Brink Hands-On Preview
Garnett got an extended session with the upcoming team-based shooter Brink. The two missions he played left him impressed and eager to play more.
Splash Damage, the developer behind Brink, knows a thing or two about team-based shooters. Both its prior efforts, Wolfenstein: Enemy Territory and Quake Wars: Enemy Territory, met with positive critical success but never quite built the top-tier size player base to match. The team drew on the lessons learned from creating those games and watching people play them to help make Brink easier to get into without dumbing it down. I recently got a good, sit-down session in playing the game and there's a chance they may just hit the mark.
I played two missions in my demo, both from the side of the Resistance (the game's story pits the Resistance against Security forces in a futuristic utopian city). The first was Container City, a level that has been shown before. It involves leading a team past a series of defenses to capture secret documents and then escape. The second was Security Tower. It turned out to be a classic jail break scenario: get in, find our detained comrade, and safely cover him during extraction.
In both missions, the most impressive thing was how transparent the whole command system for playing together was. That's not because there wasn't a lot to be done, quite the contrary. My team was on the attack in both cases, and to advance we had achieve specific objectives. Some of these were simple, such as blow the gate; others were more involved, like covering the escaping prisoner in a fighting retreat through the prison complex.
Brink makes sense of it all by dynamically assigning whatever needs to be done next to the players on the team with appropriate skill for the task. Sometimes these assignments will be class specific, as in the case of needing an engineer to blow the gate. Other times, it is based on just the team needs, such as getting everyone around the escaping prisoner.
There are also sub-missions that can help the team along the way. Fixed command posts can be captured to enhance your team's supplies for example, or as a medic you may be sent to revive a fallen teammate. The game keeps track of everything that's happening, looks at the situation, and matches the assignments at any given moment to the team composition and tactical situation.
The result put me in positions where I always felt like I was contributing the team, without ever having to think about it. If I hadn't known I could pull up a quick menu and pick my own objectives, I'd never have missed it. As it was I only ever used it once and then only to see if it worked. For the rest of the game I enjoyed simply playing my role, and always having something valuable to do.
This deceptively simple but eminently practical approach extends to voice communication as well. It surprised me to find "off" as the default setting for chat in a team game. Talking to one another in a team game seems like a given, but then in the real world chat often goes unused, or worse yet becomes a juvenile yelling match. Brink ensures game sustaining communication happens by auto generating all the voice traffic that would go with a well coordinated team. So when the game assigned me to capture that supply command post, it also told all my teammates that I was headed to do that.
Even the basic step of starting a game gets the Brink simple and better touch. Unlike most mulitplayer games which use filters and lobbies to put together groups which then more or less come to an agreement on what to play, each player controls their setup choices in Brink. This works thanks to a combination of a smart drop-in system for adding real players to a game and computer controlled bots that know how to play the game and can fill out any number of open roles.
In practice, starting a game is easy. I choose which mission I want to play and select whether I want to play against AI or allow real people to join the opposing team as well. At that point Brink goes looking to see if there's an existing match that meets my criteria. If there is, and if that game has started recently enough that I can still get into the flow of it, then I join that game. If not, it creates me a new game to play in. And, of course, however I set things up, I can invite friends to play alongside me and have them travel with me from game to game in a group.
The best sign that these steps to streamline Brink work as intended is that I didn't really think about any of them until I stood up at the end of my demo. While playing I'd been completely focused on the action, exactly where my attention should be in a good shooter. At the same time, I was getting the extra sense of satisfaction from doing more than just mowing down enemies. I left eager to play more Brink, ready to start unlocking skills for my different classes and playing challenges to get new custom parts for my guns.
[This Brink Hands-On Preview is based on a near-final version of the game played on PS3 test hardware at an event conducted by Bethesda, the publisher, at a hotel in Los Angeles.]
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Comment on Brink Hands-On Preview, by Garnett Lee.
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Perhaps we already thought of that ;)
By we I mean him ( http://www.splashdamage.com/node/382 )
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Having played the objective-based Quake Wars, I don't think it's encouraging at all when a lot of public players didn't grasp that it wasn't at all a Conquest game mode where you just battle down for attrition.. I mean to say, that Quake Wars had one objective per 'leg' of each siege style map.
So the siege style maps are essentially large hallways. One team goes down the hall and the other attempts to block. With only one or two objectives to advance, the entire team assigned to do it, there was still mass confusion as people continually 'provide support' even if the objective is indoors and beyond their sniper's scope.
The dynamic mission generation is also nothing new either. That existed in QW and would be context sensitive to the class you were playing 'someone is dead, you have their location to attempt a revive' and such.
What will make the difference is the map design philosophy they choose to take, and whether or not the two armies will be asymmetrically balanced. That was a big point of contention with the playerbase, that because the Strogg weapons were, overall, more versatile, that they were flat out superior. Back to the map design: It often heavily favored the defenders, which in spite of the story of the Strogg invasion, were often the Strogg defending, increasing the belief that they were superior since they would win more often.
It's a lot easier to have your objective be: Just kill anyone before they score a touchdown...
instead of kill anyone, secure the area, know when the enemy will appear again to advance to their objective, bomb it, hold it for X number of seconds.
Sooooo if the map design is simplified so that the defenders have slightly less advantage, then it'll be a better public game. It just took way too much coordination in QW to get much done and an excessive amount of skill to do it on your own.
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Garnett,
How were the animations of the the other characters?
In ETQW the players animations were locked at 30 Hz which was due to id's DOOM3 rather than anything the SD guys did. Some of the other animations were unlocked, but that apparently happened late in the development of ETQW. SD said it was possible to unlock the player animations but it would be difficult and wasn't feasible due to sales.
So was SD able to address that issue? I know they fixed the sound bug with the automatic weapons.
(note: not referring to the death animations. I'm referring to smoothness of other players running, strafing, etc.) -
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thanks, it's here: http://www.brinkaddict.com/forum/9-brink-general/5-brink-info-compendium-v2-by-horse
i found this quote which is extremely encouraging:
Info on leaderboards, stats and voice chat from Richard Ham:
“I'm really sensitive to the dangers of introducing things in the game that people can obsess over, to the point of ruining the game for others, and we're very careful to identify and avoid them. For instance, global leaderboards for stuff like k/d ratios and what not: bad idea, since they disccourage players from taking chances and actually doing what's necessary to help. So bam! Not having them. I know other games do, and they're kind of standard, but screw it, not the right thing for Brink.
Same is true for XP. In any case where it introduces whoring behavior, it needs to change. I'll give you an example. One of our many types of objectives (ET fans will recognize this) is the classic "take the (thing) from X to Y". So we did have it set up such that while you're carrying it from X to Y, you're earning XP, because you're doing a good job and helping your team. And it's a nice feeling, seeing the XP accure as your rush along towards your goal. But obviously, that lead to "hmm, I think I'll hide in a corner for awhile and let the XP rack up for awhile, and then deliver it", which was bad. And so we changed it to the much more reasonable "you get your XP when you've successfully delivered it, and the faster you did so, the more you'll earn". So people who really want the XP are encouraged to deliver the thing as quickly as possible.”
Someone on the SD forums suggested this -
“Just have one stat, games won, must have been on winning team 50% of time in.”
to which he replied -
“My worry about even that stat is it can encourage team hopping and whatnot. global stat leaderboards for team-based multiplayer = evil.”
as somebody who's often ranted about the way achievements fuck up games by encouraging people to play like idiots, i am glad to see they've thought this through.
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Pretty much like Doom 3. Except with a new renderer, higher quality assets, soft shadows, bright open environments, customizable characters, and silky smooth fast paced movement. No Mac version though.
http://store.steampowered.com/app/22350/
http://cdn.steampowered.com/v/gfx/apps/22350/ss_31a4c523d53f10baebd1c7466940bd67557eec33.1920x1080.jpg
http://cdn.steampowered.com/v/gfx/apps/22350/ss_c1f9397f6ccdd980ecb2c93608fbfbce1075885a.1920x1080.jpg -
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Its a heavily modified Quake Wars engine (idTech 4), its got a completely new renderer, new multi-core architecture (a job system for NUMA (PS3) and SMP systems), a new tools framework and lots more.
We think its the best of both worlds, get tried and tested Quake Wars tech (its often underestimated how much time it takes to get shipping tech) but with new shiny bits where required.
We hope the screen shots, show shiny new renderer is doing okay ;)
http://www.splashdamage.com/forums/showpost.php?p=191939&postcount=13
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As I understand it:
Brink is an ET game is all but name. It's a multiplayer game that borrows some of the trappings of single player games.
This one goes further, and you'll see things like cutscenes, dialogue and a more coherent story. Maybe even some twists and turns along the way.
Since all characters in the game are either player created or stand-ins for player created characters, I doubt that you'll encounter any real, memorable characters.
Functionally single and multiplayer are the same game, so single player is a game with bots. How much it feels like a game with bots, I don't know.
I have not played the game, or even seen it outside of videos they've released online, but I suspect Brink single player will be a similar experience to Left 4 Dead single player. It'll check the necessary boxes so that you can call it a single player game, but it'll feel kind of empty without real players in the game with you.-
But unlike the bots in L4D 1/2, the bots in Brink will actually be at least smart enough to do what they need to and not constantly piss you off, get in your way and use all the health items when they are not needed. ET: Quake Wars has some of the best companion AI I've seen in a larger scale game. Not perfect by any means but they are at least competent. I'm only assuming that SD has improved on that AI for Brink since many of the game mechanics are similar.
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Ya, its a content issue they asked them selfs if they wanted a whole boat load of different clothing items or add female characters and they went with the boat load of clothing. Adding females though would add a great amount of variety to the game so unless it truly is a monsterus amount of clothes I feel it could be a bad choice.
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"They chose T-shirts over women" is the most cynical summary, unfairly so. From interviews, the biggest problem was actually voice; there are already only five to represent a supposed mish-mash of the world's peoples. Double the number of voices and you double the space needed on the 360's DVD9, double each precious megabyte loaded in consoles' teensy-weensy memories, double the recording studio time and expenses. Now take that double trouble and multiply most of it by a factor of two to five, for European and other localizations which have to have multiple languages on the disc. It was basically a choice between female characters with North American Male Voice and North American Female Voice, or various accents and no girls allowed. With the game design requiring variety in barks due to the automated chat system, they chose the latter.
Secondary issues included game design: a lot of women would need a fourth 'extra-light' body type - the customizer: it's surely been hard enough to get one gender looking semihuman by release - and content generation: what good are female characters that dress, run and jump entirely like men?
It's perfectly valid to be pissed off or pass up the game because of SD's choice to gender-lock it. I view myself as letting them slide on that because of their ambition in other areas, but I realize it's easy for me to say as a male. I just hope people will keep in mind that it was a difficult choice within many financial and technical constraints. Here's hoping against hope for a PC-only paid DLC adding women in a year or two.-
Very well said. For what it's worth, this game is at the very top of the list of most wanted games for my girlfriend and I. We are really looking forward to being able to play coop (not enough coop games out there right now.) Even though my girlfriend was a little disappointed that there would not be any female characters she isn't letting that deter her from the game one bit. She is more interested in the game play mechanics more than the looks of the characters. I'm still hoping SD will add some female characters at a later time as DLC or a patch, etc.
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