New Brink Screenshots Escape to the Internet


(badman) #1

A new story entry has been added:
[drupal=526]New Brink Screenshots Escape to the Internet[/drupal]

Looking to celebrate the weekend with four new Brink screenshots? Why, you’re in luck. As always, click to magically enlarge:

Don’t forget to stop by our Brink section to check out all the previously released shots.


(Pytox) #2

haha that red mask the guy has on :smiley:
awesome screenshots :tongue:

gief gameplay trailer


(Loffy) #3

So far, all looks above and beyond my expectations. Hats off to you, Mr SD.

:stroggbanana:


(tokamak) #4

Did you guys hire a fashion designer?


(M8DNanite) #5

So nice looking gfx design \o/

Iiiits Friiidayyy!!!


(mortis) #6

I lolled too. Some of them look like post-apocalyptic metrosexuals!

the key to being a well-dressed insurgent is ironed pants, plenty of bling and nice accessories!!!


(acidrain) #7

Aliens!

:oppressor:


(darthmob) #8

The more screenshots I see the more I like the customization system!

PS: Those particle effects in the last screen are pure awesome!


(Floris) #9

Awesome, must be the best screenshots until now, and it seems like the Internet agrees :stuck_out_tongue:


(DarkangelUK) #10

Very nice indeed, but that hunter that got lost on the way to a Left 4 Dead server has bumcalves!


(Pegazus) #11

Love it ! :love:


(bahdom) #12

<3

/char


(Slade05) #13

MOAR

I demand MOAR.


(SockDog) #14

Hoping the debris around the levels looks as good up close as it does from a distance.

Will those material riggings/sidings have physics/animation? Levels looks stunning but it’ll be heartbreaking to think they are totally static.

Of course gameplay video would solve all this. :slight_smile:


(tokamak) #15

Really doubtful. They’re likely to to have big slabs of caulk around them to guarantee a smooth game play (especially when it involves SMART). Just like any stairs in QW are actually invisible ramps so your view doesn’t stutter while walking over it.

It would be fun in a singleplayer like Crysis has all the interactable debris, just not in a multiplayer game.


(Shiv) #16

holy cow in a weatherstorm
these are looking as cool as hgl’s… with a different style, i am seriously loving it :slight_smile:
especially the yellow helmet in the last screeny.

still waiting for the santa suit :x


(SockDog) #17

Not sure what your point is. I’m saying that I hope the levels aren’t static and frozen in time. There is zero reason why the introduction animation/physics on a graphical level would affect gameplay, especially movement.


(acidrain) #18

It affects the amount if data that needs to be transferred over the network though. If stuff falls in your way because of a grenade it needs to be in eveyones way.

Nonetheless I don’t think you need to worry about that. The explosions and particle effects are bloody amazing. That combined with the awesome sound effects creates one crazy urban battlefield.


(SockDog) #19

I’m not talking about game influencing objects which I agree would need to be synced across all clients. I mean stuff like tarpaulins flapping, signs swinging, debris getting caught in the wind etc. Nothing that would provide cover or even have a physical presence, just that it would bring the level more to life.


(darthmob) #20

[QUOTE=SockDog;198141]I’m not talking about game influencing objects which I agree would need to be synced across all clients. I mean stuff like tarpaulins flapping, signs swinging, debris getting caught in the wind etc. Nothing that would provide cover or even have a physical presence, just that it would bring the level more to life.[/QUOTE]Rahdo hinted at it on crossfire.

yeah, i was referring to the chipping away at environment as the thing that’s a lot of work. i know the level artists have high hopes already for cloth in the environment, so we’ll see how that goes…

http://www.crossfire.nu/?x=forum&mode=item&id=24588#comment754361