Yay, thanks muchly for getting this released
Even if it does make the SD guys cringe 
G4TV's Brink Video Preview Shows Combat
Should have put a “Pre-Alpha” watermark on the vids or something
People look at them and think this is how the game will be.
looks nice, nice to also hear iron sights aiant anything major in reducing spread, hip shooting is way more fun and keeps the flow/speed up in a game, also nice to hear that lego sight has been updated lol.
I dont like how enemy reacted, if you could call that reaction at all. If Paul was invulnerable anyway, why wouldnt you let them actually run around and shoot more?
Sound was really nice.
Anyway…
Yeah the movement looks a lot faster. It’s kinda weird how the walking speed is so slow and the running speed is so fast. The walk to run transition has some major acceleration which feels a bit unnatural. But it is a game after all!
BTW - I love that you can shoot grenades in mid air. That was pure awesomeness.
There’s a few reasons. You have to remember this demo was made for e3 and all the other shows, where paul did hour after hour after hour of demos, for many days in a row. If the bots were too good, they would literally make him look bad if he was getting fatigued. and you’re right, he is invulnerable in the demo, and we didn’t want to make it too obvious that was the case by having bots constantly hitting him. and finally, at the higher levels of bot difficulty, they tend to move around a lot more (strafing back and forth). that’s great for challenging gameplay (tougher targets to hit) but adds two problems: 1) at the time, our animation blending wasn’t so hot, so you’d see them popping a lot more, and 2) seeing enemies move like that makes it look much more like a multiplayer experience than a single player one, and since this demo was to prove that ET style gameplay can work well as single player, we figured it’d be best if people’s first view made it look a little more “traditional single player shooter enemies” 
[QUOTE=acidrain;202661]Anyway…
Yeah the movement looks a lot faster. It’s kinda weird how the walking speed is so slow and the running speed is so fast. The walk to run transition has some major acceleration which feels a bit unnatural. But it is a game after all!
BTW - I love that you can shoot grenades in mid air. That was pure awesomeness.[/QUOTE]
Yeah, shoot grenade while in mid air feature was an ultra awesome feature but need a good skill and Paul did it in console. Wow, that show how much close console control to PC counterpart. Hope that not be done by a help from auto aim.
About animation, they are still in pre-alpha. Hope in beta or the full game, the animation will improve.
Thank you SD, for releasing gameplay footage
I think it was using aim assist. To me it looked like he shot under the nade and missed but it still exploded. I think having a slight aim assist for shooting nades mid air is a good thing. It makes it easier for everyone, not just super skilled game developers 
The real question now is: Can you shoot enemy grenades when they are in mid air to save yourself or humiliate the other team?
not sure, but I don’t think PC has aim assist by default, maybe just for gamepad but don’t quote me on that one
[QUOTE=RoryGreen;202838]The real question now is: Can you shoot enemy grenades when they are in mid air to save yourself or humiliate the other team?[/QUOTE]Another question would be if you can shoot a nade while someone is cooking it and it’s not yet in the air.
Really disappointed as soon as I saw the gameplay, the movement looks like it’s 1/2 of what it was in Quake Wars. It looks like it being designed around a controller really took a hit on it.
Never played it enough to remember, I couldn’t stand playing it in the beta with that 30FPS limit thing and I never bothered with the retail version.
Well i’m more referring to Field of View. If you play at a high setting, say 100+, then the fisheye view gives the impression that you’re moving faster than if you had a low FOV. The Brink demo was more than likely at a low FOV (maybe 90 or less) so it’s gonna ‘look’ slower even if it isn’t.
Just yesterday I saw QuakeLive played with the default 90fov and damn it seemed soo slow. Darkangel definitely got a point there.
I’d say Brink seems pretty fast for a game that is supposed to be played with a controller. The typical low sense / pitch ET player won’t be happy as well with all the different height levels, sliding and vaulting. No more simple tracking in straight lines but many ups and downs.
I can’t wait to see teams coming coordinated around corners. A typical measure in ET was just getting the right height and ding ding ding headshots all around. Now you have to keep in mind that people will be sliding and vaulting which will look pretty awesome and will require some decent aiming (or one well placed grenade) as well.
What comes to my mind are those movie scenes where a gang of skaters or parcour runners is moving through the city. They are pretty fast and effective but nevertheless they always show off their skills and tricks. 