Brink Addict's Q&A With Splash Damage


#1

After some delay, we have finally got the much anticipated responses to the Brink Q&A interview we submitted to Splash Damage last year. The responses answer many peoples concerns about certain aspects of the game, and they have somehow managed to make us even more eager to play the game than ever before. If this game isn’t the stand out game of 2011 I will eat my customized beanie hat.

Now onto the Brink interview with Steve Hessel (Community Relations Manager) for Splash Damage:

Q1. Starting off with a little background on yourself, could you tell us what you do at Splash Damage and what you are currently working on.
My name is Steve Hessel and I’m the Community Relations Manager for Splash Damage, though people on the Internet will probably be more familiar with my handle ‘badman’. In a nutshell, I am the link between the online community and the Splash development team. In practice that means keeping the Splash Damage website and forums updated and running, liaising with fans sites and tournament organizers, and, naturally, keeping the community informed about what’s happening in the world of Brink. I also work closely with the rest of the Media Team here at Splash Damage, as well as the marketing and PR folks at Bethesda to support their respective efforts.

Q2. With all the great press Brink has been getting from the Eurogamer Expo and others, what do you think sets it apart from other first person shooters on the market.
Brink brings several new things to the table that players really haven’t seen in previous shooters. For starters, there’s the blurring of single player and multiplayer into a new type of game, where you can seamlessly transition from playing by yourself with AI-controlled teammates to full-blown competitive multiplayer. Then there’s our extensive character customization system. We’ve got dozens of unlockable abilities that let you build a character specializing in the things that you enjoy doing in the game. You can also customize every single weapon in the game with a myriad of attachments to create your perfect arsenal. This aspect of Brink is really all about personalization and turning it into something that really suits a player’s unique gameplay style.We’re also really happy with how the SMART (Smooth Movement Across Random Terrain) system turned out. One general misconception is that SMART somehow plays the game for you or takes the skill out of movement. On the contrary! SMART opens up tons of additional routes to gameplay and adds a whole new level of tactical depth that we know players will have tons of fun exploring.

Finally, there’s the automated mission system, which builds on what we had in Enemy Territory: QUAKE Wars and kicks it up about three notches. If you‘re lost or don’t know what to do next, just bring up the Objective Wheel and it will suggest a bunch of useful things you can be doing at that point – and then it’ll even tell you where to go. It’s such a helpful thing to have in the game, especially for those who’ve never played the Enemy Territory titles. Of course, I’ve got to mention Brink’s gorgeous art style as well, which ties all of this together beautifully.

Head over to Brink Addict to see the full 12 questions.

Thanks for the great interview badman :slight_smile: and to all those who submitted questions.


(madness) #2

cool. thanks


(Kryptyk Samurai) #3

Anyone know if there a respec option once I want to try out different builds? Or do I need to start over from scratch? I remember hearing you can have up to 16 archetypes (assuming 8 Resistance and their 8 counterparts for Security)…


(Seyu) #4

Kudos, this clarifies a lot of things.


(.Chris.) #5

Question/Answer 11 for the win.

Question/Answer 8 strongly indicates an SDK but doesn’t confirm one.

Shame they couldn’t discuss some of the other points though.


(Seyu) #6

They said the same about beta testing.


(3Suns) #7

Good stuff!


(Fireseed) #8

Good questions, thanks!
It´s in our news -> http://ark-island.de/news.php?id=51 :slight_smile:


(Herandar) #9

You can have up to 16 characters. Each character can play for either faction, and the game saves both clothing sets for each character. You can respec, but it will not be free.

Review this thread for a more in-depth explanation/discussion.


(DarkangelUK) #10

About 4 months wait, but still the best Q&A session was done by a fan site… take heed you ‘professional’ gaming websites! Well done Jammy :slight_smile:


(Mustang) #11

Some excellent questions there and useful fairly specific answers as well, sweet!


(LyndonL) #12

Yay for Question 5. VERY happy to hear you can have more than 2 in a fireteam, and VERY glad VOIP is enabled by default for it :smiley: That’s the perfect system imo.
And yes Q11 was comforting :slight_smile:


(DouglasDanger) #13

This is a good interview. It blows the bull**** “game journalism” sites’ interviews completely out of the water.


(Cankor) #14

So is ammo and health packs an active or passive ability? With the 3 active ability limit for any class, I’m wondering which ones are active and which are passive. Badman listed grenade shooting as a passive ability, since it’s always there. Are things you can do by pressing your use button always there (like health and ammo), what about turrets and mines?

I can understand things like kevlar armor, faster sprint, more pips, etc all being passive. If grenade shooting is passive it seems like med and ammo would be as well.

edit: reread it and he said turret and landmines are active abilities. If mines are active abilities I guess ammo and health must be as well.


(LyndonL) #15

Is handing out ammo/health an ability though? Or is it just a base unlock (similar to weapon unlocks). I would assume this to be how it is, and upgrades to what KIND of ammo/health you give out to be the “passive” abilities?

Maybe this was already discussed and I’ve missed it?


(Maawdawg) #16

Well done jammydodger. A far better Q&A than any of the others I have seen.


(Cankor) #17

[QUOTE=LyndonL;267933]Is handing out ammo/health an ability though? Or is it just a base unlock (similar to weapon unlocks). I would assume this to be how it is, and upgrades to what KIND of ammo/health you give out to be the “passive” abilities?

Maybe this was already discussed and I’ve missed it?[/QUOTE]

I saw an ability called ammo boxes that give you the ability to hand out ammo to other players, so yeah, pretty sure it’s an ability. Probably that’s the level one version, and the upgrades from there are more powerful ammo.

Related note: if health heals for 100% does an ammo box fill your 100%? It sounds like you don’t come out of spawn with a full load out (similar to W:ET where everyone would run out of the spawn dropping health and ammo, which wasn’t seen in ETQW since everyone started out at 100%).


(Nail) #18

command posts replenish ammo to max


(Mustang) #19

Probably core abilities
i.e. Unlocked by default but you can disable them and choose something else instead if desired, because of the upto 3 max


(DarkangelUK) #20

That’s the whole point of the class, it shouldn’t have to be unlocked. I couldn’t believe when played BC2 and had to unlock handing out health and reviving… wtf point is a medic, if he can’t be a medic? It should be inherent to the class, not an unlock at all… and certainly doesnt seem to be (thankfully)