Splash DamageBlogThe Engineer is Front and Center in New Brink Footage

Splash Damage Blog

The Engineer is Front and Center in New Brink Footage

The latest Brink gameplay video is now available on G4TV's website, with the Engineer taking center stage as we delve deeper into Container City. Turrets and explosions most definitely included.

Watch Container City, Part 2

If you missed them the other day, here are the videos showing the SMART system and Container City, Part 1.

81 Comments

I see leaning was not left out, good :D Also, the turret instantly appears? No building or waiting for it to drop required? Or was it like that just for the demo?
Posted on 2 December, 2009 - 10:54
That looks amazing! I'm really looking forward to this now! Keep up the good work SD people!
Posted on 2 December, 2009 - 11:03
I see leaning was not left out, good :D \
wasnt really a fan of leaning but its definetely a good things for the ultra pro guys, i guess. what else can i sy about the video? its amazing. dont find anything that i dislike. the sounds rock btw. great work.
Posted on 2 December, 2009 - 11:25
wohoooooooooo looks nice and i saw some leaning action :> cant wait o combine the diffrent movement styles
Posted on 2 December, 2009 - 12:02
Awesome. Great to see leaning is still in the game. Instant class-switching is interesting. I'm not really fond of the 'shove (shave?)' symbols around enemy players, they act like red arrows this way.
Posted on 2 December, 2009 - 14:19
Looks great. About the class switching portals, does that mean that the limbo menu is gone? If so, I am going to miss that.
Posted on 2 December, 2009 - 14:28
Yeah I think I will miss that as well. I hope there will be an 'oversight' screen though. One that shows clearly what other players are doing and the current state of the map. If only for sentimental value.
Posted on 2 December, 2009 - 14:50
Noticed some enemies were just standing still while Paul shot them. WIP AI or were they actual people playing ? :P
Posted on 2 December, 2009 - 15:07
It's very old footage so probably WIP AI. That or some lobotomised patients were playing.
Posted on 2 December, 2009 - 15:08
It's very old footage so probably WIP AI. That or some lobotomised patients were playing.\
they were the brainwashed zombie tapirs! :eek: :stroggbanana::stroggtapir:
Posted on 2 December, 2009 - 15:20
I hope headshots do more damage then body shots, cause in that vid sometimes he emptied a full clip without killing the enemy. I don't necessarily find this a bad thing cause the same can happen in ET, but I hope headshots count for more, or maybe it's just cause it's on a console?
Posted on 2 December, 2009 - 15:33
I hope headshots do more damage then body shots, cause in that vid sometimes he emptied a full clip without killing the enemy. I don't necessarily find this a bad thing cause the same can happen in ET, but I hope headshots count for more, or maybe it's just cause it's on a console?\
Hopefully it will not be one headshot, one kill. We don't need lucky basterds among us. Also, not as dumb as emptying full clips like in Section 8.
Posted on 2 December, 2009 - 15:44
This was some of the best action and movement seen yet! Plus, it looks like it's balanced for lean. :) I really like that slide move to cover I keep seeing. Also, in the other video the guy slid under the barricade so fast I almost missed it. Lastly, the shotty looks and sounds like a monster which is great!
Posted on 2 December, 2009 - 15:45
Hopefully it will not be one headshot, one kill. We don't need lucky basterds among us. Also, not as dumb as emptying full clips like in Section 8.\
Over emphasis on headshots would nullify the effect of having different body types in the game.
Posted on 2 December, 2009 - 16:30
ye I'm definately not looking for a 1 headshot 1 kill, but I also don't feel like emptying a full clip and then dieing while I have to reload :P
Posted on 2 December, 2009 - 16:42
*Headshots on lights should be a kill (no helmet) with 1 shot. *Headshots on mediums should be a kill (no helmet) with 1 or 2 shot(s). *Headshots on heavies should not be a kill (helmet) just do normal damage and massive "hud shake" or "recoil" for poor accuracy. That is a nice "Heavy Perk", so the Heavy actually does need a lot of DPS to kill not just be sniped!
Posted on 2 December, 2009 - 17:03
Who says there are helmets in the game?
Posted on 2 December, 2009 - 17:58
since when were there helmets? I thought they said clothing was for aesthetic purposes only?
Posted on 2 December, 2009 - 19:51
Looking at your suggestion I'd elaborate and say light 2 headshots with a normal weapon, 1 with a sniper rifle, very susceptible to explosive damage medium 3 headshots normal, 2 with sniper or 1, less susceptible to explosive damage heavy 4 headshots normal, 2 headshots sniper, least suscetible to explosive damage
Posted on 2 December, 2009 - 20:04
Looking at your suggestion I'd elaborate and say light 2 headshots with a normal weapon, 1 with a sniper rifle, very susceptible to explosive damage medium 3 headshots normal, 2 with sniper or 1, less susceptible to explosive damage heavy 4 headshots normal, 2 headshots sniper, least suscetible to explosive damage\
I'd elaborate and say, let's don't say anything until you've seen/played more of the game.
Posted on 2 December, 2009 - 20:13
Game looks stunning, once learnt those levels are going to be a blast to run through. Don't be shy with the environmental animation and interaction it would really bring the levels to life.
Posted on 2 December, 2009 - 20:17
I'd elaborate and say, let's don't say anything until you've seen/played more of the game.\
well if we all thought like this there woud be no point in having a discussion board.
Posted on 2 December, 2009 - 20:33
I see leaning was not left out, good :D Also, the turret instantly appears? No building or waiting for it to drop required? Or was it like that just for the demo?\
Yeah, in the real game it takes a bit of time to build them, not instant like in the demo. It's actually cool, because while you're building it, you can still strafe around, so if you come under fire, you can try to dodge a bit, and you can even hide around corners if you're cleverl... :)
Posted on 2 December, 2009 - 20:41
I'm not really fond of the 'shove (shave?)' symbols around enemy players, they act like red arrows this way.\
Fear not! We cut those several months ago. It was actually a pretty nice system for melee, but in the end we went with the more traditional approach, and so the (X) prompts were no longer necessary...
Posted on 2 December, 2009 - 20:42
Looks great. About the class switching portals, does that mean that the limbo menu is gone? If so, I am going to miss that.\
I'm still a fan of the limbo menu, myself, so I suspect it will live on in some form :D
Posted on 2 December, 2009 - 20:44
Noticed some enemies were just standing still while Paul shot them. WIP AI or were they actual people playing ? :P\
AI set to a lower difficulty level. At the tougher levels, they tend to strafe a lot more making them tougher targets to hit, emulating pro players behavior.
Posted on 2 December, 2009 - 20:45
I hope headshots do more damage then body shots, cause in that vid sometimes he emptied a full clip without killing the enemy.?\
Headshots count for more, definitely, and limb shots count for less. The times you saw paul really have to burn through ammo was shooting at big body type guys (more hitpoints), and he was using a submachine gun instead of a full assault rifle. but if he's been aiming more carefully, headshots would have made shorter work of them.
Posted on 2 December, 2009 - 20:48
I for one would like to see grenade headshots for a change.
Posted on 2 December, 2009 - 20:50
since when were there helmets? I thought they said clothing was for aesthetic purposes only?\
correct. we actually do have helmets in some outfits, but they provide no extra protection (and we'll have to be careful to communicate that to players that they're just for looks)
Posted on 2 December, 2009 - 20:50
I just witnessed awesomeness ... thank you SD
Posted on 2 December, 2009 - 20:56
That was awesome! It looked reasonably fast paced (skinny guy I assume) which is goooood! And just the atmosfere, the models, sounds...I love it!
Posted on 2 December, 2009 - 21:16
I for one would like to see grenade headshots for a change.\
From the vid's, you can cook a grenade and have it explode in someone face. However, frag grenade contain shrapnel which will hit the entire body. It all depend on their hit point and how SD code it. Don't have a problem either way.
Posted on 2 December, 2009 - 21:37
Fear not! We cut those several months ago. It was actually a pretty nice system for melee, but in the end we went with the more traditional approach, and so the (X) prompts were no longer necessary...\
So there's no shove system any more? Or are just the buttons gone?
I for one would like to see grenade headshots for a change. Or giving the player a mild concussion effect by hitting his head with a nade. Just like in COD singleplayer.
Posted on 2 December, 2009 - 21:40
From the vid's, you can cook a grenade and have it explode in someone face. However, frag grenade contain shrapnel which will hit the entire body. It all depend on their hit point and how SD code it. Don't have a problem either way.\
No no no, the action should stop, all cameras pointed at the unfortunate guy and slow motion while a Vader like voice announces: Grenade Headshot shot shot shot shot! (echo echo echo echo) P.S. Stop confusing reality with games.
Posted on 2 December, 2009 - 22:24
Well you try to code the hit detection for a nade...or maybe explain the logic to SD. Unless you're talking about literally hitting someone in the head with a nade prior to exploding...think educated for once when making suggestion.:rolleyes:
Posted on 2 December, 2009 - 22:31
So there's no shove system any more? Or are just the buttons gone?\
Just a button shift. The experiment you see in the video (which we've since abandoned) was that you've got an interact button. You use it to repair things, you use it to heal teammates, and you use it to smack the enemy ('interact with them'), because really, what else would an interaction with an enemy be? But in the end, we dropped that and instead went with a devoted standard melee strike button. The notion of having to knock someone down, and then finish them off before they get back up (or before they shoot you from the ground) is still in the game though (including the nut shot you can very briefly see at the end of the g4tv adam sessler preview video :) )
Posted on 2 December, 2009 - 23:26
That really sounds awesome. It sometimes looks as if fallen players are able to shoot back, am I seeing things or is this correct?
Posted on 2 December, 2009 - 23:29
2 headshots all body types. different for others i.e head and limbs on heavy, light, meduim. Hitting headshots takes skill. If someone gets awarded because they "spammed" o well. The better aimer will still be superior in the long run. Sniper rifle headshots should be instant on all but a heavy and just limited on how many you can have per team. If the game is fast paced this will take skill. 2 shots other wise. There is a reason why sniper rifles are strong and why headshots do massive damage in all games that actually care about awarded someone with superior aim. There needs to be a higher "learning curve" in a game for once. Its been so long since a game actually took some skill. Call of duty vanilla any noob could spam a gun and the body damage was intense. When promode came out and they added 22 dmg to body and 85 to head it finally separated the good players from the bad. Gaming needs this. People even the casually gamers... Will want to get better.
Posted on 3 December, 2009 - 00:11
Another new Brink Video preview! Can't get enough of 'em can we? - [url]http://bit.ly/55Bcxf[/url] ..although, it's very similiar to what we've allready seen.
Posted on 3 December, 2009 - 00:26
Another new Brink Video preview! Can't get enough of 'em can we? - [url]http://bit.ly/55Bcxf[/url] ..although, it's very similiar to what we've allready seen.\
Seems to indeed be much of the footage we have already seen rehashed, but some of the scenes I didn't see yet. Nice find :).
Posted on 3 December, 2009 - 00:53
How difficult is it going to be to destroy the turrets?
Posted on 3 December, 2009 - 06:15
Well you try to code the hit detection for a nade...or maybe explain the logic to SD. Unless you're talking about literally hitting someone in the head with a nade prior to exploding...think educated for once when making suggestion.:rolleyes:\
I you can't spot making fun from serious talk, forget it. What's with the attitude? Have you ever programmed anything to give this 'I know everything' attitude?. The code for the splash damage of a grenade, can be done easily by computing the distances from the point the grenade explodes to every hit box a character has. Apply to those distances a linear or exponential drop in damage, or (faster) even have a table with damage per distance intervals. If you really want some 'real' life like shrapnel coded, you can spawn a number of projectiles that do damage on their own and give them the same origin and unique trajectories. How many projectiles? As many as you can live with without bringing the system to it's knees. But I doubt a modern PC can have problems with even 1000 projectiles spawn. The only problem might be if these projectiles are given random vectors to follow, this way only the server will do the calculations but you're forcing this data to be transmitted over the network. If the spread is not random, a server can give the client the position of the nade and it's orientation when it blows. From here the client can do his own trajectories. Even so, you'd still have to antilag everything and because the client computes this, cheating may be an issue in the future. So you only do the splash damage and just graphically spawn projectiles. But then again, I wasn't serious about grenade headshots.
Posted on 3 December, 2009 - 08:07
No no no, the action should stop, all cameras pointed at the unfortunate guy and slow motion while a Vader like voice announces: Grenade Headshot shot shot shot shot! (echo echo echo echo)\
Pure awesome! :D
Posted on 3 December, 2009 - 08:43
Looking at your suggestion I'd elaborate and say light 2 headshots with a normal weapon, 1 with a sniper rifle, very susceptible to explosive damage medium 3 headshots normal, 2 with sniper or 1, less susceptible to explosive damage heavy 4 headshots normal, 2 headshots sniper, least suscetible to explosive damage\
Yes! I totally agree. Good suggestion! As for me referencing helmets*, that was purely to possibly explain "why". *No idea if helmets were in or made a difference to damage taken. But headshots should take you out, especially snipers (makes heavies learn the art of "QEC Dancing") Kind of like this : :stroggbanana:
Posted on 3 December, 2009 - 09:22
3rd and final part of the Brink Video Preview "Objective Perspective" - [url]http://bit.ly/8KRfGo[/url] i like what i see, except for the granade launcher. seems like a boosted noobtube from cod4, and that's horrible news. way to fast reload and way to many charges. hope it'll either be edited and nerfed or editable (a gun like that just completely ruins the gameplay and the spam is inevitable. guess the good news is that this video is just made for showing off, and i'm guessing it's just as old as the previously released ones were. please tell me you're gonna change it? :< edit: nvm. somehow i managed to miss the other thread, sorry.
Posted on 3 December, 2009 - 10:50
I noticed something interesting about nades. At one clip he cooked one for 3sec then threw at an enemy. At some other clip he barely cooked it and threw it at a pack of enemies. At both times the nade exploded as it was near the enemies, but the time elapsed couldn't be the same. So, are we seeing explode-on-contact grenades just like in F.E.A.R.?
Posted on 3 December, 2009 - 15:22
He shot that grenade mid-air.
Posted on 3 December, 2009 - 15:26
He shot that grenade mid-air.\
You're right, but that's as bad as explode-on-contact grenades IMO. What if you throw grenade at enemy as he's shooting at you. It will explode because the enemy is shooting at it. That's not a very pleasant experience.
Posted on 3 December, 2009 - 15:58
the lighting in the game is so freaking sexy. 3rd video is out 3rd video is out btw [url]http://g4tv.com/videos/43028/Exclusive-Brink-Preview-Objective-Perspective-Part-3/?quality=hd[/url] the sound in the game is also as sexy as the lighting :)
Posted on 3 December, 2009 - 16:24
You're right, but that's as bad as explode-on-contact grenades IMO. What if you throw grenade at enemy as he's shooting at you. It will explode because the enemy is shooting at it. That's not a very pleasant experience.\
Indeed. So don't.
Posted on 3 December, 2009 - 16:25
You're right, but that's as bad as explode-on-contact grenades IMO. What if you throw grenade at enemy as he's shooting at you. It will explode because the enemy is shooting at it. That's not a very pleasant experience.\
Yeah, so be careful using nades under heavy fire. It may come costly. :mad:
Posted on 3 December, 2009 - 17:22
I like the idea of shooting nades. What i hated in ETQW was the fact you couldn't shoot mines to set them off and could only trip them or blow them with a nade... "grenade sponges" was the term used i think. An explosive is an explosive, and being hit by a bullet is def gonna make it blow.
Posted on 3 December, 2009 - 17:30
I like the idea of shooting nades. What i hated in ETQW was the fact you couldn't shoot mines to set them off and could only trip them or blow them with a nade... "grenade sponges" was the term used i think. An explosive is an explosive, and being hit by a bullet is def gonna make it blow.\
Never watched myth busters did you? Agreed that mines in QW could've done with some bullet vulnerability for game play purposes though.
Posted on 3 December, 2009 - 17:41
No, mines in ET:QW were nice. Proxies were useless as you run near them and away behind a corner. It explodes and you take no damage. Tripmines... Well placed ones must be destroyed, but most can be countered by jumping over/running under. If exploding nades exist in this game, make it at least shootable for the thrower. Otherwise it would be overpowered. Of course i can't give my final opinion unless i playtest it. As i've seen, a>b>c>a gameplay is hard to understand at first, but later you know what to do in every situation.
Posted on 3 December, 2009 - 17:54
Well my idea of mines were to punish people that didn't pay attention, but those that did pay attention and discovered very poorly placed mines had no respite for their care, and had to use a nade or risk some damage dashing through them any way.
Posted on 3 December, 2009 - 18:09
Yeah, mines both came at the cost of being careful ánd soaking up a grenade. Not saying they should be ultra-vulnerable to bullets, maybe 10-15 shots to make them explode would suffice.
Posted on 3 December, 2009 - 18:13
correct. we actually do have helmets in some outfits, but they provide no extra protection (and we'll have to be careful to communicate that to players that they're just for looks)\
Thanks for confirming that. In the game there will have to be something in the character creation section saying that these things don't make a difference in gameplay. I have a question, in the beginning and end scenes, are the characters which we see the characters of people's own creation or are they exactly the same no matter who is in the game?
Posted on 3 December, 2009 - 20:31
If you're playing solo, you'll see the same guys in the opening and closing cutscenes. If you're online, the guys in the cutscenes will actually be the characters of the people you'll be playing with... :)
Posted on 3 December, 2009 - 21:08
How are you guys deciding which ones are being featured in the video? Somewhere else it was suggested to base it on the in-game performance. Or are you locking into one of the 8 characters from the start (like in L4D but with customisable looks ofc)?
Posted on 3 December, 2009 - 21:25
If you're playing solo, you'll see the same guys throughout, to get a sense of continuity in the storytelling. If you're online, the roles will be filled out by other players.
Posted on 3 December, 2009 - 22:12
If you're playing solo, you'll see the same guys in the opening and closing cutscenes. If you're online, the guys in the cutscenes will actually be the characters of the people you'll be playing with... :)\
What about voices. Does every character get different voice/accent too? That would be so cool :stroggbanana:
Posted on 4 December, 2009 - 07:07
Yup, thats a party of your character customization too... choosing a unique voice
Posted on 4 December, 2009 - 07:44
Yup, thats a party of your character customization too... choosing a unique voice\
win :) (unlockable tapir mating call as a cheer vsay? we will have vsays, right!?)
Posted on 4 December, 2009 - 11:41
Yup, thats a party of your character customization too... choosing a unique voice\
Please add Yorkshire accents, I'm availble for voice recordings if needs be, or just record Emmerdale.
Posted on 4 December, 2009 - 12:54
Yup, thats a party of your character customization too... choosing a unique voice\
So every voice actor has to do all the text there is? I'm just curious how you do these cutscenes which are completely depended on the players characters :) Also, will you have subtitles for the cutscenes? Because I'm from Germany and such a poor English speaker and I can't understand half of the dialogue and will miss all the jokes :( and I don't want to play this game in German because as always the original voice acting will be better :)
Posted on 4 December, 2009 - 12:55
Please add Yorkshire accents, I'm availble for voice recordings if needs be, or just record Emmerdale.\
german accent would be nice, too :) i always laugh when i hear english speaking people imitating german accents. and well, i saw a spray paint in one of the gameplay videos which said "RAUS" which means "out". so i figured there must be germans in container city, too.
Posted on 4 December, 2009 - 17:05
You need a Scottish accent... a proper Scottish accent, none of those crappy attempts like the demoman in TF2, that's just awful. Get Kevin McKidd, he likes games.. he did MW2.
Posted on 4 December, 2009 - 17:27
The accents were rendered? Awesome. They sounded totally out of this world. Definitely fitting the idea of having an isolated location with different nationalities.
Posted on 4 December, 2009 - 18:40
So every voice actor has to do all the text there is? I'm just curious how you do these cutscenes which are completely depended on the players characters :) Also, will you have subtitles for the cutscenes? Because I'm from Germany and such a poor English speaker and I can't understand half of the dialogue and will miss all the jokes :( and I don't want to play this game in German because as always the original voice acting will be better :)\
Yup, subtitles are pretty important (in fact, I think they're required on one of the consoles, I think). So they'll be there. The main thing to understand about our cutscenes is, as you saw in the video, they're pretty short. In fact, shorter than the ones you saw in the G4TV vids (those were early tests). As a general rule, we don't want them to go more than 30 seconds or so, because that's how long you usually have to wait on a limbo screen, or an end match tally screen, and so it's during those moments between the action that we're sneaking in the cutscenes. So Ed (bongoboy) has to be very good about his writing, having the character say what they mean quickly and to the point. No long soapbox speeches in Brink :) Also, to the accents, we don't have a final number yet, but we do want to have a wide variety of them, from all over the world, including unique ones (Ed was talking about Samoan the other day, for instance. No guarantees it'll be in there, it depends on if we can find good actors, but I just mention that to give an idea of the breadth of options we're hoping to achieve)
Posted on 4 December, 2009 - 20:24
If you're playing solo, you'll see the same guys in the opening and closing cutscenes. If you're online, the guys in the cutscenes will actually be the characters of the people you'll be playing with... :)\
Yup, thats a party of your character customization too... choosing a unique voice\
Great! That will be so good in multiplayer after a match and you can see and hear your awesome custom character speaking in a cut scene! I'm so happy now! Tapir Army: :stroggtapir::stroggtapir::stroggtapir: :stroggtapir: :stroggtapir::stroggtapir::stroggtapir:!!!!!!!!!
Posted on 4 December, 2009 - 20:30
Great! That will be so good in multiplayer after a match and you can see and hear your awesome custom character speaking in a cut scene! I'm so happy now! Tapir Army: :stroggtapir::stroggtapir::stroggtapir: :stroggtapir: :stroggtapir::stroggtapir::stroggtapir:!!!!!!!!!\
ahah it's funny to see how you got stroggified by splash damage awesomeness since i first saw you in the forums. i guess it's an evidence they're doing their job right. wunderbar! :stroggbanana:
Posted on 4 December, 2009 - 23:37
ahah it's funny to see how you got stroggified by splash damage awesomeness since i first saw you in the forums. i guess it's an evidence they're doing their job right. wunderbar! :stroggbanana:\
lol, they sure are :D one for luck: :stroggtapir:
Posted on 6 December, 2009 - 20:37
Also, to the accents, we don't have a final number yet, but we do want to have a wide variety of them, from all over the world, including unique ones (Ed was talking about Samoan the other day, for instance. No guarantees it'll be in there, it depends on if we can find good actors, but I just mention that to give an idea of the breadth of options we're hoping to achieve)\
Iu get some 'fokkin' South African akcent in there alrite?
Posted on 6 December, 2009 - 23:40
Please make the guy with the British accent call out "You bloody wanker!" :D And you need a Canadaland accent eh?
Posted on 7 December, 2009 - 03:01
Will we see some footage of the medic sometime? :)
Posted on 7 December, 2009 - 10:15
Will we see some footage of the medic sometime? :)\
I think we will! Sometimes between now and Fall 2010.
Posted on 7 December, 2009 - 15:09
Also, to the accents, we don't have a final number yet, but we do want to have a wide variety of them, from all over the world, including unique ones (Ed was talking about Samoan the other day, for instance. No guarantees it'll be in there, it depends on if we can find good actors, but I just mention that to give an idea of the breadth of options we're hoping to achieve)\
Fush n chups naaahhh brooo oy gee :) if your using samoans please use their way of talking (not just accent :x), its awesome.. also.. they have good laughs :)
Posted on 12 December, 2009 - 09:23
Austrian governator accent please.
Posted on 12 December, 2009 - 09:55
Thanks for reminding me how great these videos looked, spambot. To bad that a lot changed and never made it in to the game, most likely due to the engine. From the video you can clearly see that the game doesn't run smooth, I got the feeling that they tried to hide this by moving their crosshair really slow. If I do this with BF3 it looks even smooth at 20 fps :)
Posted on 15 February, 2012 - 12:21
I'm no expert, but it looks like a lot of post-processing, that they probably had to cut out. I love that blood spray at 2:13 I never noticed before that he actually pulled out some sort of objective wheel when accessing it. I like the repair gun flare too.
Posted on 15 February, 2012 - 14:34
Those were some cool effects that had been cut out.
Posted on 15 February, 2012 - 23:51