Splash DamageBlogNew Brink Screenshots Escape to the Internet

Splash Damage Blog

New Brink Screenshots Escape to the Internet

Looking to celebrate the weekend with four new Brink screenshots? Why, you're in luck. As always, click to magically enlarge:

01 02.jpg 03.jpg 04.jpg


Don't forget to stop by our Brink section to check out all the previously released shots.

40 Comments

haha that red mask the guy has on :D awesome screenshots :tongue: gief gameplay trailer
Posted on 11 September, 2009 - 17:53
So far, all looks above and beyond my expectations. Hats off to you, Mr SD. :stroggbanana:
Posted on 11 September, 2009 - 17:55
Did you guys hire a fashion designer?
Posted on 11 September, 2009 - 18:05
So nice looking gfx design \o/ Iiiits Friiidayyy!!!!!
Posted on 11 September, 2009 - 18:17
Did you guys hire a fashion designer?\
I lolled too. Some of them look like post-apocalyptic metrosexuals! the key to being a well-dressed insurgent is ironed pants, plenty of bling and nice accessories!!!
Posted on 11 September, 2009 - 19:08
Aliens! :oppressor:
Posted on 11 September, 2009 - 19:35
The more screenshots I see the more I like the customization system! PS: Those particle effects in the last screen are pure awesome!
Posted on 11 September, 2009 - 20:12
Awesome, must be the best screenshots until now, and it seems like the Internet agrees :P
Posted on 11 September, 2009 - 20:22
Very nice indeed, but that hunter that got lost on the way to a Left 4 Dead server has bumcalves!
Posted on 11 September, 2009 - 20:36
Love it ! :love:
Posted on 11 September, 2009 - 20:49
<3 /char
Posted on 11 September, 2009 - 20:57
MOAR I demand MOAR.
Posted on 11 September, 2009 - 21:12
Hoping the debris around the levels looks as good up close as it does from a distance. Will those material riggings/sidings have physics/animation? Levels looks stunning but it'll be heartbreaking to think they are totally static. Of course gameplay video would solve all this. :)
Posted on 12 September, 2009 - 00:08
Really doubtful. They're likely to to have big slabs of caulk around them to guarantee a smooth game play (especially when it involves SMART). Just like any stairs in QW are actually invisible ramps so your view doesn't stutter while walking over it. It would be fun in a singleplayer like Crysis has all the interactable debris, just not in a multiplayer game.
Posted on 12 September, 2009 - 00:40
holy cow in a weatherstorm these are looking as cool as hgl's... with a different style, i am seriously loving it :) especially the yellow helmet in the last screeny. still waiting for the santa suit :x
Posted on 12 September, 2009 - 02:08
Really doubtful. They're likely to to have big slabs of caulk around them to guarantee a smooth game play (especially when it involves SMART). Just like any stairs in QW are actually invisible ramps so your view doesn't stutter while walking over it.\
Not sure what your point is. I'm saying that I hope the levels aren't static and frozen in time. There is zero reason why the introduction animation/physics on a graphical level would affect gameplay, especially movement.
Posted on 12 September, 2009 - 02:47
It affects the amount if data that needs to be transferred over the network though. If stuff falls in your way because of a grenade it needs to be in eveyones way. Nonetheless I don't think you need to worry about that. The explosions and particle effects are bloody amazing. That combined with the awesome sound effects creates one crazy urban battlefield.
Posted on 12 September, 2009 - 06:56
I'm not talking about game influencing objects which I agree would need to be synced across all clients. I mean stuff like tarpaulins flapping, signs swinging, debris getting caught in the wind etc. Nothing that would provide cover or even have a physical presence, just that it would bring the level more to life.
Posted on 12 September, 2009 - 07:22
I'm not talking about game influencing objects which I agree would need to be synced across all clients. I mean stuff like tarpaulins flapping, signs swinging, debris getting caught in the wind etc. Nothing that would provide cover or even have a physical presence, just that it would bring the level more to life.\
Rahdo hinted at it on crossfire.
yeah, i was referring to the chipping away at environment as the thing that's a lot of work. i know the level artists have high hopes already for cloth in the environment, so we'll see how that goes... [url]http://www.crossfire.nu/?x=forum&mode=item&id=24588#comment754361[/url]
Posted on 12 September, 2009 - 11:48
I'm not talking about game influencing objects which I agree would need to be synced across all clients. I mean stuff like tarpaulins flapping, signs swinging, debris getting caught in the wind etc. Nothing that would provide cover or even have a physical presence, just that it would bring the level more to life.\
Oh right. I was mainly focussing on your physics suggestion. Animations won't be much of a problem. I'm still really wondering who did the clothing design. I showed the pictures to a friend who's studying fashion design and she was amazed by it.
Posted on 12 September, 2009 - 11:56
Well when I say physics I just mean in a "pointless but we can do it with PhysX" type stuff, it would introduce some elements of randomness that animation alone can't. Of course it's pretty expensive processing wise but then that is what huge gfx cards are for. :) I wonder if given the positive response whether there will be some of the in game clothes actually spun off into actual clothing lines. Surely someone would pick them up and run with them beyond the usual gamer oriented people. Zenimax need to invest in a sewing machine and a market stall, sorted.
Posted on 12 September, 2009 - 17:46
Seriously, I wouldn't mind wearing some of those outfits in public. Even 'BRINK'sounds great as a label. How cool is that? A clothing line from a game that goes beyond T-shirts.
Posted on 12 September, 2009 - 19:19
I guess that was the secret plan from the beginning. Game as a promotion for clothing line. :)
Posted on 12 September, 2009 - 19:34
Hope you can turn that muzzle flash off.
Posted on 12 September, 2009 - 20:24
awesome and all. but why does the muzzle flash look like it doesn't belong in there? i hope that changes :)
Posted on 12 September, 2009 - 21:11
Yeah I didn't even realize it. Those muzzle flashes are friggin huge. I certainly didn't notice anything that elaborate in the demo. Those masks are new too though.
Posted on 13 September, 2009 - 00:22
Maybe they're actually very short flashes and they just picked those shots for the piccies to emphasise the boom boom aspect.
Posted on 13 September, 2009 - 01:51
looking great again : )
Posted on 13 September, 2009 - 01:56
I've noticed an inconsistency with the shadows, they still look great and i want that hunters hoody, but still :D Oh and no light coming from the muzzleflash.. cmon dash splamage don't give them reason to whine!
Posted on 13 September, 2009 - 02:10
Come on DA - you can't always criticize our criticisms. This forum does exist for a reason.
Posted on 13 September, 2009 - 04:10
If I don't get a good gameplay trailer soon I am going to BURST!!
Posted on 13 September, 2009 - 23:14
Compare [url=http://www.splashdamage.com/screens_brink/008.jpg]this[/url] and [url=http://www.splashdamage.com/screens_brink/011.jpg]this[/url]. Don`t you think that daytime is different? Or we are getting fancy "invisible cloud obsuring the sun" system, like in etqw?
Posted on 13 September, 2009 - 23:26
Very very good design work! Amazing.
Posted on 14 September, 2009 - 00:02
nice screens guys
Posted on 14 September, 2009 - 02:07
cmon dash splamage don't give them reason to whine!\
:stroggtapir: Yeap those masks are newer, believe it or not we've kept working since we made the demo for earlier in the year! :wink:
Posted on 14 September, 2009 - 10:39
Don`t you think that daytime is different? Or we are getting fancy "invisible cloud obsuring the sun" system, like in etqw?\
Could be different missions (maps) in container city.
Posted on 14 September, 2009 - 10:49
Don't worry about the muzzle flare... there's some interesting stuff gameplay and upgrade-wise about them :-)
Posted on 14 September, 2009 - 11:17
you keep upgrading the muzzleflash size tills its essentially a flamethrower.. then pick the heavy and use a minigun?.. close range insta gib! ? ? ?? in a santa suit?
Posted on 14 September, 2009 - 11:46
Ah, the bits of info... We want more. [metaphore] Darn, it's like being lost for two days in a desert under a hot sun and someone is waving a bottle of water infront of you. Frustration. [/metaphore]
Posted on 14 September, 2009 - 11:46
Nice screenshots... :D Can`t wait to see some demo gameplay in real life.
Posted on 14 September, 2009 - 21:28