there’s only 1 way to solve this… fightttttt (cue people dressed in massive pc and console outfits bashing each other)
sorry, none-english people wont get this one
there’s only 1 way to solve this… fightttttt (cue people dressed in massive pc and console outfits bashing each other)
sorry, none-english people wont get this one
[QUOTE=zenstar;371283]Shouldn’t that read “…a Metroid taken from the popular Nintendo franchise of the same name hence I’m also an old console gamer…” ?

Ah yeah. I remember the good old days of consoles when 8 bits was more than you ever needed and the promise of 16 bits seemed like crazy fairytale.
Would you consider a commadore 64 a console? If so that was my first console. If not then I guess the Famicom was it. And my first PC didn’t have a harddrive. But that was ok because it had 2 disk drives so I could leave the DOS disk in A: and play games off B:
:stroggtapir:[/QUOTE]
pah! my mightly BBC model B had a whopping 32k of RAM and basic on the chip! but i had to load from a tape drive…
games took 10 mins to load and would often crash. we used to go outside and play football while we waited for things to load. maybe thats why fat kids were rare back then? 
[QUOTE=Nexolate;371273]I’m not saying SMART isn’t a good thing. When I first played Brink and then went to play one of my routine get-togethers of Expert L4D with some pals, I wondered why I wasn’t sliding under the garage door.
What I am saying is that it could have been a bigger part of Brink.
Let’s take a scenario, say, planting the gate charge on CCity. How many areas does SMART make the difference? The wallhop and getting over the Operative door, which is restricted to Lights anyway.
Imagine if there was say, something to slide under somewhere else. Or some new alternate path or perch that was only accessible by using SMART. It’d certainly give the player a lot more options, right? That’s all I’m saying, more options for more tactical decisions.
Regards,
Nexo
EDIT: The first area of Shipyard is pretty good in this sense.
Lots of Light jumps and plenty of areas to slide under and flank with.[/QUOTE]
Using your CC example just on the first Obj…there’s the side door (light) like you pointed out, there’s also sliding under the gate (all), and to the right of the door (facing it on offense) are the containers you can climb up (med/light) to go to the enemy spawn or flank them at the door.
I agree with you though, more SMART would never be a bad thing (eh, there’s probably a point somewhere). I would like more SMART in the levels (especially for lights), AI making better use of SMART so that new players can see it in action more frequently, etc.
I think the hard part of this comes back to what Exedore was talking about in that article. Even if levels are littered with SMART every where a lot of people are going to just walk and run along the ground the objective. I mean that’s what we’ve been doing in 99% of the games ever made. I know there’s been bunny hopping, skiing [go Tribes!], jet packs etc. but these are more like the minority of games. This problem is also probably compounded by the fact that the default body type is Medium and light needs to be unlocked. If you started as a light and had to begin the game in that framework it might encourage more SMART use right out of the gate.
Oh yes. The commodore 64 used to load off tape too. And I had a compilation tape with 6 games on it and the only one I ever wanted to play was at teh end of the tape 
I vote we increase loading times for all games to force kids to go get some excercise during the warmup!
Or use kinect / wii motes to force them to do pushups to respawn. Slacker kids nowadays. Back in my days kids used to… erm… i forget. What were we talking about shonny?
Bad Zenstar! Baaaaaaaaaaaaad Zenstar!
The C64 was very much a “home computer”, or in fact a “personal computer”, which was a general term for anything that could be programmed or used in a productive way. It was prior to the term PC being used for strictly “IBM PC and compatible” machines, which remains the current definition of the term to this day, unfortunately. Even a Mac is really a PC, by the original definition of the term.
Badman - in my defense, this is not strictly a “console vs. PC” post, at least in the vain we usually see
heh
[QUOTE=nephandys;371294]Using your CC example just on the first Obj…there’s the side door (light) like you pointed out, there’s also sliding under the gate (all), and to the right of the door (facing it on offense) are the containers you can climb up (med/light) to go to the enemy spawn or flank them at the door.
I agree with you though, more SMART would never be a bad thing (eh, there’s probably a point somewhere). I would like more SMART in the levels (especially for lights), AI making better use of SMART so that new players can see it in action more frequently, etc.
I think the hard part of this comes back to what Exedore was talking about in that article. Even if levels are littered with SMART every where a lot of people are going to just walk and run along the ground the objective. I mean that’s what we’ve been doing in 99% of the games ever made. I know there’s been bunny hopping, skiing [go Tribes!], jet packs etc. but these are more like the minority of games. This problem is also probably compounded by the fact that the default body type is Medium and light needs to be unlocked. If you started as a light and had to begin the game in that framework it might encourage more SMART use right out of the gate.[/QUOTE]
Honestly there is just enough SMART on a majority of the levels and maps in Brink for it not take away or be a distraction to the point of the game being ALL about SMART. I’ll try to explain what I mean. The maps could’ve been set up so that you had to SMART to get to key areas or in a sense that the design of the levels dictates the use of SMART or you have less chance of approaching an objective. Instead, they sprinkled it in as a gameplay mechanic that allows you to play seamlessly without thinking about a complex button combination, or maps that over-played the SMART. In real life you don’t push a bunch of buttons when you are looking to jump and grab onto a tree branch to climb a tree, you just do it. I see many beginner players everyday not using SMART at all as if its just not even there. And catch myself at times going around stuff that I could just Parkour over. And I’ll be like, you could’ve just taken a short-cut dummy. But this feature has never been in a FPS game that I’ve played to a degree where its not a jump button or a ladder you climb (which always drives me crazy in games, for me its like breaking the fourth wall going up a ladder as if you are on a lift). Just my two cents.
One of the areas I’d like to see SMART expanded and thought originally it’d be in the game, was SMART over roof tops and fighting and jumping from roof to roof. I understand that this would’ve posed challenges of its own and challenges to newer players, but seriously being able to parkour over the rooftops of Container City would’ve been beyond EPIC. 
One of my most favorite scenes in any movie is in the Matrix when the agents are chasing Trinity over the roof tops and shooting. In the opening scene. (add some chicks that look like that in Brink :)) Also, this kind of fighting and battle would be cool as future DLC. Make a map similar to Refuel except the map takes place on the roof of some major section of the Ark. And there is a lower level that makes you feel like you were fighting atop city. I guarantee if you add just one map like this, people’d go nuts for it! 
[QUOTE=wolfnemesis75;371317]Honestly there is just enough SMART on a majority of the levels and maps in Brink for it not take away or be a distraction to the point of the game being ALL about SMART. I’ll try to explain what I mean. The maps could’ve been set up so that you had to SMART to get to key areas or in a sense that the design of the levels dictates the use of SMART or you have less chance of approaching an objective. Instead, they sprinkled it in as a gameplay mechanic that allows you to play seamlessly without thinking about a complex button combination, or maps that over-played the SMART. In real life you don’t push a bunch of buttons when you are looking to jump and grab onto a tree branch to climb a tree, you just do it. I see many beginner players everyday not using SMART at all as if its just not even there. And catch myself at times going around stuff that I could just Parkour over. And I’ll be like, you could’ve just taken a short-cut dummy. But this feature has never been in a FPS game that I’ve played to a degree where its not a jump button or a ladder you climb (which always drives me crazy in games, for me its like breaking the fourth wall going up a ladder as if you are on a lift). Just my two cents.
One of the areas I’d like to see SMART expanded and thought originally it’d be in the game, was SMART over roof tops and fighting and jumping from roof to roof. I understand that this would’ve posed challenges of its own and challenges to newer players, but seriously being able to parkour over the rooftops of Container City would’ve been beyond EPIC. 
One of my most favorite scenes in any movie is in the Matrix when the agents are chasing Trinity over the roof tops and shooting. In the opening scene. (add some chicks that look like that in Brink :)) Also, this kind of fighting and battle would be cool as future DLC. Make a map similar to Refuel except the map takes place on the roof of some major section of the Ark. And there is a lower level that makes you feel like you were fighting atop city. I guarantee if you add just one map like this, people’d go nuts for it! :)[/QUOTE]
The reason I say there’s not enough SMART is because at least 50% of SMART is just climbing over a crate. 90% of the areas in the game don’t require the light body to reach, which is the only body type that fully makes use of the SMART system. When I say more SMART I mean more hard to reach, high up, more vertical levels, only reachable by wall jump, etc. locations. There’s not enough of these.
If you read Exe’s interview he even talks about how they scaled back and reduced these areas to a certain extent to appeal to the fact that no one has used the system before. So now that we have hopefully Brink 2 or future DLC will make more use out of the system. Just look at the 2 new levels. They are greatly improved SMART-wise IMO.
[QUOTE=nephandys;371327]The reason I say there’s not enough SMART is because at least 50% of SMART is just climbing over a crate. 90% of the areas in the game don’t require the light body to reach, which is the only body type that fully makes use of the SMART system. When I say more SMART I mean more hard to reach, high up, more vertical levels, only reachable by wall jump, etc. locations. There’s not enough of these.
If you read Exe’s interview he even talks about how they scaled back and reduced these areas to a certain extent to appeal to the fact that no one has used the system before. So now that we have hopefully Brink 2 or future DLC will make more use out of the system. Just look at the 2 new levels. They are greatly improved SMART-wise IMO.[/QUOTE]
There are also places where you should be able to Parkour and instead hit an invisible wall like the invisible walls you hit in Fable 2. Shipyard is a major culprit of this and so is Resort. I want to be able to do what I imagine is very possible not hit an invisible wall. Like on the Plane on Refuel. On shipyard if you jump over to the Main Barricade and look over across to the opposite platform. I should be able to make that jump and do it, and hit an invisible wall. Brink 2 needs to remove these and let people go balls to the wall over the place like monkey **** if they want to! 
[QUOTE=dazman76;371314]Bad Zenstar! Baaaaaaaaaaaaad Zenstar!
The C64 was very much a “home computer”, or in fact a “personal computer”, which was a general term for anything that could be programmed or used in a productive way. It was prior to the term PC being used for strictly “IBM PC and compatible” machines, which remains the current definition of the term to this day, unfortunately. Even a Mac is really a PC, by the original definition of the term.
Badman - in my defense, this is not strictly a “console vs. PC” post, at least in the vain we usually see
heh[/QUOTE]
Well It had a joystick (with 1 red fire button) and I used to use it like a console. Only the games took longer to load 
But yes. You’re right. It was a personal computer. And I did learn a bit of basic on it… but then I did that on my playstation 2 with a usb keyboard back in the day too. 
And of course a Mac is a PC. They run the same hardware under the hood as we do nowadays. It’s just the operating system that’s different. Long gone are the days where apple used to run different hardware.
My bad, vague sentence - I wasn’t talking about the current Intel-powered Macs, or indeed the current definition of the term PC
Rather the whole Mac family - including PowerPC versions, and even Motorola 68K powered ones from the 90s. They were all “personal computers”, but Apple wouldn’t like you to say they are “PCs”
That’s what I was trying to say.
I don’t know if I’d call 2005 “long gone” - do you have to make me feel even older?
heh
Well written Chris.
I however blame Locki who buried the game even before it has been released. Next time he should try harder while signing a contract with a publisher rip-off like Bethesda or Activision. Yeah sure, he saved the company with this contract but if their next game isn’t back to the roots (and by roots i mean not necessarily remakes but rather great gameplay and UI quality), there will be soon no followers of SD and their games which will eventually (and pretty soon, probably after 1-2 games) bankrupt them due to low sales and lack of trust from gamers. SD, wanna try EA next time?
[QUOTE=brutt01d;371371]Well written Chris.
I however blame Locki who buried the game even before it has been released. Next time he should try harder while signing a contract with a publisher rip-off like Bethesda or Activision. Yeah sure, he saved the company with this contract but if their next game isn’t back to the roots (and by roots i mean not necessarily remakes but rather great gameplay and UI quality), there will be soon no followers of SD and their games which will eventually (and pretty soon, probably after 1-2 games) bankrupt them due to low sales and lack of trust from gamers. SD, wanna try EA next time?[/QUOTE]
Ridiculous post. Put this in the circular file that sits on the floor. You know, the place kiddies throw empty juice boxes. Sorry, this needed to be said. 
Caryn Vainio (Hellchick) works at Uber Games (Monday Night Combat) as a UI Designer and posts about that sort of stuff (among other interesting things) on her G+ feed. My point being the job exists, there is more to it that pretty and SD really failed (granted they had some terrible luck) to fill a necessary position and did a plan b that really didn’t work all that well.
@.Chris. nice post. It’s a shame we’re writing these eulogies for a game we all wanted. Having been through the release of ETQW and hearing the W:ET crowd’s disappointment I can say with firm authority that this is coming from a totally different direction.
It’s not uncommon for people to confuse the publisher/developer dynamic.
Publisher : Producer :: Developer : Director
(kinda)
Happened ALL THE TIME with Brink, tons of people and gaming websites alike had Bethesda as the developer.
I loved the guy who blamed id Software for Brink and then said “If it wasn’t id why does their logo appear at the begining of the game” (or something to that effect) 