Brink Coverage Round-up: PAX Awards, Previews, Interviews


(badman) #1

A new story entry has been added:
[drupal=707]Brink Coverage Round-up: PAX Awards, Previews, Interviews[/drupal]

We’ve got a whole new batch of Brink previews and interviews ready for you to dig through, along with a few extra bits and pieces. Let’s dive right in, shall we?
If you dwell down under, you can get a highly concentrated dose of Brink in the latest issue of PC Powerplay Australia. The magazine not only features Brink on its cover, but it’s also jam-packed with hands-on information straight from last month’s QuakeCon. The issue is on sale right now.
Elsewhere, Machinima.com’s Best of PAX awards caused much delight around the office. Brink not only picked up a nomination for Best New IP, but it was also named Best Shooter of PAX 2010. Given the quality of offerings on display there, this one’s rather special to us. Thanks, guys!
And now, here’s a round-up of the latest Brink previews and interviews:
Previews & Impressions

[ul]
[li]Gaming Nexus [/li]> [li]Total PlayStation [/li]> [li]Loot Ninja [/li]> [li]Platform Nation [/li]> [li]Front Towards Gamer [/li]> [li]Digital Entertainment News [/li]> [li]ZTGameDomain [/li]> [li]Shogun Gamer [/li]> [/ul]
Interviews

[ul]
[li]Richard Ham on Front Towards Gamer [/li]> [li]Richard Ham on Game Crashers [/li]> [li]Richard Ham on Game Revolution [/li]> [/ul]
If you’ve spotted any other recent Brink coverage we’ve missed, don’t forget to let us know in the comments.


(Maawdawg) #2

nice roundup. thanks badman, new stuff to read tonight and tomorrow.


(tokamak) #3

So…where’s the extra bits and pieces?


(BioSnark) #4

the stuff above the link lists?

GameCrashers was interesting. New info to me on tiered play vs. joining friends that I was concerned about and xp currency going to the player, not the characters.


(SebaSOFT) #5

Operative PERK: Remote controlingl turrets…


(H0RSE) #6

I think the perk works by giving them remote control by hacking an Engineer turret - I don’t think they get their own deployable turret.


(SebaSOFT) #7

Yeas, i meant remote controlling turrets… not A REMOTE CONTROLED TURRET


(light_sh4v0r) #8

If I understood it right, this also works on enemy turrets, which is win :slight_smile:


(SebaSOFT) #9

Actually it would be pretty bad if it works on Ally turrets

“dont use my turret…damnit!!”


(H0RSE) #10

That’s the intended point…for Operatives to sabotage the enemy.


(Auzner) #11

[QUOTE=SebaSOFT;242142]Actually it would be pretty bad if it works on Ally turrets
“dont use my turret…damnit!!”[/QUOTE]
or for operatives to sabotage their own team


(potkettleblack) #12

So based on that mp3 interview with Rahdo, there are 2 campaign modes. One that has voip and team damage off and the ‘advanced’ one that has them on.

For the devs:

Just to clarify, there was an article a while back that stated that each objective had a 5 minute limit, will this also be included in the ‘advanced’ campaign mode?


(H0RSE) #13

So based on that mp3 interview with Rahdo, there are 2 campaign modes. One that has voip and team damage off and the ‘advanced’ one that has them on.

I really hope these aren’t the only 2 choices…I would much prefer VOIP off and FF on.


(BioSnark) #14

We know :wink: I doubt you’ll have any problem just setting the incoming voice volume to zero like any other game. There are also custom server settings @ ~15 mins.


(H0RSE) #15

I’m getting it for xbox, so custom server settings doesn’t really help me.


(BioSnark) #16

I wouldn’t want voip either in that case, but you can still adjust (turn off) voip input volume in xbox games, right? I know borderlands had that on the PC and borderlands voip was not ported well.


(H0RSE) #17

My point is, I want to not have to worry about voice chat at all, regardless what my volume is at. Even if I pick up a PC copy, I would still want VOIP off and FF on.


(BioSnark) #18

and what I’m saying is that turning voip off is a client option irrespective of server or, on consoles, host preferences… It’s essentially why I don’t get your position on voip. Unlike friendly fire, server settings don’t matter if you want it off.


(H0RSE) #19

On console, you don’t always have the option to turn voice “off,” and even when you can, many games on xbox have “voice proximity,” where you will hear people talk if you are close enough to them in game. Sometimes even when you don’t even have the headset plugged in, you can still hear them over your speakers. Most of the time, the only “fool proof” method, is to create a private party, so no one except party members can be heard.

Also, servers in Brink do seem to care if you have it on or off, since it was discussed that there won’t be any “mixed” servers - either everyone has it off, or everyone has it on, which was the point I have been trying to make that having it on by default, is not going to “hurt” the game at all.

[QUOTE=Rahdo;211538]First of all, a little more about the ‘default’ voip setting. This is effectively a server setting in our ‘standard’ match, which is what the game puts you in if you simply say “i’d like to play the next mission in my storyline online, please”. same as no FF. so players who just want to jump in and play online with no hassles, they choise the “next mission” option, and boom, they don’t hear anyone calling them f******, they don’t have assholes shooting them in the back, and they have a good time. are they missing some of what makes multiplayer great? yes. but they’re having a good time…

i expect the majority of console players will opt for the former (the standard ‘friendly’ matches), and the majority of PC players will opt for the later (the let me play the game without restrictions, i’m a big boy, i can handle it matches). so hopefully everyone will be satisfied… :slight_smile:

Regarding voip, i feel this is a better way to go, because doing the other thing (allowing individuals to selectively turn voip on or off) works at a disadvantage to everyone, including the players who want to speak. what good does it do you to talk into your mike and give strategy/tips, if, for all you know, half your team has manually decided to turn voip off. you might think a player is a complete asshat by ignoring your repeated requests for ammo, but in fact, it’s just that they’ve turned voip off because someone called them a n***** in the past, so they don’t take chances anymore. and they have no idea you’re asking for ammo.

a weird system where “maybe” sometimes people talk, and “maybe” sometimes other people can hear them, but no one is every sure about either, doesn’t help anyone. a more strict system where everyone knows that either a) no one is talking or hearing, or b) everyone can talk and everyone can hear, and letting players gravitate to the choice they prefer, strikes me as a bit clearer all around.[/QUOTE]

[QUOTE=Rahdo;215525]
Smart button = optional. Going without and using skill gets speed bonuses
Auto-run = optional. Going without means more control and tactics for approach to interactive objects
VoiP off = optional. Play on a server with it turned on if you don’t like.
Unified use key = optional (well, thanks to Darkangel’s script)[/QUOTE]


(BioSnark) #20

Okay. That’s what I was asking in #16. Console gaming always sounds so awesome…

which was the point I have been trying to make that having it on by default, is not going to “hurt” the game at all.
I always thought you argued the opposite :confused: Anyways, don’t really care on the PC unless SD does a terrible port of the voip system with voice activation and gets charming levels of static out of some people’s systems like avp did or takes away standard client options like input volume.