Owyea the /god in console xD
Third Container City Video Shows Soldier, Explosions
EPIC! That was totally awesome. What is the green glowing stuff? What do I do for a whole year until this is released? Ahhh I want this game so bad!!!
Are there any killstreak stuff or package drops like MW2? I heard the squad leader shout “enemy UAV deployed” which i can assume is a surveillance radar.
That’s exactly along the same lines that we’re thinking (how to choose who’s in the cutscenes, as well as stats screens). Basically, when you play a multiplayer game, there’s always a wait at the beginning of a match, and at the end, so we’re using those pauses to tell a little bit of story that ties all the mssions together.
[QUOTE=DoubleDigit;202780]True if the developer puts the effort in to make the game look good and playable even on 2-3 year old hardware. Most don’t.
Still, can you guys answer my question? In comparison with Quake Wars, on the same machine how much lower the fps is on Brink? On similar graphic quality of course.[/QUOTE]
I’d assume they are working with unoptimised code so a comparison like that wouldn’t tell you very much. It wouldn’t even give you an upper limit since they could always change something (e.g. more intricate physics) that makes it even slower.
Question for SD: As I understand it, in ETQW the client ran all the physics calculations along with the server for local prediction, is this the case in Brink too (when not running as the host in a P2P game, of course)?
I think that’s awesome. Mission context was one of the minor things missing from QW giving background for the maps. It was there in W:ET and probably RTCW (I’ve forgotten). That fact that you stepped up the game and made it (skippable) video is even better.
Actually, Ed (bongoboy) was once telling me that a lot of stuff was written for that kind of continuity in ETQW, but it ended up on the cutting room floor. I told him we should release it anyway, since fans would love to hear it all. Everyone PM him demanding it! 
What does Activision has to say about this? But who gives a crap about them anyway?
I think I have watched all the videos that have been released and am really impressed - considering this is pre-alpha too!
I love:
the art style, and the use of colour is brilliant
the movement, plus the fluidity of the camera movement - it looks even better than mirrors edge and i thought that was great too.
the weapons all look huge - which i love 
Not so much:
the same death animation as in etqw, in the soldier video two enemies die from a grenade behind them and they fall backwards - which my brain just cannot accept
the “stop in the middle of the battlefield” nature of the objective wheel
selecting a class, then selecting a loadout - rather than at the same time
with each body type having different carrying capabilites, there is no one single loadout per class so it males sense to me to have things seperate
[QUOTE=engiebenjy;202910]
the same death animation as in etqw, in the soldier video two enemies die from a grenade behind them and they fall backwards - which my brain just cannot accept[/quote]
old demo, at E3 we didn’t have very many death animations, so you could see that happen. Shouldn’t be a problem for the real game.
[QUOTE=engiebenjy;202910]
the “stop in the middle of the battlefield” nature of the objective wheel[/quote]
I’ve talked about this in a few interviews, but the notion is that if you really want to stop and review all the various things going on, you can use the wheel as paul did by holding the button, making your choice, and then releasing it. however, if you want to stay on the move, instead of holding that wheel button, you can tap it instead, and what will happen is you’re automatically given the most important objective that you can currently do. So in a hurry, just tap it, and bang, you’re on your way (and more importantly, you’ve automatically communicated to your team what it is you’re going to be doing).
[QUOTE=engiebenjy;202910]
selecting a class, then selecting a loadout - rather than at the same time[/QUOTE]
Well, we kept it seperately, because we figured that player would be changing their class a fair bit, but changing their weapons would be happening a lot less often…
Does the game have slight motion blur ala Crysis and L4D style? Can’t really tell with the vids.
You guys should write a book on SD games with all that material like valve did with ‘Raising the Crowbar’.
