New video with "Freedom of Movement"


(dezerter69) #1

In updated site of brink We can see new video with opportunities to move in brink. That`s brilliant.

And I have some Q for this video.
In this video slide was little different from this what`s was be in previous videos. It look little different So will be few difret techniques of this ?
And we can see how player reflected from the container and gets higher. Can we reflected few times and gets more higher ?

And what you think about SMART ? I`m very excited . I love this system,.
Maybe you have any concerns or ideas for new possibilities of the SMART
Write what you think on this

I`m sory for m English :slight_smile:


(Wolfmeister) #2

Nice find! :slight_smile:

I so love the art of this game.
And, theres Wall Dodge! i didnt know that was in :smiley: :stroggbanana:


(darthmob) #3

I think the “grab the ledge animation” looks a bit odd but I’m not entirely sure what’s wrong with it. It looks less like your character is pulling himself up and more like there is an upward movement and a grabbing animation played but the animation doesn’t really connect with what is happening (the hands do not seem to actually grab the ledge, it’s similar with the vault over the railing). It’s difficult to describe but it just doesn’t look as convincing and smooth compared to the normal jumping and sliding.

Other than that it seems nice! The demonstration was done with a controller I guess? I can’t imagine how you would gradually run faster with a keyboard.


(LyndonL) #4

Maybe a runup type thing? The longer you press the sprint button the faster you go? Meh.


(light_sh4v0r) #5

I hope not, that would kill the quick CQ battles for me.

I think Chris is going to say something about the game being slow in about 4 minutes time, and he’ll be right.


(.Chris.) #6

Are we allowed to say it looks a bit slow yet or doesn’t this trailer count either?


(channa) #7

i agree with chri and it doesnt look realy that smooth in places and animation looks stupid but animation means nothing to me its the gameplay


(Qhullu) #8

i liked that! the person playing was kinda clumsy and playing on a gamepad but there seems to be a lot of potential in the movement system. if the sprinting speed was the normal running speed and you could shoot normally while doing it (and you can turn off headbobbing), the pace would be pretty much perfect for the pc imo.


(knippon) #9

is strafe jumping dead?


(ZernoK) #10

So its knife instead of shove/knocking them down now?


(Senethro) #11

It was always both depending on what you’re currently holding.

The trailer: I’ll be honest. I’d hope that was the Medium body type sprinting. Hell, I hope it was the Heavy!

Lets not start on the animations or smoothness. Its a 420p youtube video 6 months before release. At this point in time compared to its release, Valley was still green and had more trees and lacerators were less spiky and had worse sound effects.

Lets do something sensible. How many SMART movements did you count?

  1. Slide - can slide around corners
  2. High climb
  3. low climb/vault
  4. Wall jump into ledge grab <— wasn’t expecting this one!

(Wolfmeister) #12

So, can we do these movements without using the SMART button?
If yes, how?


(darthmob) #13

[QUOTE=Senethro;217984]Lets not start on the animations or smoothness. Its a 420p youtube video 6 months before release. At this point in time compared to its release, Valley was still green and had more trees and lacerators were less spiky and had worse sound effects.[/QUOTE]Thanks for mentioning it! It’s easy to forget when the page has such a polished look. All the media should have WIP watermarks. :slight_smile:

The video shows 5 movements as mentioned on the official page (great to see that the page is not a flash overkill and links to subpages still exist!). You forgot the slide to lessen the impact of a high fall.


(dezerter69) #14

I thiink thas not all. Probably we can combine thats move and make combos ;p
Thats very nice system and will be perfect to fast and briliant action. I can1t wait


(kilL_888) #15

im curious how the smart system will work from a leveldesigner perspective. is the system that smart to analyse the enviroment by itself or do you have to add “func_” brushes or something like that? similar to ladders in older id tech games where you put a brush with a func_ladder texture over the actual ladder to be able to climb it.

dunno, might be a too specific information at the moment and im not sure if i really wanna know, yet :slight_smile: but its interesting non the less.


(needforWeed) #16

pm_skipBob “1”


(LastGun) #17

you guys know thats like alpha stage right? in the container city videos its waayyy smoother. and the frame rate in the video was horribal! so dont think thats how we will be playing online. those are the building blocks of the smart system.


(AnthonyDa) #18

Command ‘pm_skipbob’ is not valid in multiplayer mode. (aka cheat protected) :stuck_out_tongue: Well i’m joking but now, it is really sad for consoles players (the core of the BRINK community) if they can’t reduce or remove it.


(shirosae) #19

Look at the player shadow as he pulls himself up from the ledge (0:44 seconds in). Looks like the light body type to me, though obviously that might be a generic shadow and not some per-body type thing.

I’m pretty disappointed. I don’t understand the point of this smart system if all the moves are so slow that you’ll be shot in the face any time you try one during combat.

If that’s the actual movement speed then I suspect dodging during gunfights will be pretty useless, too.


(MILFandCookies) #20

I’d like to think thats a really old video, because that is quite slow. :c I do however appreciate the variation in the moves a player can do.

Im interested to see the speed difference b/w manually doing those moves, compared to using the smart system.