More Brink Previews Infiltrating UK Sites, Magazines


(badman) #1

A new story entry has been added:
[drupal=530]More Brink Previews Infiltrating UK Sites, Magazines[/drupal]

We recently had a small Brink press event here at Splash Damage, with several journalists getting a closer look at the game and some special interview time with the people behind it. The resulting write-ups are now starting to pop up and you can read first-hand impressions in Will Porter’s two-pager on Eurogamer, Alec Meer’s extensive preview on Rock, Paper, Shotgun, as well as the latest issue of PC Gamer UK.
Not strictly related to all this, the current issue of Games Master UK also features a nicely written two-page preview of Brink. Look for more coverage in the coming weeks.


(darthmob) #2

Are there new screenshots released for the print reviews? I hope we will see some cough scans cough.

Elsewhere, clever-clever stuff like allowing different classes to hear certain battle noises at different levels are being toyed with - meaning that Medics are better attuned to hear the cries of the wounded, while Operatives are more able to hear a rival sneakster reloading.
Sounds interesting!

PS: Don’t forget to click the “I’m excited about Brink button” at the bottom of the eurogamers article.


(tokamak) #3

That’s truly fascinating. Wonder if this could work with visuals as well, like the soldier seeing bullet trails, grenades and turrets better, that sort of stuff.


(timestart) #4

You mean like… BRIGHTSKINS?!


(deadlights) #5

Ahhh noooo lol


(Shiv) #6

“One melee attack and they’re on the floor incapacitated, another and they’re fodder for the great respawn in the sky.”

?!?!

From the eurogamer story, under a picture.
It also shows a heavy beating up a light :x


(Floris) #7

[QUOTE=Shiv;199027]“One melee attack and they’re on the floor incapacitated, another and they’re fodder for the great respawn in the sky.”

?!?!

From the eurogamer story, under a picture.
It also shows a heavy beating up a light :x[/QUOTE]

Shit the one article which I did not decide to read when I first saw it, because I thought they all said the same, actually had a new bit -,-

Off to read the article myself I guess

[edit] the thing about hearing sounds louder if they are relevant towards your class sounds like a very interesting gimmick, Bethesda must be shipping in big bags of money if SD has the resources to try so many innovative thingies :slight_smile:


(tokamak) #8

Yeah actually I was thinking in that direction. Not 100% bright skins but subtle brighter skins for players and objects that are relevant to that class. So fallen teammates appear brighter to a medic than to the other classes. And fallen enemies appear brighter to an operative than to the rest etc.

Maybe it’s a bad idea altogether, sounds are far more subjective to players and can therefore be more specific to classes. Making things appear slightly brighter can make the graphics more confusing.


(DarkangelUK) #9

I like the Halo ODST style highlighter that puts a very subtle outline around players not directly in your front FOV. Could be colour coded healthwise, white for ok and get gradually more red for injured team mates. (i’ve not seen ODST in great details so i could be slightly off)


(kamikazee) #10

Screenshots would be nice when comparing games…


(DarkangelUK) #11

It’s similar to this, i believe it’s a tactical display that can be enabled in ODST that temporarily distinguishes enemies and team mates. Green obviously for the friendly, but also encompasses the whole map so you can see the layout when its in dark areas. But maybe making an upgrade for medics that can use it to tell team mate health and location by the colour rather than used for everything.


(tokamak) #12

It would be cool if such a display toggles if you grab a medpack / revive kit.


(deadlights) #13

I have to be honest, that looks like sh*t.


(Bezzy) #14

[QUOTE=Shiv;199027]“One melee attack and they’re on the floor incapacitated, another and they’re fodder for the great respawn in the sky.”

?!?!

From the eurogamer story, under a picture.
It also shows a heavy beating up a light :x[/QUOTE]

Not perfectly correct. Can’t talk about it yet, other than to say that melees don’t necessarily incap in one hit.


(BioSnark) #15

That may be true but I’d bet you’d never get a misplanted explosive charge like you do in quake wars with that outlining the objective.


(maggol) #16

Misplanted explosive, he2 that make me laugh:D


(darthmob) #17

[QUOTE=BioSnark;199135]That may be true but I’d bet you’d never get a misplanted explosive charge like you do in quake wars with that outlining the objective.[/QUOTE]There is nothing wrong with that in my opinion. Being able to screw up a plant is part of the experience.

Good example: gun controls on Oasis in ET. You had to decide if you would plant it directly at the gun or try a trickplant that takes longer to plant and might not work at all but takes more time to defuse as well (not talking about silent plants or from the outside, those were just lame).

Bad example: blow up objectives in Wolfenstein. From what I’ve seen you can only plant the dynamite at that one spot where a glowing dynamite is already highlighted. You stand in front of it, press your context key and wait. How much more boring can it get?


(DarkangelUK) #18

Well i wasn’t really expecting the whole area to be highlighted, i was more just thinking for a medic, press a key and it gives a brief overview of team mates status using the outline that gradually fades away again… call it medisight or what ever as you will. It also wouldn’t be an always-on feature, just an active status feature.


(tokamak) #19

It doesn’t even have to be as obvious as his example. There’s a whole grey area in which such features can be tweaked to work well.

That may be true but I’d bet you’d never get a misplanted explosive charge like you do in quake wars with that outlining the objective.

That’d be another point Brink could improve upon, the option to take back your charge and plant it again without having it on a cooldown.


(BioSnark) #20

But it makes no logical sense that an explosive “works” when planted on one surface and doesn’t “work” when planted on a surface an inch away. Clarity on map and game mechanics is always a good thing in my opinion, at least in a multiplayer game. Trial and error planting is an unnecessary turnoff for newer players and for experienced players playing with newer players.