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Makes it more like Quake 3 if it works out well. I don't see anything bad about making ANY shooter more like Quake 3.
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Looks interesting.. I am mostly interested in the Co-op mode but I doubt I will play
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On April 13 2011 00:52 anilusion wrote:Makes it more like Quake 3 if it works out well. I don't see anything bad about making ANY shooter more like Quake 3.
Nothing in that interview makes it more like Quake 3? In fact in the interview it is the exact opposite. "you shouldn't have to play 1000 of hours to get good". Console game coming up.
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By removing 1-hit kills and allowing you to move and shoot accurately at the same time.
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Delaying the game for quality purposes is fine, before Blizzard met Activision they constantly went past the release dates, look at the insanely good games that has produced. The problems begin when it gets a bit too quiet around the game tbh. When Brink was looking close to completion and a lot of videos were released, I was getting very excited about it. Then suddenly it was almost half a year completely quiet around the subject, which is a major buzzkill.
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On April 13 2011 01:13 Nebula wrote:Show nested quote +On April 13 2011 00:52 anilusion wrote:Makes it more like Quake 3 if it works out well. I don't see anything bad about making ANY shooter more like Quake 3. Nothing in that interview makes it more like Quake 3? In fact in the interview it is the exact opposite. "you shouldn't have to play 1000 of hours to get good". Console game coming up.
So a game is instantly bad if it doesn't take 1000 hours to get good? I guess every game but Brood War is fucking terrible then, huh?
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On April 13 2011 04:25 Fruscainte wrote:Show nested quote +On April 13 2011 01:13 Nebula wrote:On April 13 2011 00:52 anilusion wrote:Makes it more like Quake 3 if it works out well. I don't see anything bad about making ANY shooter more like Quake 3. Nothing in that interview makes it more like Quake 3? In fact in the interview it is the exact opposite. "you shouldn't have to play 1000 of hours to get good". Console game coming up. So a game is instantly bad if it doesn't take 1000 hours to get good? I guess every game but Brood War is fucking terrible then, huh?
I doubt he's saying "any game that takes any less than 1k hours to get good is bad." A player who's played 1000 hours should be much better compared to a player who hasn't (assuming he's trying to improve). I don't want an FPS with a low skill cap when it comes to movement. What's so wrong with it taking a long time to master that aspect of the game? If I spend hours in Q3 or TF2 on jump maps practicing strafe jumping/air strafing I should be better than a person who hasn't (when it comes to those specific skills).
What's the point of that kind of sarcasm when you're not even making a point with it :|
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Mixed feelings from the small bit I've read and seen so far.
Character design seems to be trying too hard to look "gangster."
The "SMART" system doesn't sound very special (even if it's basically a button that does what you can do manually, just a little slower due to being automated on the smart button). You can slide or jump over stuff. To me that doesn't feel "dynamic" or "exciting." A slide is a slide, as evidenced by all the random clips of a dude sliding towards someone else out in the open while shooting them.
He mentioned in the interview trying to get away from one hit kills. That's something I have to applaud for a few reasons. Going from full to dead instantly isn't fun for anyone, to be sure. Also, the longer a gunfight is (aka, longer it takes to kill someone) the more likely it is for a more skillful player to win, causing it to be slightly less of a game of "I saw you first" cat and mouse (though shooters will always be like that to an extent) making deaths feel a little less random and out of your control.
Then he turns around and says the lightest, most agile characters will have a knife (when they have their pistol out, I think) as opposed to heavier character types having to melee with their gun. Remind anyone else of MW2's MLC knifers? Obviously a lot more factors play into that though, such how many hits w/knife vs. how many for other characters as well level design and how easy it'll be to get close without being seen and just the overall design.
On April 12 2011 13:40 T3tra wrote: I wish games would implement more weaponry than bullet based weapons. I'm not trying to talk down about Brink. It looks pretty cool. I just miss my soldier from TF2.
Agreed. Unfortunately most gamers seem to be obsessed with military shooters that are as close to RL (possible) weaponry as possible. It's what sells so that's what gets made. Bullets are a boring (though effective) way of killing something. Non insta-travel bullet weapons are much harder to design while still being interesting/balanced/not overlapping, though. Halo's a decent example. It has alien counterparts for half the "human" guns and they don't really function all that differently (bullets have travel time for some guns, do different amounts to shielded/nonshielded.... woo....), outside of the Needler.
Brink looks like it has potential, but I'm not really holding my breath for it to be super special at the moment.
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preordered and got a new computer for it (i5-2500k, 560TI SOC, 8Gb, SSD). can't fuckin wait! I've been an avid ET and ETQW player and I miss this type of game so much (fast paced (Quake!=BF2) team-based FPS)
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Do want....been following this game since last summer. I truly hope they can live up to everything and not be a dissapointment.
The lastest videos do look promising though.
do want....but will probably need a new computer to play it
System reqs: + Show Spoiler + Minimum Specs Processor: Intel Core 2 Duo 2.4GHz or equivalent Memory: 2GB RAM Graphics: NVIDIA 8800GS / ATI Radeon HD 2900 Pro or equivalent OS: Windows XP(SP3)/Vista/Windows 7 Hard Drive: 8GB of free space
Recommended Specs Processor: Intel Quad Core i5 Memory: 3GB RAM Graphics: Nvidia GeForce GTX 460 / ATI Radeon HD 5850 OS: Windows XP(SP3)/Vista/Windows 7 Hard Drive: 8GB of free space
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On April 13 2011 04:25 Fruscainte wrote:Show nested quote +On April 13 2011 01:13 Nebula wrote:On April 13 2011 00:52 anilusion wrote:Makes it more like Quake 3 if it works out well. I don't see anything bad about making ANY shooter more like Quake 3. Nothing in that interview makes it more like Quake 3? In fact in the interview it is the exact opposite. "you shouldn't have to play 1000 of hours to get good". Console game coming up. So a game is instantly bad if it doesn't take 1000 hours to get good? I guess every game but Brood War is fucking terrible then, huh? As long as it's not 1000 hours of grinding to unlock good weapons and shit, which seems to be the popular thing nowadays =_=
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Extensive information on every facet of the game:
http://www.fragworld.org/frag/community-blogs/brink-info-pt-1-story-gameplay-smart-classes-and-objectives.html
Some notable features:
* Soldier has a feature where he can attach himself sort of like a turret to a teammate, and all damage the teammate takes the Soldier take sinstead
* Leaning around corners is confirmed in a gameplay video in there
* Medics throw a syringe at a teammate, and it's up to the teammate when or if they want to be revived. No more medics chain rezzing you BC2 style and giving you 50 thousand deaths
* Grenades are not insta kill buttons, all they do is minor damage and knock you off your feet -- like other shockwaves
* Melee attacks are with the weapon itself and simply knock the enemy down, only knives are used when pistol is out -- still not one shot kill on most people
* Engineers will be able to plant mines, give damage buffs, and plant down turrets that will not do significant damage but enough to 'shut down a lane'
* Every class can be used with every body type. IE: An engineer can be a light engineer running around parkouring and planting turrets everywhere, or a big bulky guy holding down the fort.
So on and so forth. There are boat loads of information there.
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Excellent link. Lot of meaty info to look through. I'm still not convinced - but the "hope this doesn't suck and is instead amazing like it looks like it can be" level has gone up. Lots of little things that just make sense.
For example, everyone has unlimited grenades, but on a longish cooldown (20-30 seconds was the timer I saw mentioned). I can think of multiple times playing something like Call of Duty (if I'm not using Scavenger, and sometimes even if I am) where I really wish I had a grenade, but because I was doing well that life I'd already used it while fighting someone 4 kills back.
The Light/Medium/Heavy body types are an interesting mechanic/concept, at the very least. Light guys are faster, but have less health and less "mana" (class ability points - used on stuff like healing for medics, giving out ammo for soldiers, etc.) and are independent of class. So you could make a Light engineer that can sprint way the hell out in front, climb up a wall and set up a turret in a good spot, or you can make a heavy engineer that can drop mines and buff teammates ammo (aka, bullet damage) for extended periods of time. Heavier body types can hold heavier weapons, so the dude sprinting out front probably only has a SMG. The big heavy dude (even if it's a role typically more fragile in other games, like a Medic) could be plodding a long a little slower, but while wielding a minigun. With weapons tied to body type and not character class, the Medic (healer) is suddenly less of a free kill when you only have a SMG and he has a 100+ round bullet hose to point in your general direction, as well has having a lot more health than you do.
The gameplay appears to be very objective based, kinda like the Assault game mode in Unreal Tournament (a mode I really liked), as opposed to a "capture this generic hill" objective gameplay. I believe I read that they said there isn't actually a TDM/FFA (aka, kill/death ratio focused) game mode at all. However, there does appear to be a risk of things getting repetitive as it sounds like they basically have their campaign missions that are designed to be played solo/co-op/online versus. So variety could be a possible issue. With them quoting the campaign taking roughly 10 hours to do both sides (so 6-7 hours if you're mildly skilled most likely) for a straight run through, there may be enough maps for it to not get stale too quickly.
Has some serious potential, but until people can get their hands on it for extended periods of time it's hard to say if they also nailed the execution.
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This game looks amazing, I cannot wait to never play CoD:BO ever again on my xbox once this game drops. Much more content has been added to the website since this post was made. All those who are weary should check that out...
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The Light/Medium/Heavy body types are an interesting mechanic/concept, at the very least. Light guys are faster, but have less health and less "mana" (class ability points - used on stuff like healing for medics, giving out ammo for soldiers, etc.) and are independent of class. So you could make a Light engineer that can sprint way the hell out in front, climb up a wall and set up a turret in a good spot, or you can make a heavy engineer that can drop mines and buff teammates ammo (aka, bullet damage) for extended periods of time. Heavier body types can hold heavier weapons, so the dude sprinting out front probably only has a SMG. The big heavy dude (even if it's a role typically more fragile in other games, like a Medic) could be plodding a long a little slower, but while wielding a minigun. With weapons tied to body type and not character class, the Medic (healer) is suddenly less of a free kill when you only have a SMG and he has a 100+ round bullet hose to point in your general direction, as well has having a lot more health than you do. Uhh that is basically TeamFortress gameplay from 1996.. just dumbed down for the masses by removing mechanically difficult concepts like quake 1 air acceleration physics, grenade jumping, rocket jumping
The common thing about this new gameplay is that it has the same kind of results as the classic features of old games, aka turrets, advanced movement techniques, healing etc. BUT instead of requiring high learning curve acrobatic actions, it is achieved by single button easy-mode options, ready for consumption by the masses.
If I spend hours in Q3 or TF2 on jump maps practicing strafe jumping/air strafing Air strafing was removed after quake 1 to simplify movement.. so your example is kind of contradicting the premise of the argument..
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Air strafing is in quake 3, what are you on about ?
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On April 12 2011 08:11 redFF wrote: This game was literally announced 3 years ago, I was hyped for it at one point but with so many delays... Kind of like another game I know...
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On April 28 2011 00:25 Nebula wrote: Air strafing is in quake 3, what are you on about ? A tangent but alas- in quake 1 you can accelerate in air by strafing, in q2 q3 q4 you cant. in those games you can only increase the forward velocity component by the vectorial sum of it and the sideways acceleration, but you are still moving forward in air, not sideways. that is forward movement, not turning or strafing like is possible in quake 1(and cpma mod).
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A friend showed me a video of this, it seemed pretty cool, but I'll have to see if my friends are going to play it
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i just cant think that it will be any good..
like there is almost 0 ads. in europe for it.. also it looks way to weird and the minimum specs are just ridiculous
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