Brink has 102 quadrillion unique characters
Yes, that is a real number.
There are 102 quadrillion different character variations in forthcoming FPS Brink, according to publisher Bethesda Softworks.
The stupidly high figure comes from a developer stat dump which reveals, among other things, that the game has 26,000 lines of dialogue and 4500 different weapon sounds.
Here are the boasts in full, as detailed on the Bethesda Blog:
- Number of ways to die 45
- Lines of dialogue 26,000
- Individual weapon sounds 4,500
- Voice Packs 8
- Minutes of Music 60
- Weapon/attachment combinations (not counting Resistance variations or pre-order content) 4963
- Unique Security Characters (not counting minor tint variations or body types) 4,530,240
- Unique Security Characters (not counting minor tint variations but including body types) 13,590,720
- Unique Security Characters (including minor tint variations, but not body types) 15,775,119,360,000,000
- Unique Security Characters (including minor tint variations and body types)- 47,325,358,080,000,000
- Unique Resistance Characters (not counting minor tint variations or body types) 4,530,240
- Unique Resistance Characters (not counting minor tint variations but including body types) 13,590,720
- Unique Resistance Characters (including minor tint variations, but not body types) 18,307,441,152,000,000
- Unique Resistance Characters (including minor tint variations and body types) 54,922,323,456,000,000
- Total Unique Characters (including minor tint variations and body types 102,247,681,536,000,000
For a closer look at how Brink's character customisation works, check out the trailer below. The Splash Damage-developed shooter lands on PC, PlayStation 3 and Xbox 360 next week.
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Comments (41) Latest comment 1 year ago
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So how about that referendum, eh? Bad day at the office for Clegg, right guys? Eh? Eh? Bet he's wishing he didn't get up this morning! Eh? Hoo boy, that politics. Such fun, such fun.
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I'm not basing a decision to purchase the game or not on this point by the way! I'm sure it's great you have this level of customisation, I just have an issue with the way this is worded is all.
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Shit, I thought that's how many unique character models they'd made for the game! Well, that's it then. Consider my pre-order cancelled, sirs!
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If I get it that is still undecided
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/ whistles impressedly...
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If your life was about 12,000 years, you might get close...
Jon
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That's taking into account every single milimeter size difference and skintone and so forth. It's more just a stat to show how much customization you can have.
Won't stop people rushing to make stereotypes and clones though. Still, could be fun to play around with!
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Eg. Stone Golem, mud Golem, dirt golem, pebble golem, Terry Golem, ultima golem, Golem god etc etc
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I'll be watching the reviews.
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Your comment reminded me of the DBZ Abridged Bardock Special, where Freeza decides what wine he wants
"red wine, white wine, or dare I say...rosι!"
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I would imagine out of the 102 quadrillion combos, 101.999 quadrillion, look shite.
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That alone increases the amount of excitement I have for Brink.
(I have no doubts that the stats are accurate but out of context much like in Borderlands - I still enjoyed Borderlands a lot.)
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I don't really care much about whether or not my character does or doesn't wear band-aids.
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here is hoping that PSN will be online when this ship...
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I'm not impressed that you have 3 million characters when that's counted as three character models with 1 million different colors for each. Pea-Green Jockstrap and Pea-Green Jockstrap with 0.0002% more yellow is still the same damn thing.
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I don't know what all the hype is about.
I'm in no way attracted to the art style or the gameplay elements.
The oh so awesome fusion of singleplayer and multiplayer...let's be honest:
WHO was really waiting for it to happen?
Parcour ain't new either since Ezio taught us how well it could be done.
I never thought "Uh,that'd be great in an ego-shooter"
So what is it all about? I've got L.A NOIR and The Witcher 2 waiting for me.
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Have Splash Damage claimed to be platform agnostic? If so I must have missed it. I was plenty interested in this game from a gameplay standpoint anyway, but you have piqued my technical interest with that statement. I look forward to seeing yet another wild developer claim of being platform agnostic being proven as bullshit once it's revealed that the whole game was made on a 360 dev kit and then ported to the PS3 and PC with little optimisation.