really.

Where i can get this game?
Sadly the game is nothing like that. Just your standard sprinting, jumping and climbing up.
- Agreed.
They are obviously new to video games and the advertising industry, must have just crawled out from under TROLL boulder today or are really just nieve half retarded fart mops!
just for you. watch this http://www.youtube.com/watch?v=Mn46nkz7qZ4
play ETQW
No difference at all.
Watch Brink trailer
play Brink
see the difference
Sounds to me like you would prefer to just press a button for linear pre rendered cut scenes in SP mode or thought you were 10years in the future…
No, the trailer shows what BRINK could have been but sadly isn’t. To me, the graphics in this game are great and you’d think that trailer was in-game, can’t fault it. The maps aren’t SMART-ified enough to make good use of the SMART play and it would have been great to have dodge moves in a firefight.
Played 10 hours so far in this game, clearly having fun with its great teamplay, but SMART is a letdown tbh.
To be fair to the OP there is a level of freedom expressed in the trailer and in all the teaser info about brink that is simply not in the game. Smart doesn’t really make you any more fluid in a battle. It is a step up from the cut-scene style of COD, but a step down form simply jumping on boxes in counter strike as far as smoothness in battle goes.
Outside of battle the smart system works very well though.
Yes, but its clearly a cut scene, and it would also be impractical within gameplay to be able to do many of those things, and would play havoc with the camera, making actually using them pointless.
give u a clue, stop watching rendered cut scenes and basing ur expectations of a game on them, u will be very disappointed many times otherwise.
Did u watch Uc2 cutscenes and expect to be able to do some of things drake does in them too?
No, the trailer shows a rendered representation of the game. Almost every single game gets one of these during its release; it’s not new, it’s not unexpected, it’s not false representation.
It’s a cinematic idea to get people pumped.
SMART lets you move fluidly and intuitively, and while the maps could definitely be a little more set up to exploit it in places, we have DLC and our feedback to make that happen.
Aside from Brink’s few technical flaws (all of which are pretty atrocious for a MP focused game’s release, but can be fixed so let’s not dwell), the mechanics and gameplay of Brink are very satisfying, unique, and represent the ideas in the trailer very well.
[QUOTE=Honelith;309859]Just your standard sprinting, jumping and climbing up.
.[/QUOTE]
You’ve obviously not mastered using smart yet.
Tell that to the guys I took out as I slid behind a barrier to avoid their fire and took them out from the other side in one fluid motion?
Tell that to the heavy who was gearing up from below who I incapacitated with a grenade as I slid down a wall , landed, and slid up close to finish him off?
Tell that to the group of enemies who had me pinned in who I took down with a molotov and escaped back to my spawn by leaping up the walls before any of them could get up, turning backward as I made the final jump to take out one of them as a sweet ***** you!
There have been so many little moments that made me feel like a badass in this game simply down to the way my character can move.
thats not the game i’m playing at the mo lmao…the one i’m playing isnt anywhere near that good …
[QUOTE=fearlessfox;309934]No, the trailer shows a rendered representation of the game. Almost every single game gets one of these during its release; it’s not new, it’s not unexpected, it’s not false representation.
It’s a cinematic idea to get people pumped.
SMART lets you move fluidly and intuitively, and while the maps could definitely be a little more set up to exploit it in places, we have DLC and our feedback to make that happen.
Aside from Brink’s few technical flaws (all of which are pretty atrocious for a MP focused game’s release, but can be fixed so let’s not dwell), the mechanics and gameplay of Brink are very satisfying, unique, and represent the ideas in the trailer very well.
You’ve obviously not mastered using smart yet.
Tell that to the guys I took out as I slid behind a barrier to avoid their fire and took them out from the other side in one fluid motion?
Tell that to the heavy who was gearing up from below who I incapacitated with a grenade as I slid down a wall , landed, and slid up close to finish him off?
Tell that to the group of enemies who had me pinned in who I took down with a molotov and escaped back to my spawn by leaping up the walls before any of them could get up, turning backward as I made the final jump to take out one of them as a sweet ***** you!
There have been so many little moments that made me feel like a badass in this game simply down to the way my character can move.[/QUOTE]
thats deserves atleast a Tapir per paragraph
:stroggtapir: :stroggtapir: :stroggtapir: :stroggtapir: :stroggtapir:
[QUOTE=fearlessfox;309934]
SMART lets you move fluidly and intuitively, and while the maps could definitely be a little more set up to exploit it in places, we have DLC and our feedback to make that happen.
You’ve obviously not mastered using smart yet.
.[/QUOTE]
thats when there isnt any lag and the AI dont allow you to die alot lol :eek:
SMART lets you move fluidly
Let me preface this by saying while NOT in combat brink is everything I could want it to be. I feel truly free trying to get to my objectives.
It really isn’t all that fluid though you are simply always losing momentum in the game. Perhaps it is unreasonable to expect to be able to charge the enemy like the beginning of the trailer with pistols blazing and vaulting, but what brink promised in my eyes was dynamic combat movement. Aside from ground sliding (which has been very satisfying) this is simply not true.
Vaulting over fence level things is fluid enough and lets you retain speed, but getting onto boxes that you can clearly see over (so they are about chest high I would estimate) looks like a mighty task for the characters of brink and is not practical in a fire fight. Additionally wall running destroys and semblance of speed you may have had if you do not immediately hop out of it (like 1 or 2 steps). Sure you may say well in real parkour they can only reasonably do 3 steps! Well if this is true why not simply have characters gracefully land and slide out of the movement retaining speed rather then run into a wall of friction and stop mid wall run? You can’t decide to not wall run in the game there isn’t a button for that the only way out is to leap and unless you are turning a corner that is going to slow you down as well.
I want to see the best of the best players doing this http://www.youtube.com/watch?v=lBQqD8mv0XM in a standard map. Wall running off small surfaces in order to gain speeds. Climb canceling in order to ascend faster. The maps just don’t allow for this.
Tell that to the guys I took out as I slid behind a barrier to avoid their fire and took them out from the other side in one fluid motion?
Tell that to the heavy who was gearing up from below who I incapacitated with a grenade as I slid down a wall , landed, and slid up close to finish him off?
Tell that to the group of enemies who had me pinned in who I took down with a molotov and escaped back to my spawn by leaping up the walls before any of them could get up, turning backward as I made the final jump to take out one of them as a sweet ***** you!
- I will concede that sliding is good i really like the feel of it in combat.
- In a world without smart simply jumping down would accomplish the same thing. Given that you have guns and bullets there is no real need for you to get up close to finish him off either. Heck optimally you stay as far away as you can while staying within bounds to kill him before he gets up
- Exactly how many walls did you climb? maltov seems to last for about a second and a half at best while a full wall climb looks to take anywhere between .3-.5 seconds. Putting that aside sprinting to cover and turning at the last minute would just about accomplish everything you described except you could isolate the LOS of one opponent (the one you will kill) and only take pot shots form him while you finish him off.
[QUOTE=Shinta;309961]Let me preface this by saying while NOT in combat brink is everything I could want it to be. I feel truly free trying to get to my objectives.
It really isn’t all that fluid though you are simply always losing momentum in the game. Perhaps it is unreasonable to expect to be able to charge the enemy like the beginning of the trailer with pistols blazing and vaulting, but what brink promised in my eyes was dynamic combat movement. Aside from ground sliding (which has been very satisfying) this is simply not true.
Vaulting over fence level things is fluid enough and lets you retain speed, but getting onto boxes that you can clearly see over (so they are about chest high I would estimate) looks like a mighty task for the characters of brink and is not practical in a fire fight. Additionally wall running destroys and semblance of speed you may have had if you do not immediately hop out of it (like 1 or 2 steps). Sure you may say well in real parkour they can only reasonably do 3 steps! Well if this is true why not simply have characters gracefully land and slide out of the movement retaining speed rather then run into a wall of friction and stop mid wall run?[/QUOTE]
fair enough!! once they get shot of the lag, we wont spend half our time running into walls taking flying lessons and running into the enemy and dying lol…when i play it solo and not online the game runs smooth and smart system isnt half bad…but as your well aware online at the mo isnt one of the best…role on the fixes!!!
I’m hoping it doesnt go down the same road as homefront disater!!!