do you think there will be interactive environments?


(crazyfoolish) #1

In the cinematic trailer for brink you see the bug pull a lever that drops a repair bot onto a resistance heavy.

Do you think this kind of thing will be doable in the actual game?

Personally i think it would be pretty cool as it would change the whole dynamic of the gameplay.


(Jamieson) #2

I think objectives play a big role in the gameplay but I don’t think we should expect distructable enviroments like BC2 that would make designing the SMART button a real headeache.


(Nail) #3

[QUOTE=crazyfoolish;220538]In the cinematic trailer for brink you see the bug pull a lever that drops a repair bot onto a resistance heavy.

Do you think this kind of thing will be doable in the actual game?

Personally i think it would be pretty cool as it would change the whole dynamic of the gameplay.[/QUOTE]

yes, I think you’ll be able to do the same, maybe the only time in the whole game, but I think it’ll be in there


(AnthonyDa) #4

[quote=crazyfoolish;220538]In the cinematic trailer for brink you see the bug pull a lever that drops a repair bot onto a resistance heavy.

Do you think this kind of thing will be doable in the actual game?

Personally i think it would be pretty cool as it would change the whole dynamic of the gameplay.[/quote]
I’m quite sure it’s on the video gameplay, but it looks like you’ll have to build it first.


(tokamak) #5

Nope there won’t be much interaction with the environment, also no bullet penetration and such.

Bit of a shame that they featured it so prominently in the cinematic really.


(BioSnark) #6

I wouldn’t trust the engine to even do it adequately. Regarding bullet penetration, not a positive for some of us nor particularly realistic for SMG bullets.


(stealth6) #7

well I hope at least that if there are plants, or glass bottles you can shoot those to pieces :smiley:


(Nail) #8

blasphemy, it can only be chairs and windows that are destructible

:wink:


(stealth6) #9

[QUOTE=Nail;220656]blasphemy, it can only be chairs and windows that are destructible

:wink:[/QUOTE]

no only 3 chairs are destructible in the whole map, all the rest aren’t.
need to make some trade offs :smiley:

and windows? who needs those now adays, when building a slum i don’t think windows of glass are on the priority list :smiley:


(.Chris.) #10

[QUOTE=Nail;220656]blasphemy, it can only be chairs and windows that are destructible

:wink:[/QUOTE]

They were most annoying things to not be included in ET:QW along with rotating doors!


(crazyfoolish) #11

what about things like that laser alarm seen in the freedom of movement trailer? Do you think there will be similar things?


(light_sh4v0r) #12

That laser will be there I suppose, but I don’t expect much else. Most of the ‘interaction’ will be scripted and part of the objectives. Just guessing though, ETQW didn’t have much interaction either.


(crazyfoolish) #13

hmm personally i would quite like more of these alarm thingies.

But thats just me…


(LyndonL) #14

I’m sure there will be. They wouldn’t have put all this effort into creating this SMART button, and gone to so much effort to pulicise it if it wasn’t something that they would require the gamer to utilise quite a bit throughout the game. We’ve seen all sorts of areas in the few gameplay videos already that require SMART movement to navigate:

  • Getting in the crane
  • The Operative climbing over that container to interrogate the downed soldier
  • Jumping off tall areas and sliding to break the fall
    etc etc.
    I’m sure there will be lots of traps and fun things :slight_smile:

(.Chris.) #15

They said themselves it would hurt performence adding stuff like that.


(tokamak) #16

[QUOTE=LyndonL;221745]I’m sure there will be. They wouldn’t have put all this effort into creating this SMART button, and gone to so much effort to pulicise it if it wasn’t something that they would require the gamer to utilise quite a bit throughout the game. We’ve seen all sorts of areas in the few gameplay videos already that require SMART movement to navigate:

  • Getting in the crane
  • The Operative climbing over that container to interrogate the downed soldier
  • Jumping off tall areas and sliding to break the fall[/QUOTE]

You don’t need dynamic environments for that though.