Brink

Smart casual?

Bethesda Softworks' war on ladders continues unabated. Yesterday we discovered Todd Howard's team has almost given up on them because they always turn out rubbish - hence no ladders in Fallout 3. But Splash Damage has banned them outright for Brink.

Lead designer Neil Alphonso tells us they detract from the game's elegant new movement system, SMART, which allows you to vault, slide and clamber around the game's environments. Poor old ladders.

Alphonso is quite right though, because SMART has a huge role to play in the three levels on show at QuakeCon. Container City, a towering fortress of rusting metal built around a derelict medical ship, is only so many corridors and chokepoints to begin with. However, once you start holding down that SMART button it's a 3D playground of clever flanking routes and alternative strategies.

During his QuakeCon presentation, Splash Damage founder Paul Wedgwood demos two other levels - an assault on a Security base where a Resistance pilot is held captive, and another battle for Security to liberate a kidnapped VIP in a dazzling undersea Aquarium. He comes under constant fire, but SMART usually saves the day.

At one point on Security Tower he runs straight into an AI-controlled Resistance fighter. He immediately turns right and vaults through a gap between two pillars, landing in a slide move to end up behind cover in a useful flanking position. It's a slick enough manoeuvre, but it's all the more impressive because he does it without thinking - and without any pause in his eloquent description of how the dynamic objective system works.

SMART is reminiscent of the platforming controls in Mirror's Edge, but it's virtually all on one button - although you can use ducks and jumps as modifiers to speed up your progress. You start to wonder how it would feel in other first-person shooters like the legendary Counter-Strike, where we've spent many a gruelling hour jumping up stacks of crates or falling off rooftops.

Container City has a strong Counter-Strike feel to it, actually. That's not too surprising given that it was designed by David Johnston, the man who brought us classic Counter-Strike levels Dust, Dust 2 and Cobble. Security forces are sent in to the stacks of shipping containers to retrieve a dangerous bio-weapon while Resistance forces believe they are defending a vaccine instead (contradictory intel is a common theme, with both sides convinced they're on the side of good).

Anyone who has ever played Dust at a competitive level, where hardcore Terrorist and Counter-Terrorist players switch to the knife to move quickly and sprint to engage one another with flashbangs and Carbines inside the central covered choke area, will recognise the initial rush for Security to plant explosives on a metal door while Resistance tries to stop them.

Planting the bomb involves holding it in position with a button press for a few seconds - long enough to be shot to pieces if you're unsupported. If the bomb is planted, Resistance forces have 30 seconds to neutralise it with a freezing agent, but this also involves leaving yourself vulnerable.

Should the action progress beyond the metal door, a mechanical cutting robot on caterpillar tracks rumbles through and the next phase has Security trying to protect it as it slowly inches down corridors formed by containers. All the while, it's coming under fire from Resistance troops who can assault it from straight ahead or elevated positions to either side.

If Security makes it through that, the next goal is to use a crane to lift the robot to the final area. Here the bio-weapon, vaccine or whatever it is can be exposed by cutting through the side of a container.

All the levels we've seen and played so far follow this pattern: multiple objectives, each flowing into the next, each requiring a specialist (the Soldier plants bombs, the Engineer operates the crane, etc) and each benefiting from organisation, selfless actions and clever use of the environment.

Traditional team games - especially first-person shooters - struggle to get people to do the last three of those things, and one of Brink's goals is to overcome this. On the QuakeCon evidence it stands a good chance.

When our Security team struggles to breach the metal door on Container City we switch to the Medic class to offer support. We're tossing health packs to downed team-mates partly because it seems logical, but partly because the mission wheel - the slick one-button menu that shows you available objectives as you play - shows that it confers a lot of experience points.

Likewise, when we do break through and the trundling robot comes under sustained fire, it seems like a good time to opt for the Engineer and break out some unmanned turret guns to beef up our rearguard. Thanks to SMART it's possible to climb up a container away to the right of the metal door and provide overwatch for the slow-moving robot, too. When enemies appear on a platform nearby it's easy to vault over there and butt them in the face with a rifle.

You're not always playing with a full complement of human team-mates or enemies so the AI fills in the gaps and already does a solid job. While Wedgwood is demonstrating the Aquarium level he thinks he's coming under fire from an enemy on a raised turret so he climbs onto a pillar, leaps to the gangway and turns on his aggressor - only to discover it's one of his own men, and he was actually supporting him by taking out enemies approaching through a nearby door. Wedgwood says the developers teach the AI tactics and how each system works but they are constantly surprised at how well they adapt and improvise.

QuakeCon also sees Splash Damage unveil pre-order incentives for the US market - and we're told to expect these in Europe too, in some form. Each package gives you a special weapon and unique clothing items, and while the Psycho and Spec Ops bundles look good we expect the Fallout and DOOM packs (complete with Vault 101 tattoos, UAC body armour t-shirts and the like) to prove most popular.

The more we play Brink, the more it comes together. Splash Damage jokes that it bribes people to help each other out - but this technique works. It sounds weird being able to do parkour stuff automatically by holding a button - but it works.

It's hard to imagine how much story can be conveyed by cut-scenes full of custom characters - but they work too, hinting at mysteries on the horizon at Founders' Tower, the spire that's visible in every skyline.

Splash Damage has made popular games before - Wolfenstein: Enemy Territory is in the top three most-played online PC shooters to this day, Wedgwood claims - but Brink looks well on course to be its best yet. And who needs ladders, anyway?

Brink is due out for PC, PS3 and Xbox 360 in spring 2011.

Comments (26) Latest comment 2 years ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • PeacockDreams #1 2 years ago

    I Brink im first
  • AtomicFlan #2 2 years ago

  • huckan #3 2 years ago

    I like 99% of what I hear about this game although I always think back to the 10 minute video which was..... boring, my fingers are crossed!
  • SleepyDeathFred #4 2 years ago

    My only concern is balance - I'm terrified of it being owned by high level grenade-launcher wielders, but if they get that right I can hardly wait.
  • MrGuiness #5 2 years ago

    dull - will bomb
  • Vortex808 #6 2 years ago

    The more i read about this, the more i wish it hadn't been delayed until next year. I am looking forward to this *so* much, I hope i don't ruin it by expecting too much when it finally gets released.
  • carlitoswagon #7 2 years ago

    Big xp rewards for selfless team play is usually enough incentive. Shallow but true. Looking like a pre-order.
  • mcreddie #8 2 years ago

    Anyone else REALLY bored of these Mafia 2 adverts?
  • lordofthedunce #9 2 years ago

    Looking forward to this.

    Also, ladders in fast-paced action games are so frustrating. Going up them is usually not too bad but in the heat of the battle trying to work out if I should be pressing down or up on the controller to go down the ladder often results in fatal plunges. Sometimes you even have to press a button initiate a climb.

    /is easily confused.
  • sneetch #10 2 years ago

    Sounds good to me, really looking forward to this one.
  • rhinoxious #11 2 years ago

    Sounds like you'll have to learn every objective in every level to compete, not sure I can be bothered with that level of commitment.
  • FogHeart #12 2 years ago

    Remember when we used to praise games that had ladders you didn't get stuck on?

    I won't play a mission where I have to nurse a bomb disposal robot. They run on Windows Vista.
  • ignatiusjreilly #13 2 years ago

  • JediMasterMalik #14 2 years ago

    Really looking forward to this, I was one of the few who jumped on the Quake wars bandwagon, and it really was a great multiplayer game. This is looking even beter, and I love the art style.
  • rojjer #15 2 years ago

    haha, those mafia 2 adverts have made sure I never get the game
  • Shikasama #16 2 years ago

    Honestly I'm seeing a lot of stuff that games journalists love but which end up in fairly boring gameplay. The SMART system means absolutely nothing to me if all I have to do is the shitty Ass Creed method of holding down a button whilst the computer does all of the work.

    As for nudging people to do the objectives in multiplayer. Nope. Won't happen. My 50 hours of BFBC2 Rush Mode (which is what is described in the article) and many years in warcraft battlegrounds has taught me that random pick up players don't give a fuck. Its a shame because the art and style of the game is great.
  • JensonJet #17 2 years ago

    Everything I've read about this game, or seen in videos looks interesting. I really like the idea of this system that makes it easy to move around maps. Although I've not read about it, I think the one feature that should go hand in hand with that is a fatigue system. I think that would add an element of tatic, and ensure we're not all bounding around maps like superheros.
  • ShovelyJoe #18 2 years ago

    It has been soooo long since a game has managed to capture the perfectly weighted balance of the original CS maps. My success/failure at Uni was down to 16 hr daily sessions of CS 1.0 in 2000 and beyond to CZ and Source!!!! If they can even begin to capture the magic of those maps with good hit boxes etc; a mechanic that isn't too much of a gimic (and it doesn't look like it is); and an art style that might not be for everyone but I sure as hell love it; then I think we may have a winner!!!!!! I need something to stop me playing MW2. Yes massive FPS fanboy - I just love pwning : )
  • evilrobot #19 2 years ago

    Post deleted at 22:12:53 08-05-2012
  • JayKwon #20 2 years ago

    I'm not sure to what game I look forward to more. This or Rage. I'll get them both anyway though.
  • asphaltcowboy #21 2 years ago

    I am ridiculously excited about Brink. I think it looks beautiful, it has team-based objectives, it has fluid movement system. CANNOT WAIT.
  • Dylbot #22 2 years ago

    Looking forward to this one, I am.

    Also, there are CS maps that aren't Dust 2?
  • Zastai #23 2 years ago

    not usually a shooter fan but this game has definitely piqued my interest

    the comment about the devs being surprised by their AI does make me a little apprehensive. are we on the brink of skynet's awakening?
    Edited by Zastai at 17/08/10 @ 19:04
  • SFG_Clan #24 2 years ago

    It sounds like a good because it's keeping the formula simple with some great touches
    I loved counter-strike and it sounds like the map design will be awesome.
  • Mar27w #25 2 years ago

    climbing ladders in games are about as fun as climbing ladders in life to fix the crack in your leaky gutter,they wont be missed
  • peppergomez #26 2 years ago

    Looks pretty much like other online shooters. Here's hoping the developers can pull it off and make it as awesome as they say it is.