Get SMART with Brink's Objectives


(TiN TiN) #41

Like the gameplay and explanations and hopefully that’s not all the objectives. I’m sure theres more and of course the little side ones like healing/reviving/giving ammo. Some of the animations do look kinda wacky. I kinda laughed when I saw the gas can just gently float down when the guy carrying it got killed.

Also I’m sure someone talked about it already but anyone know if the blue circle to interact with something, which was originally a blue “X”, is a permanent change?


(Mustang) #42

Yar the video was primarily about the static objectives that you know will be in a given map before it loads.
Once on the battlefield all the dynamic objectives will kick in as you mention, “Need a medic” etc.

The general consensus is that this was added for the purpose of making a platform independant video
i.e. On PC if would be “F”, PS3 would be “X”, 360 would be “A”
So to cover them all, for video only purpose, it was added


(General Wolfens) #43

btw Video with German Translation:

Get-SMART Serie: Missionsziele


(TiN TiN) #44

[QUOTE=Mustang;284842]
The general consensus is that this was added for the purpose of making a platform independant video
i.e. On PC if would be “F”, PS3 would be “X”, 360 would be “A”
So to cover them all, for video only purpose, it was added[/QUOTE]

That makes sense, thanks for the info.


(Evil-Doer) #45

Definitely and intersting question bro…


(Zarlor) #46

Check out the planting animation from the recently released raw gameplay footage and you’ll see that they did in fact fix that up for the final version:


(Otto) #47

I’m not here to start console/port flaming but:
Is it just me or is this “objective wheel” seem kind a clunky console port device? I’m assuming since in the video it refers to pressing “up” that that’s how it works on console controller with a D-pad or joystick, so how do pc users play with objectives; are they going to work like portal 2 co-op menus?

I’m not saying this is just a console port for pc, but every video after the other keeps suggesting the game is optimized for the console. I don’t mind taking the good with the bad, but where is the consideration for PC optimization? I don’t know how long ago the container city videos were made, but, that’s around a year ago or longer right? Will we get to see up to date pc play before it’s released?

For like the most of the video there are near no shadows and the graphics look very dull; Is this because it was made on ps3? I Don’t want to be that guy, but one of the main reasons i was drawn to brink were in the early game play videos, these latest videos… just look bad, not the content it self but the graphics look dated, moving models look very stiff; like plastic action figures running around. If they are trying to sell the game why not put their best foot forward and use PC examples? I still have my pre-order in hand, but I gotta say, if the container city videos were never made, I doubt I would have given the game a second look after viewing the rest of the game play videos. I’m not a graphic elitist by any means, but I can’t be the only one who thinks this?


(Mr. Magikarp) #48

I actually kinda like it. He’s using a can of liquid nitrogen to freeze the hacking device, which when you think about it is quite clever. Freezing the plastics/metal would make the device brittle and easy to break off, if not destroying it outright. It would probably save a lot of time as opposed to disabling it manually.

I imagine it’ll work like the in-game chat of L4D2, which is probably very similar to the one used in Portal2.


(LyndonL) #49

Otto: I’m all for the wheel looking like that. Press “F” for example once to select the best mission, or hold F and flick your mouse to the mission of your choice. How is that a console port? You’d rather a different button for each choice and then have to memorise what button would be for what choice EVEN THOUGH the missions are dynamic and change depending on where you are, what your class is and what’s happening.


(weeschwee) #50

can’t be any worse than cod’s pushing two buttons back and forth with your thumb.


(Humate) #51

A mouse cursor will suffice.


(Mustang) #52

My guess is Mouse3 will be the default


(LyndonL) #53

Yes a mouse cursor… But where do the options go? OHHHH would you prefer a square? How about an arch? I have it! A Trapezoid!


(Cankor) #54

In the other thread the push was for a non-context sensitive hierarchical menu, supposedly that was ‘faster’.

Note though that the items on the wheel have numbers, so I’m guess you can probably access them that way (hierarchically) if you really want to. edit: hmm, just went back and watched and didn’t see the numbers, but also didn’t see a description. The last game play vids had a description with a number beside them.

OK, I guess the numbers are how many people are doing them, not an alternate way to select it.


(weeschwee) #55

radial menu sounds great to me. it worked wonderfully in crysis. all you need is to make a gesture and you have what you need. i much rather that over a pop up menu with a mouse cursor. in tight situations you could over shoot the buttons with the mouse. that doesn’t happen with radial menus since the radial menu only cares which direction you go instead of where the cursor is pointing. and i think it looks cool. also, if a menu with cursor has the buttons too spread out, you could be moving your mouse to the edge of the desk space/mouse pad you have allotted. then when you release the menu, you would have to readjust. i can see this happening some with a radial menu but probably to a lesser extent since you really don’t need to move the mouse much for radial menus (at least the ones i’ve used).


(BioSnark) #56

Good to see the inclusion of the distance indicator under the yellow medic icon in all the recent footage. Its absence was notable, previously.


(RAAAAAAAAAAGE) #57

I like that too. I also like the fact that the medic can signal to an incapped player that they are coming. Makes it easier to decide wether to wait for medic or just come in with the next wave :slight_smile:


(Mustkunstn1k) #58

Here’s the thing about that, I actually wanted to discuss it.
The only way to signal is to open up the objective wheel? Because I imagine you can see the “downed player” icon in the world just like the icon’s of objectives. And I think if you aim at it you should be able to press the buff button to signal you are coming. It ETQW you can look at the obejctives icon and it gives you more info about, you should be able to look at the downed icon the same away. And you should be able to press a button to tell them you are en route.

Because no-one will actually use the objectives wheel for that. I mean definitely not if you are close. But even if you are far away… you aren’t gonna be like “Oh, look, that guy is downed. I’m just gonna open the oibjectives wheel, find him, see who he is, and notify him of me coming”. I just don’t see it happening.


(RAAAAAAAAAAGE) #59

You know you bring up a good point i never thought about that. Maybe when you select the ‘Revive teamates’ option from the objective wheel, it just means you get a little extra XP for reviving downed players? But to signal your coming you just hit the buff button and don’t need it to be an objective to do that.

If thats what you were meaning.


(H0RSE) #60

It ETQW you can look at the obejctives icon and it gives you more info about, you should be able to look at the downed icon the same away. And you should be able to press a button to tell them you are en route.

I think you can do that. If you look at a downed icon or the actual downed player and tap the obj wheel button, it will automatically assign you to revive him.