All-New Brink Interviews Packed with Questions, Answers


(badman) #1

A new story entry has been added:
[drupal=533]All-New Brink Interviews Packed with Questions, Answers[/drupal]

If you enjoy conversations held in a question and answer format, this post is sure to delight and frighten you with its inquisitive goodness.
Our first stop is Xbox360Achievements, where an epic, four-part video interview with Brink’s Creative Director Richard ‘Rahdo’ Ham covers everything from backstory to achievement design.
In more text-based news, Hooked Gamers have an extensive interview with Splash Damage CEO and Brink Game Director Paul ‘Locki’ Wedgwood about all things Brink, while Edge Online features a two part interview with Senior Game Designer Ed ‘BongoBoy’ Stern about writerly things.
And lastly, Turkish site Merlin’in Kazani has a lengthy Q&A with Media Director Richard ‘Fluffy_gIMp’ Jolly. Due to its bilingual nature, this one’s spread out over nine pages, easily navigated using the dropdown menu at the bottom.


(tokamak) #2

So players are able to extend the match time through missions? Great! It’s very annoying if the you plant the charge on the final objective but one second too late so the last 30 seconds are useless.

EDIT: 1And from what I gathered it looks like players will be able to fight back after being downed, shooting with their hand gun perhaps?

EDIT: 2. Totally agree on the reaction to photo-realism. The same happened in art. Next century school kids will learn about all the new game-art forms.


(mortis) #3

In Paul’s interview, you can see how much they have fleshed-out the backstory. Wow!


(tokamak) #4

Yeah, when game developpers no longer have to use aliens, nazis, zombies, or alien-nazi-zombies (:oppressor:) but can draw their inspiration from the real world, you truly know we’re in trouble.

If they need stories for sequels, I’ll have a few up my sleeve, there’s more to global issues than rising sea levels.


(darthmob) #5

“and we have converted … made another online zombie - yay for us!” :smiley:

Interesting to hear that the demo was run on a pc. I always assumed it was the xbox version because of the controller.


(dohfOs) #6

really like the BongoBoy-one, kinda seperates from the rest :]


(Shiv) #7

[quote=tokamak;199627]so players are able to extend the match time through missions? Great! It’s very annoying if the you plant the charge on the final objective but one second too late so the last 30 seconds are useless.
[/quote]

yessssssssssssssssssssssssssssssssssssssssssssss!


(Zhou Yu) #8

Oh dear, NPC’s on the battlefield? Objectives revolving around them? Please don’t make me do escort missions with useless twat AI npcs. They rarely ever work in singleplayer and in multiplayer I can envisage it being a nightmare.


(Exedore) #9

I was a bit skeptical as well at first, but the implementation we’ve ended up with is actually lots of fun. Can’t give away too much at this stage, but I can’t think immediately of any real similarities to the way other games have used NPCs. You’ll of course be able to decide for yourself, though. :slight_smile:


(tokamak) #10

I love escort missions. Hostage matches in Rainbow Six are one of the most thrilling experience you can have in a multiplayer game.


(Zhou Yu) #11

Ok, I’ve just never had any good experiences with npc escorts in the past. Most of the time its the gaming equivalent of pulling teeth.


(Rahdo) #12

I think some of the escort missions we did on Syphon Filter 1 and 2 back in the day were fantastic (getting Lian out of the catacombs below the church, or breaking Gregorov out of the russian Gulag). the secret to it working well is ensuring the escortee doesn’t screw around, get stuck, or do dumb crap. Our civilians basically have fixed paths they’ll move on while the team protects them with their guns and abilities, and medics keep them alive if they go down. They’re like faster, weaker versions of the normal ‘tank’ style escorts, with medics keeping them moving instead of engineers.


(tokamak) #13

The NPC’s in Raven Shield are great, they’ll follow you and you can tell them to stay down with a simple command. They also have no problems with ladders etc. Though it also really helped that the game had heavy penalties for whoever hurt a hostage (defender as well as attacker), you simply had to sit out next round. That’s something that definitely doesn’t fit the ‘more carrot than stick’ approach in Brink.
(though having the vote option to let your teamkiller sit out one extra respawn round would definitely be welcome, I would prefer that over making people lose xp or letting the server kick them out).

It’s great to hear that medics get objectives as well now.


(Floris) #14

Well NPC’s are just bots, just like some or even all of your teammates and opponents in Brink, and with Brink’s less scripted nature (technically everything running on your PC is scripted at a level, but games like W:ET seem to have a lot more variable elements in the gameplay than games like CoD) I think SD will be able to do a fine job creating them.


(deadlights) #15

great great read