Splash DamageBlogBrink Interviews and Previews Team Up in Handy Round-up
Splash Damage Blog
Brink Interviews and Previews Team Up in Handy Round-up
Submitted by badman on Fri, 09/18/2009 - 19:31
The internet continues to be abuzz with Brink interviews and previews - get the latest in this handy round-up. We start over at Videogamer.com where Brink Creative Director Richard 'Rahdo' Ham is extensively video-quizzed for some 30 minutes. Similarly The Weekly Blend has a 10 minute interview with the man, while The Goozex Report has a lengthy Q&A with Richard in text form. Also, if you speak Russian Bulgarian (thanks engiebenjy), you might enjoy this two part interview on 3DZone.
If previews are more your thing, we've got you covered with a few of those too, thanks to 360 Sync, GamePro, and EndSights all offering their impressions of the PAX demo.
25 Comments
engiebenjy
That videogamer.com interview is great, I have watched a few others but this was easily the best
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Posted on 18 September, 2009 - 19:12
Slade05
Badman, it`s not russian, it`s bulgarian.
Letters are same cyrillic, but languages differ significantly.
Though, russian-speaking peepz will surely enjoy this two-piece, cuz bulgarian sounds so damn weird and funny! :D
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Posted on 18 September, 2009 - 19:18
badman
Bulgarian, really? I'll update the original post, thanks for the tip :)
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Posted on 18 September, 2009 - 19:30
Slade05
You can always check the domain name. :)
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Posted on 18 September, 2009 - 19:32
tokamak
The dynamic FoV Rahdo explained with his empty (how many did you have there lol) bottle sounds too good to be true.
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Posted on 18 September, 2009 - 20:13
darthmob
Rahdo talking about 2d sidescrollers :D
- I like the ideas of the small features like camera movement
- engineers upgrade the power of his teammates weapons. I just hope it does not majorly slow down the gameplay (like taking 10 seconds to apply it to somebody)
- a captured commandpost steadily increases healthpoints for the team until it is recaptured
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Posted on 18 September, 2009 - 21:33
Senyin
When Rahdo talked about the FOV, mentioning the blinders, he was talking
about the console versions with a fixed FOV right?
Or will this dynamic FOV feature rule out adjusting FOV on pc?
Just checking :)
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Posted on 18 September, 2009 - 21:39
tokamak
No he was talking about head bobbing to make it feel like you're actually walking and not sitting on a rails. All previous games have done this trough simply making the camera move but for Brink it's going to be something different. I still have trouble imagining how it actually works but it sounds amazing.
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Posted on 18 September, 2009 - 21:45
Rahdo
Nope, not at all. All the buffs are doable on the fly, on the move. :)
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Posted on 18 September, 2009 - 22:11
Rahdo
As Toka says, it was more about headbob. FOV though, we're hoping to do some nice stuff there too. And I would think all the normal PC adjustments you'd expect will be available :)
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Posted on 18 September, 2009 - 22:16
tokamak
Some games simply make the arms holding the gun move up and down, which gives very weird results if you're trying to look around the corner. I'm still trying to figure out how a FOV headbob would work, instead of up and down, does the camera move back and forth instead?
And I also just realised that the multi/singleplayer nature of Brink will probably automatically solve what I think is the biggest issue in the ET series. In both QW as in W:ET, people preferred to play on offence. As you said, people want to be the hero and a mission based multiplayer game still gives people the chance to be the hero. Getting all the objectives done as fast as possible becomes a sport for the experienced player.
However, when people chose a side before they chose a map, they won't have a choice in defending or attacking and will have to put up with whichever role they're set up with. This means that all the experienced players can't all flock together as attackers and 'show those noobs how it's done'.
I really think it's awesome, as this also means that people who do care about playing longer matches, like me, aren't always feeling obliged to pick the defender class. Perfect.
This only leaves us with steamrolls within match. QW already adjusted respawn timers according to how well teams were doing to give some feedback to the balance of a match. I think this can be extended further. The game can also recognise when objectives are completed 'too fast' and delay the time between the next objective accordingly. Also the other way around, if one team takes too long to complete an objective, the next objective can appear faster whenever they do manage to complete the one they were stuck on.
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Posted on 18 September, 2009 - 22:45
Bezzy
Oh, with head bob, we're just doing this thing so that the bob doesn't kick your aim around in ways which are unduely annoying, while still giving a good sense of movement as you run around. Sort of simulates how eyes fixate on points, and compensate while you move around. SORT of. It's good to create a view which is easy for the eye to scan, rather than ask the eye to constantly re-focus on a bouncy scene. I don't know about you, but I find I tend to turn off any view kick options in most FPS games because of that sort of interference (both because it's upsetting my aim and making me seasick), so we tried to come up with a form of viewbob for people who don't like that kind of disruption.
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Posted on 19 September, 2009 - 00:25
Joe999
as i'm a very good candidate for motion sickness, i hope you can turn that bobbing off. or at least it gets tested/adjusted in a way that it doesn't cause motion sickness.
if you want to see a really really REALLY bad way of using bobbing, play the new wolfenstein singleplayer. it's impossible for me to play that game. the intensity of bobbing is insane there.
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Posted on 19 September, 2009 - 06:02
jazevec
I hope engineer upgrading teammates' weapons doesn't mean his abilities are all over the place. I think Engineer should have a purpose and be good at certain category of tasks, such as fortifying a position. This didn't work* in ET:QW because of artificial constraints where you can build and where not, but with Team Fortress style building would be great. Imagine building a turret in a forward position so your teammates from attacking team are somewhat covered.
If a abilities of a class are all over the place, you get the "solution looking for a problem" syndrome. Classic example of this was Flametrooper from Q3F. You could sort of kill people with him, but he had no purpose, no task he shined at.
I preferred to play on offense, but for completely different reasons. On most maps, especially in W:ET, defense was much easier and less demanding. All you had to do was to deathmatch in a certain area. There were bottlenecks people simply HAD to pass through, so it was all very straightforward and you could do little to change that. ET:QW fixed things a bit, defenders no longer spawned right near mission goal, and there were generally more paths to the objective. But as far as I know, vehicle respawn times were the same as on offense - that's terrible ! Players specialising in vehicles had their respawn times actually tied to vehicle respawn time, not to player respawn time.
If playing defense is reasonably hard, or attacking team is good, then I enjoy playing defense. But if playing defense feels like Whack-A-Mole, it's no fun for me.
* except for a few cases such as Valley where you could place mines at force field in last stage, and it worked great against defenders
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Posted on 19 September, 2009 - 07:05
deadlights
videogamers.com was a great interview. Best I have seen yet (and I think I have watched 90%).
Question: Can you see your own feet and arms like you can in a game like Crysis?
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Posted on 19 September, 2009 - 07:21
darthmob
Sounds good! May be the first game where I don't turn it off immediately. :-)
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Posted on 19 September, 2009 - 10:22
Rahdo
Nope. We talked about it, and did some early tests, but decided fairly quickly that it wasn't worth the immense amount of extra work it takes to make that stuff look good. If you're busy looking at your feet, then you're not really playing the game... :D
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Posted on 19 September, 2009 - 11:33
shibbyuk
Any plans to simulate aperture / iris? I've noticed this in some games, it allows use of much more realistic lighting levels.
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Posted on 19 September, 2009 - 16:52
deadlights
Thank god. That is so annoying... I mean, I like the "flavor" it brings, but when it comes time to just "shoot stuff" as you guys like to say. Well it gets to be a little too much and you could not toggle it off in Crysis (from what I know).
Thanks
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Posted on 19 September, 2009 - 19:51
Florisjuh
Though I figure it would be pretty cool to look down and see the modifications you made to your character's appearance.
Makes me wonder if there will be mirrors or at least player reflective materials in the game.
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Posted on 20 September, 2009 - 10:15
darthmob
You will see them in the introducing and ending ingame cutscenes at the beginning and end of a map. :)
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Posted on 20 September, 2009 - 10:50
Florisjuh
I think that would be far from as exciting as seeing yourself in action :P
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Posted on 20 September, 2009 - 17:22
tokamak
You can see yourself die.
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Posted on 20 September, 2009 - 17:28
darthmob
I can't imagine in what kind of action you would be seeing yourself in a mirror. :p
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Posted on 20 September, 2009 - 17:47
Rahdo
This is a valid concern, and one we keep in mind as we're working on class abilities. I think it's fair to say that all 4 classes have a 1) core way to interact with other players and a 2) core way to interact with the world. This really defines what the class is all about. And then as you level up and buy new abilities, these are flavours you can add to spice the core up...
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Posted on 22 September, 2009 - 23:42
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