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Game Informer Publishes Huge Richard Ham Interview
Written by badman on 17 February, 2010 - 22:19 | Tagged
There's a brand-new interview with Splash Damage's Creative Director Richard Ham on the website of U.S. gaming mag, Game Informer, covering a smorgasbord of Brink topics. Among other things, Richard discusses the game’s dynamic mission system, customising your weapons, playing the story out of order, and what sort of things you can expect to unlock over the course of the game. Go check out the full interview on GI's website - it's a very informative read.
On a side note, the latest print edition of Game Informer also features some great Brink content. If you're in the U.S. and near a newsstand, expect to find a preview laden with plenty of Richard Ham quotes and new screenshots.
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Comments
So, a request. How about if I hold down the mission button, look at something that has a mission associated with it, release, automatically selects the thing I was looking at as my mission. It benefits me by getting extra XP. It benefits my team because it gets me participating in the missions and so they'll get those voice over clips saying I'm going to 'splode a turret or revive someone or whatever.
What I'd hate is for someone to be about to revive me, pause a second to select me as their mission (they press mission button a total of 7 times as they scroll past me twice) and then get headshot by a sharpshooter because they're standing still. Context sensitive please.
"So when you’re in a hurry, instead of bringing up the Objective Wheel and having to navigate through it, you can just tap the objective menu button instead of holding it. In doing this, you’re telling the game “I want to do this task”, and the game will automatically take care of all the communication. And you’ll get your XP bonus!"
Here's the linky to Rahdo's post in the thread:
http://splashdamage.com/forums/showt...ion#post211532
The presentation of the narrative and the fact that one can do any of the missions in any order sounds brilliant and simultaneously has me scratching my head. I need more data to process. ;)
One thing I'd like to see for comp, to throw the MMO factor out of the way: in a comp setting everyone stats flat, but there is a pre-set number of skill points (or upgrades or whatever) that you can spend on the unlocks of your choice.
Tactical possibilities seem so endless (for example going for a super fast rush squad, or a heavy defending encampment - as a whole team)
Or is it just that there isn't any overall story arc to the ark story? And actually, instead of it being a typical SP campaign game that can be played co-operatively, or against human enemies, it is actually a multiplayer game that can also be played solo because you will have friendly A.I. in addition to the enemy A.I..
Either it is a really unique idea, or there really isn't an overall arching narrative to the game at all, and it is just a slightly deeper TF2. That is why I am scratching my head... still...scratching my head. lol
At the same time, you can just choose to play matches without any story, and you can also do this solo, co-op, or MP. So say you're playing through the Resistance campaign and your friend jumps online. He just wants to play some matches, so you exit your campaign and join his game which is just a stopwatch match. Now since you aren't playing the campaign, you can choose to play Security or Resistance. You play with him for a couple hours, he leaves, and then you go back to your campaign as Resistance.
Now I'm not the definitive, be all end all, Brink guru, but I'm pretty sure this is how it works.
Yeah I like that idea for competition as well. Though a league rule option to fix all 'skill builds' of the players from the start of the league would make a lot of sense as well.
And yes I'm talking about pub play here, for comps a talent build system fits better.