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.
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
I imagine there will be some kind of deathmatch mode, but there are not going to be leaderboards in other game modes, so what would be the point?
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.
Yeah, you always got lots of XP for actually doing the objectives. But it hardly ever stopped people from just going around shooting rather than planting the dynamite or whatever.
The more and more I read about this/see video the more excited I get. Hopefully we wont be disappointed but the art style/seeming level progression/weapon and character customization seems to be really solid looking so far.
So I finally took some time to read up on this and watch some videos. I've heard some stuff about it, but didn't have a close look until now.
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.)
I wanted to like Quake Wars really badly but it felt too... "arcadey" compared to BF2, its direct competition.
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.
The main problem was that they linked everything to the 30fps tickrate, when pretty much everyone could run it at much more than that, making it feel sluggish and unresponsive.
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:
VG247: Brink was recently delayed into 2011, which is kind of a bummer, because I want to buy it. Could you explain why you felt like the game needed a little extra time in the oven?
Paul Wedgwood: We're not adding any additional things to it. Essentially, we’re gonna spend longer in the beta phase. Because it’s a really ambitious game, and now that people can see what we’ve done with weapons – the number of weapons, the number of weapon modifications, the number of abilities, the number of items and gadgets – they can see the interrelations between those many components sets up some very specific balancing challenges.And for Brink, we want to make sure people enjoy playing months after they’ve started playing – or years after they’ve started playing! I think in order for us to achieve that well, we want to have the best possible period of balancing and polishing.
Also, I think this is really, really interesting:
We have closing cinematics for all outcomes – failure and success. Which is different from a single-player game, because a single-player game doesn’t have mission failure as a potential outcome. They don’t have to do a big ending cinematic for things going wrong.
Which sounds good to me. I can see how all of the different combinations of things could make this take a long time.
I'm getting more and more interested in this. I don't want a Borderlands amount of guns, but 3-4 of each class of weapons, plus further tweaking via attachments? Sounds like the sweet spot.
Not sure about the SMART thing. Maybe I'm just a cynic, but after years of getting stuck on rocks, being penned in by chest-high walls, and getting snagged on level geometry, it sounds too good.
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.
Not sure about the SMART thing. Maybe I'm just a cynic, but after years of getting stuck on rocks, being penned in by chest-high walls, and getting snagged on level geometry, it sounds too good.
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.
Skull2185 on
Everyone has a price. Throw enough gold around and someone will risk disintegration.
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.
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).
Women can't fight, they don't have muscles.
Skull2185 on
Everyone has a price. Throw enough gold around and someone will risk disintegration.
The developers said there are no females because it would limit clothes. The amount of clothing pieces and customizations would be halved, because everything would have to be made twice.
Sounds interesting like a multiplayer mirrors edge with less rooftops...maybe with a price drop but still looks good! I've been buying too many games recently..
The developers said there are no females because it would limit clothes. The amount of clothing pieces and customizations would be halved, because everything would have to be made twice.
These guys sound really impressed with it, which is a good sign.
Obviously, after only playing one level, we can’t pass final judgment here, but it’s hard to walk away from Brink without turning our heads and gazing back wistfully as a single tear rolls down our cheek. We miss playing you, Brink. Come home soon.
Not sure about the SMART thing. Maybe I'm just a cynic, but after years of getting stuck on rocks, being penned in by chest-high walls, and getting snagged on level geometry, it sounds too good.
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.
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.
The video shows a guy in a cowboy hat! And another guy with a bandana over his face!
Also, their goal of blurring the line between single and multi sounds great. It looks like you will always have something to do, thanks to the AI commander/officer.
I hope the gunplay is good. I can have fun with awesome mechanics in an FPS but if the gunplay isn't any good I get bored with the game very fast, like with any Battlefield game.
Posts
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 made a game, it has penguins in it. It's pay what you like on Gumroad.
Currently Ebaying Nothing at all but I might do in the future.
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.
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.
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.
The video shows a guy in a cowboy hat! And another guy with a bandana over his face!
Also, their goal of blurring the line between single and multi sounds great. It looks like you will always have something to do, thanks to the AI commander/officer.
edit: It'll probably get 10% off on preorders as it gets closer to release.
I thought you were talking about the developers!
I hope some forumers get to play it and give their impressions. Also, some new footage would be nice.
I've got my fingers crossed for this one.
Also; the inevitable PA group/clan/whatever will most likely take all the fun this game has to offer and multiply it by an order of magnitude.
And I don't buy all their big talk about "combining genres" or whatever
And I don't really like the look they're going for much at all
So basically I'm not very interested in this game!
But I'd like to be proven wrong
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET