Yet another Q&A - Questions needed.


(BioSnark) #21

Q: Portal 2 or HL3?


(DepressedOptimist) #22

http://www.ps3attitude.com/new/2010/10/brink-diaries-fireteam-squads-explained/


(ZernoK) #23

Does it take longer time for a heavy bodytype to get back on his feet after he got knocked down than a light bodytype?


(LyndonL) #24

Hey, good question.


(Gogeku) #25

Actually a really good question, never thought of that:)


(Humate) #26

One of the thngs i read all the time in interviews is - ‘When you see a screenshot of Brink, you cant mistake it for anything else. You know its Brink’

What are some of the gameplay aspects of Brink ( other than smart ), that people will immediately associate with Brink?


(Crytiqal) #27

[QUOTE=Humate;248422]One of the thngs i read all the time in interviews is - ‘When you see a screenshot of Brink, you cant mistake it for anything else. You know its Brink’

What are some of the gameplay aspects of Brink ( other than smart ), that people will immediately associate with Brink?[/QUOTE]

You mean something like, oh I don’t know, the blending from single player and multiplayer?


(tokamak) #28

Well I wouldn’t mind SD stressing the point that Brink isn’t just a parkour shooter.


(Humate) #29

No, thats not what I mean. :slight_smile: And tbh it has been done to various degrees.

More along the lines of what tokomak posted.


(tokamak) #30

In ETQW there were movies hyping how great objective based missions are, definitely worth putting that in as well.


(3Suns) #31

What are some of the unanticipated difficulties you have faced in making this game?

While the press has been almost unanimously positive about the A.I., Atomicdescribed it as follows: “the word SUCK comes to mind. And HARD.” For a game that boasts blurring the lines between SP and MP, this is fierce criticism. Is designing/programming the A.I. more difficult for “offensive” as opposed to “defensive” tactics, if so, how? Tell us about the A.I., including challenges and solutions for making it simulate intelligent and team-minded behavior.

One of the signs of a well-designed game is that it keeps you thinking about it (and smiling) long after you have set down the controller. Please describe some of your favorite Brink gameplay moments/memories.


(jRAD) #32

But also not useful criticism. Given that responses to the AI have been generally very positive, saying that “it sucks!” and leaving it at that doesn’t really say much at all.


(Spaiker) #33

Are you saying it sucks?:wink:


(3Suns) #34

Yes, you are right. Seriously, that was the first negative comment I had read on the A.I. and it surprised me. Combined with the comment about being “HARD”, I assumed that when playing on offense, it meant that they didn’t take initiative, and on defense, that they had incredibly good aim, etc. etc.

I would like to learn more about the A.I.

One of the things that has impressed me about the objective wheel and priority assignment with auto select, is that if SD has programmed that system for the gamers` benefit, that it could also be used for instructing the A.I., especially as regards to taking the lead/initiating. In this way, SD kills two birds with one stone - one system for simultaneously informing the gamer and the A.I… It is because of this that I have had unprecedented confidence in the A.I. for Brink.


(tokamak) #35

If the bots are the only downside of Brink then we’re good.