until I have another shooter to take it's place. bleh
Nah, that'd be fine actually, as it would give people who did use it an advantage
http://www.gametrailers.com/video/quakecon-10-brink/703204?type=flv
http://www.youtube.com/watch?v=MQ1zAnnO-bk
I wish they would some new gameplay footage. It is either this reactor level or the container city level all the time. And some of the interviews edit the footage and the trailers together, recycling old footage with a new interview. You can't blame Bethesda or Splash Damage for that though.
The writer talks about the sort of AI Officer that tells you what your objectives are and where to find them. This feature sounds pretty good to me. It has potential to keep the teams focused and working towards the objectives. There are always multiple objectives to choose from too, which is cool.
Kinda depends on people actually using it rather than just Deathmatching though. I mean, it was right on the screen in ETQW, but that didn't really help much
They are coming up with neat ways to reward you for playing a role. Doing objectives gives lots of XP, shooting dudes is just a couple of points. The Kotaku article mentions getting XP as engineer for escorting the robot thing in the Container City level.
Cautiously optimistic - I really like the art style, which combined with the progression stuff makes me think a whole lot of Borderlands. The character customization in particular is interesting. (A billion weapons I don't care about, since 90% of them got vendored anyway.)
Yeah, I like that part - the weapons that were actually used in Borderlands could probably just as easily be represented by swapping out some parts.
edit: oh yeah, these guys made ET:QW. Thought the name rang a bell.
Destructoir interviews Paul Wedgewood
Destructoid hands on with multiplayer
Again, not really any new info.
And a guy reflects after playing.
Cheat CC Hands-on
Yet not nearly as arcadey as the quake source material. Or even W:ET. To it's detriment.
Yeah, that's true. It felt like it was in this awkward middle ground where it wanted to feel more like Battlefield but at the same time couldn't give up its roots, and ended up not feeling as fun as either.
Also, I'd say that BF2 was much more of a contemporary to W:ET, if not RTCW. ETQW didn't come out till what, 2007?
The game was pushed back for balancing, tweaking, optimizing, etc:
Also, I think this is really, really interesting:
Which sounds good to me. I can see how all of the different combinations of things could make this take a long time.
In the developer diary he said something about it "not being a canned animation," not sure what he means by that exactly. If the button basically bypasses obstacles by passing you through them, I'm not really impressed.
He means the animation system will calculate what body movements are required to move the character over/under the obstacle and 'on the fly' combine them into a single animation. So the left leg rise, the right leg is splayed out the left hand presses down on the ledge - all at once)
I was sort of following it since it was announced, but it looks pretty smooth now. I'm not terribly fond of the art style, but it'll grow on me I guess. Thought it was comming out this year though, glad its not since I have enough on my plate already.
3DS FC: 5129-0946-8305
Been following this game for a good long while. I'm excited as heck for pretty much everything about it (except the exclusion of an entire gender, but hey).
Really wanna see some more of the weaponry and mission options.
Women can't fight, they don't have muscles.
3DS FC: 5129-0946-8305
Maximum PC: Brink may be your next multiplayer addiction
These guys sound really impressed with it, which is a good sign.
Definitely sound impressed.
That would be ridiculous. He is much more likely to be talking about procedurally generated animation that basically animates a rigged character based on the obstacles, gravity and the force needed to keep the character up.