[QUOTE=DarkangelUK;198781]I think Nail is a testament to the fact that you can be gaming for a long time to come yet 
I don’t want to dampen on a well meaning thread, but i think Splash want to make their own game this time, not borrowed from something else.[/QUOTE]
Then why does it have objectives and classes like in RtCW/W:ET/ET:QW/Wolfenstein, and judging from the game videos, aiming and xp like in CoD 4? No popular online shooter today is a 100% innovative creation, they all build on games or mods that already existed. Team Fortress was the first shooter with classes, Action Quake 2 was the predecessor of CS, Starsiege Tribes was the first shooter with vehicles, Quake was the first shooter with strafe - jumping, UT had new gamemodes like the assault mode, which was probably the inspiration for RtCW’s objective - mode. All other shooters just made additions and/or new combinations.
Whats new in Brink is the SMART - Button and the fresh scenario, which is plenty compared to a lot of other shooters. And that is enough imo, in other aspects it seems to follow existing concepts, therefore it should stick to proven gameplay elements instead of trying to combine objectives with CoD - aiming. I played CoD 4 for some time to see what the fuzz is about, including the gamemodes that are similar to RtCW/W:ET/ET:QW/Wolfenstein, like Headquarters and Sabotage. They simply don’t work, there is no teamplay and almost nobody tries to get the objectives. On bigger severs either nothing happend until the time ran out, or one team steamrolled the other, probably because 2-3 friends played together there. On small servers, like 4 vs 4, I single - handedly steamrolled the other team every round, and I was changing sides everytime…
In short, CoD’s or similar aiming only works in games with very simple gamemodes, that demand nothing more then fragging the entire opponent team, placing a bomb or standing near a flag. Objectives that demand a certain class? Forget it. Furthermore, Valve has proven that online - shooters nowadays neither need to have prone or iron sights to be successful, or even realistic scenarios (Team Fortress 2), which is what the iron sights - crowd usually prefers. The market is also saturated with shooters like that, while the last good fast paced shooter was UT 2004, released five years ago. ET:QW, UT3 and now Wolfenstein wheren’t unsuccessful because they are fast - paced, but because they are just shadows of their predecessors. I dislike CoD 4’s gameplay on the other hand, but what it does it does good.
In short, I also hope that the game will be similar to RtCW/W:ET in movement and aiming, both out of personal preference and because I believe that the chance of success is higher.
[QUOTE=BioSnark;203179]
No, that’s a false dichotomy. And, even engaging in it, there are far better ways of building ‘learned techniques’ into the movement aspect of the game than including a physics/movement exploit from obsolete game engines and selling it as a feature when it also rapes game immersion.[/QUOTE]
The Tech 3 - engine is the best engine for online shooters that ever existed, and imo CoD owes part of it’s success to it. The Tech 4 - engine is crap compared to that, it feels clunky and is miles away from the smoothness of it’s predecessor. Secondly, strafe - jumping IS a feature, the Quake series is build around it, and they could easily take it out, which happend with Soldier of Fortune 2, but not with the oh so realistic CoD - series. There is an entire community behind strafe - jumping in CoD, check out http://www.codjumper.com. It also is included in most games with the tech 4 - engine.