E3 2010 Coverage Round-up - Day 2: Brink Footage and More


(Reanimator) #21

I agree that the wheel needs a little more transparency, I don’t know why but the wheel looks like something that would pop up on an Xbawks menu.


(Slade05) #22

What I didnt like was...animation. And that comes from a guy whos completely ok with ETQW in that department!

Those punks were rotating really choppy all the time.


(BomBaKlaK) #23

here it is !


(tokamak) #24

So the draw back to customizations is draw back speed? That’s pretty clever actually.


(BomBaKlaK) #25

Look like very slow !!! hope on pc it run faster than on this one !!
can’t imagine the heavy type !!!


(tokamak) #26

It’s the medium type running here. A can only grin when I imagine the heavy guy.


(BomBaKlaK) #27

running ??? when does he run ??? :stuck_out_tongue: (sarcastic ? no it’s not my style !)


(tokamak) #28

Everything is a bit clunky but hey, it’s consoles again.


(BomBaKlaK) #29

it’s what ? CONSOLES ? what kind of stupid object it is ?

like NOFRAG say : “Wash your hand after playing with a gamepad !”


(tokamak) #30

Well if this was pc footage than I’d rather see the game released Spring 2012.


(BomBaKlaK) #31

Mouhahahahahahahaha !!! :stuck_out_tongue:


(BioSnark) #32

[quote=BomBaKlaK;229988]here it is !

http://www.dailymotion.com/video/xdpxzl_brink-e3-2010-gameplay-video_videogames[/quote]
Nice, thx. Media edits were really annoying on this & rage.


(3Suns) #33

The guns don’t bobble anymore, now they do big dips like a schooner on the Atlantic during a Perfect Storm. (From IGN vid). WTF?! By the end of the video, I was about ready to grab a railing and puke over the side.

Help me, help you. HELP ME, HELP YOU!

LOL


(kilL_888) #34

what i like about the new gameplay video:

leveldesign
character/weapon costumization
new character selection menus (sometimes confusing though)

what i dont like:

game speed (is this pm_runspeed 128?)
speech synchro
ingame ui seems to slow down gameplay
when selecting objectives you look in that direction
wheres smart? wheres the acrobatics and stuff? wheres the speed?

if this is played against easy AI (it is actually), then put a giant stamp on it! this is played against easy (slow, extremely slow) bots that will not represent the final multiplayer experience against real humans. otherwise people could rip you to shreds.


(Seyu) #35

except the ui, everything looked cool to me.

Edit: That objectives wheel is really obstructive. Everything stops while you change missions, you should be able to that on the fly.


(engiebenjy) #36

I said this after the last set of videos, its like pausing the game (but the game isnt paused obviously) so i can see myself dying alot with the objective wheel on the screen.

I remember rr2do2 saying they made it fullscreen rather than part of the 3d world (like on an iphone style device you hold in your hand) because of those who were playing on a standard def tv would struggle to read it.

It looks alright though so far to me, hopefully they will do a long beta to tweak the important stuff


(Seyu) #37

[QUOTE=engiebenjy;230016]
It looks alright though so far to me, hopefully they will do a long beta to tweak the important stuff[/QUOTE]

I think I remember 'em saying that there won’t be a beta.


(Rahdo) #38

[QUOTE=kilL_888;230013]
game speed (is this pm_runspeed 128?)[/QUOTE]
I’ve said it before, and I’ll say it again, you guys are going to want to play skinny body type…

ingame ui seems to slow down gameplay

One of the things we’ve been demoing at E3 is that the wheel doesn’t have to slow you down at all. If you want to take a long, considered think about all the objectives you can do, then find a corner to hide, and do what you see in that video. But if you want to use the wheel on the fly, you can instead just tap the button instead of hold it, the wheel won’t even come up, and and you’ll automatically get either

a) the most important mission you can do right now for your team

or

b) the mission related to what you’re looking at right now (i.e. if you’re a medic and you see a downed teammate across a room, if you look at him and tap the objective wheel button, you’ll get a mission to revive him, and meanwhile, he’ll hear you say “Medic inbound!”)

wheres smart? wheres the acrobatics and stuff? wheres the speed?

As we’ve said before, Brink is not a parkour simulator, Brink is a shooter that has some parkour. The climbing you saw in that video (near the end when Paul climbs up a computer bank, then jumps to a heating duct, then runs along the heating duct and vaults over a railing and then through a window and then another window) is the kind of stuff you’ll be doing if you’re a medium character (as in the video). If you’re a skinny, you can start doing the wallhops and the more far out combination jumps (see the Freedom of Movement video on www.brinkthegame.com for an idea of how that stuff works).


(darthmob) #39

Standing 5m away from the command post - selecting mission - “I’m going to our commandpost!”
Reminded me of this etpub comic. :smiley:
Automated voicechats are a good thing but it mustn’t get annoying. I like the athmosphere they convey so far.

Was the revive at the end of the video a perk? The medic didn’t actively revive the player but threw him a syringe so he could revive himself.


(3Suns) #40

I noticed that the enemies seemed to be all red. This was very different from the presentation in the Container videos.

When I first started playing BF:BC2, I found it very frustrating that I couldn’t tell the difference between friendly and enemy. Even now, often, the only way I know who is who is because the enemy doesn’t have any “friendly” green class symbol above their head. If they are tagged, then they get a bright orange triangle over their head and I think their gamertag. Of course, if they are hit, the crosshair engorges. But I got used to it after a couple of hours.

Perhaps that red/pink was activated by someone completing a special objective that lit up the whole team, I don’t know. If the enemy is going to simply be all red, then what is the point in the absolutely stunning artwork and customization? In the words of one of my friends, “…where is all the pretty textures / colors?! Character models are almost indeterminable. Looks like a lame blend of TF2 and Halo CE!”

Lots of questions. CliffyB said it well when he talked about Bulletstorm being a new I.P. and how difficult it was to get the ideas across. Sequels are infinitely easier to sell than original I.Ps.

Anyway, if after all the exhausting interviewing and demoing and traveling, Splash Damage has some energy left, it would be cool if they did some more of those tech demos with proper voice over explaining what we are seeing.

I want to say two more things (for now lol):

The environment shown was very sparse and flat-textured (as my friend pointed out to me). Reminded me of Halo 2. I suspect the finishing artists haven’t had a chance to go through it yet, or else it just didn’t look up to potential because of the build (or the video quality, or the HUD intrusion).

The actual level design for a game with parkour option, with the balconies, catwalks, open space, giant fan, etc. looked very exciting! It looked awesome, really.