Latest News Splash Damage Blog Press Releases News Archive
Brink Brink: Agents of Change Enemy Territory: QUAKE Wars Wolfenstein: Enemy Territory Other Projects Game Downloads
The Culture The People The History The Awards The Coverage SD Publications Contact Us
Work at Splash Damage Perks & Benefits Applying from Abroad Common Questions Living in London
Discussion Forums Chat Room Xbox Live Leaderboard Wolfenstein: ET Barracks Splash Damage Links
BRINK
Splash Damage >> News >> Editorials, Previews, Police All Present in Latest Brink Coverage

Latest News

Editorials, Previews, Police All Present in Latest Brink Coverage


Just in time for Bank holiday weekend here in the UK, we've rounded up the very latest Brink coverage from gamescom 2010 and beyond, and this one's got a little bit of everything.

Before we get to the latest batch of previews, X360 Magazine here in the UK have compiled their Top 5 gamescom Surprises, with Brink topping the list. They even go as far as calling it their "game of the show by some distance", so we're pretty chuffed by that.

Elsewhere, GameZone has an editorial titled Brink and the Parkour Revolution, looking at Brink's SMART system and how we may see similar freedom of movement systems showing up in many more shooters in the future.

Speaking of Parkour, if you're not checking the Brink Parkour Tour's blog regularly, you definitely should. Daniel Ilabaca's latest exploits include mass jams with some 200 traceurs and even getting arrested by Austrian Police - seems like excitement is the order of the day over there.

Finally, the boys over at Polycount have taken a rather long look at the artistic side of Brink and produced a great piece about the game's unique art style.

And now, here's the latest batch of Brink hands-on previews from gamescom:

Previews & Impressions

Did you manage to spot anything else? Let us know in the comments!

Want more coverage from gamescom? Clickity click.

  • Never Miss a Thing!

    Like Splash Damage on Facebook to get the latest news in your Feed right as it happens or subscribe to our daily news digest:

    Enter your email address:

    Powered by FeedBurner

You Might Also Like...

Comments

"Operative could play dead "

Alllright..
Posted on 27 August, 2010 - 18:21
To say that the game is a cross between Call Of Duty and Team Fortress 2 is a lazy but quite fitting comparison. Control-wise, it was near identical to Activision's best-seller, having the same feeling of momentum
In a bid to not keep players on the field longer than they should be – you know, to stop people sticking around for 30 mins when there is no chance of winning – each leg of the multi-staged level has a timer – around 4 or 5 minutes according to Wedgwood.
Seeing as we were the soldier class, Wedgwood recommended we take the flashbangs along, which incidentally reminds me that Splash Damage has taken an interesting stance on grenades in Brink, choosing to give players an unlimited amount, but with there being about a 20-30 second cooldown between each being able to throw each one... so no grenade spamming!
No comment
Posted on 27 August, 2010 - 19:18
The Team Fortress link comes through the class-based and objective play, letting you swap between different specialities to get various tasks done.
i dont think there is anything you can do to get away from this :|
Posted on 27 August, 2010 - 20:03
why nobody says that TF2 is like ET with all the classes....
Posted on 27 August, 2010 - 20:15
Quote Originally Posted by PapaBearFSM View Post
why nobody says that TF2 is like ET with all the classes....
Because it's not the case, unlike BRINK.

Also, SD said on an interview that the controls were "inspired by great title such as COD:MW", so no surprise here.
Posted on 27 August, 2010 - 20:36
Hm I like the grenade mechanic. Though a perk of 2 nades every 30 seconds would be awesome, note this is very different than a perk that would give 1 nade ever 15 seconds.

I don't understand why they don't just compare it to ET either. The TF2 classes are more weapon specialists than anything else, all the while the weapons in Brink are completely seperate from the classes.
Posted on 27 August, 2010 - 21:16
Also, SD said on an interview that the controls were "inspired by great title such as COD:MW", so no surprise here.
Really desapointed !!

dont want to aim every time like COD !!!!!
Dont want to get slow as hell like COD !!

****ing COD !!!!
Posted on 27 August, 2010 - 22:42
To say that the game is a cross between Call Of Duty and Team Fortress 2 is a lazy but quite fitting comparison. Control-wise, it was near identical to Activision's best-seller, having the same feeling of momentum
The same feeling of momentum that CoD has? Oh ****, I will feel like I'm a snail in BRINK, too?
Posted on 27 August, 2010 - 23:43
All this TF and COD **** make me feel very sad. ET and ETQW style of moving and shooting will allways be iconic for me, i dunno why. very very sad feelings about brink, after reading all this.
Posted on 28 August, 2010 - 10:27
"inspired by great title such as COD:MW"
COD is great ? Really ? it's a ****ing joke !!!!!


Where is the ET or ETQW feeling ? that is great games !!!!
Posted on 28 August, 2010 - 11:20
SD should definitely mimic a successful control scheme/layout on consoles given their comparative inexperience.

Upon reflection, I’m still not convinced that Brink is a title that would work that well in single-player
Yup. I, too, am skeptical about how convincing the singleplayer will feel. I've noted as much, previously, and offered recommendations.
Posted on 28 August, 2010 - 12:43
cod:mw wasn't that slow??
Well of course depends how you play it, but I had great fun with lightweight knifing everybody

lot's of people camp, but with the killcam you just kill them next time.

Only problem with cod:mw was the matchmaking, sometimes waiting 10-20 minutes to get into a game.
And the cheaters, sometimes waiting 10 minutes to get into a game with a cheater.... Then have to start again, that really killed it for me.

tf2 has a much slower game pace, but they refer to that for the classes. I also don't find it the best comparison possible, but the fact is that is the most well known class based shooter out there atm...

still the commnts are only talking about the general game, or the xbox controls so it's hard to tell how this will play out on the pc yet.

The grenade idea sounds cool, but I don't think you can avoid spamming then. But that has both a positive and negative side, they can spam, but so can you

EDIT: Also tokamak's idea sounded cool at first, but I'd opt to leave it as is, since then you'll have to move together and then tell your teammate to throw his grenade, boosting teamplay and going against rambo'ism
Posted on 28 August, 2010 - 13:26
No grenade spam because there are infinite amounts of grenades on just a 20 sec cooldown.
wth?
Posted on 28 August, 2010 - 20:15
Sounds like interrogating someone gives you the equivalant of radar for some amount of time?

In a bid to not keep players on the field longer than they should be – you know, to stop people sticking around for 30 mins when there is no chance of winning – each leg of the multi-staged level has a timer – around 4 or 5 minutes according to Wedgwood
...sounds like double full holds would be more likely in stopwatch mode because of this. Hopefully the total time isn't just divided up evenly between them, giving more time to the first objective for instance.
Posted on 29 August, 2010 - 04:02
1 grenade every 20 sec, I don't like
I liked the W:ET way as I always played engi, 8 nades and then reload
20 seconds is a long time in a FPS
Posted on 29 August, 2010 - 04:54
I think 'inspired' is the wrong word regarding the control scheme; it's more that it's become a controller convention, much like WASD on kb+mouse. As we've said previously, there's a lot of options to change it up. It really shouldn't be all that surprising that gaming news sites will draw comparisons with the biggest games, as they are the ones most likely to resonate with readers.

The additive time does not apply in Stopwatch mode.
Posted on 31 August, 2010 - 13:03
Quote Originally Posted by Exedore View Post
The additive time does not apply in Stopwatch mode.
This is great
Posted on 31 August, 2010 - 21:08
Follow us on Twitter
Poke us on Facebook
View our photos on Flickr
Join our Last.fm group
Why hello there, Anonymous Web Person.

Have an account already?

Forgotten password?

No account yet?

Creating an account is easy and lets you comment on our news items, chat with the developers in our forums and get access to exclusive features.

Best of all, it's completely free!

» Create your account now!