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Brink


marlonharewood

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  • 2 months later...
Bump!

Given that the trailer for this is played a lot at my work, and we've had quite a few people wanting it...anyone else interested by it?

The concept of SMART sounds pretty interesting from what I can gather from the previews, and I personally loved Splash Damage's work on Quake Wars - they seem like a pretty talented bunch. Just curious as to how well the thing will play!

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  • 1 month later...

You obviously know nothing about this game.

I obviously don't. That video isn't telling me much so I'm just seeing another team-based FPS.

So let's discuss it, since that's we're all here for, instead of pointing out to me that I obviously don't know anything about this game, why not explain to me and everyone else here how this game is different to all the other shooters out there? :)

The only thing I know so far is that you don't have to jump or slide over or under things, which is taken care of by the game automatically when you approach an obstacle, as seen in Zelda games for instance.

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I obviously don't. That video isn't telling me much so I'm just seeing another team-based FPS.

So let's discuss it, since that's we're all here for, instead of pointing out to me that I obviously don't know anything about this game, why not explain to me and everyone else here how this game is different to all the other shooters out there? :)

The only thing I know so far is that you don't have to jump or slide over or under things, which is taken care of by the game automatically when you approach an obstacle, as seen in Zelda games for instance.

The game does not jump/slide/do anything automatically for you, in the fact that it needs a button press. In a similar vein to Mirror's Edge you press a button and you slide/go over/go under obstacles, but in Brink this is handled by one button instead of 2. You look down as you come to an object and press the button to slide under, look up and you vault it or climb it. It is a very intuitive way of getting around the environment, which allows for quick and fluid movement, and access to previously unreachable areas. Check out the below video for a better look at the system.

http://www.youtube.com/watch?v=B2miDEafpwQ

As for the Timesplitters reference I assume it is only in response to the character models, which I can see and I have no problem with...I like the models and the customisation possible.

I can see the comparison to TF too but if you know anything of the history of Splash Damage, the developers, you will know they have a long history of team and class based, objective orientated games. Granted they have only released 2 but Wolfenstein: Enemy Territory was released in 2003 and the only game that has came close to matching W:ET's objective orientated gameplay has been Splash Damage's second game, Enemy Territory: Quake Wars.

As an example of W:ET's objective based gameplay, I'll give a rundown of how one of the maps played out. Playing as Allies you had to construct and reinforce a bridge over a chasm so they could escort a tank over it. The tank must then be escorted to an underground bunker where the tank blows the doors open. The Allied players must then continue to escort the tank to a fuel dump depot where the tank will again blow the doors off, and can take it round the side of the depot to blast another hole in the wall. The allies must breach the defences and plant a dynamite at the fuel dump and have it explode to win the game. The Allies can complete secondary objectives to aid their progress, like building a footbridge over the original chasm to flank the Axis and stop them hindering their main bridge building. They can build a command post which gives extra supplies of health and ammo. And if the Axis build defences around the fuel dump, they can be destroyed. They can also use a Covert Ops to steal an Axis uniform and sneak into the base without blowing up the doors and let an Engineer in to complete the job.

The Axis can also build a command post and sniper towers at the bridge stage, sniper towers and gun turrets at the depot stage and extra defences around the fuel dump. Laying mines along the way helping hold back the charge. Their main objective throughout is to keep the tank disabled, they do this with their explosive weapons, the rocket launcher and artillary and airstrikes. Once the fuel dump doors have been blasted open they then must stop dynamite being planted, and defusing it if it does.

That's just one map, with each map having even more varied objectives than anything else I have seen, such as:

  • Constructing a water pump to clear a tunnel for an extra access route
  • Stealing some gold and putting it in a truck to be escorted past some constructable barricades
  • Escort a tram to pick up parts for a massive rail gun, the tram going back and forth along the tracks

All of which are simple blow up stuff, escort stuff, capture stuff, build stuff. But nowhere else is it all put together in one map with a coherent structure. And this is the same legacy that keeps W:ET running today. Splash Damage are continuing with their original objectives and it looks like, if you watched any other of the videos in this thread, that they have created an engaging objective based game, which I think Splash Damage are alone in the world in what they are doing. (Why nobody else is copying their format baffles me.)

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  • 2 weeks later...

Haven't really been paying attention to this so watching developers promise the world in revolutionary gameplay is a bit strange when you realise their game can be summed up as Mirror's Edge meets Assassin's Creed meets Borderlands. Okay so no other game is ME+AC+B and it does look kinda cool but they're laying it on a bit thick aren't they.

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Not even Bethesda are mad enough to release this alongside those two, I'm just worried that it's going to end up like Blur, SS & Transformers and be virtually dead online after a few weeks.

I really hope that doesn't end up happening as it looks great and it's something that could easily rival the big hitters if it takes off online.

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