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Brink Preview

PC Xbox 360 PlayStation 3
Preview by Oli Welsh

12 June, 2009

Page 2 of 2. <- Page 1

"Splash Damage obviously comes from a PC hardcore FPS background, so it's been kind of weird for us to hear people go, 'wow, four-player co-op is kind of cool'. We know! We've been trying to tell you! But four-player co-op is not enough, so this is eight-player co-op. We think in terms of solo, co-op and competitive, rather than single- and multiplayer."

What's interesting is that Splash Damage's ambitions in Brink have been entirely focused on this kind of flexibility, rather than scale. Player numbers are restricted to two teams of eight, which might seem like small beer compared to the multiplayer modes of many mainstream shooters, never mind the dedicated likes of the Battlefield series, Sony and Zipper Interactive's extraordinary 256-player MAG, and even Splash Damage's own work.

"Sometimes we had enormous servers and you just never lived very long... it's about just what gives the most players most fun most of the time," says Stern. "The sweet spot for us is absolutely eight-v-eight. We'd rather have closer engagements. For example, we don't have any really hardcore sniping in this game. There is a more accurate rifle that fires a bit slower, but the whole sniper alley thing just isn't enough fun for enough players."

"I tend to think of this game as the shooter that will convince people who don't like multiplayer shooters that, yeah, you do, if it's done right," adds Ham, revealing that he was previously one of those people. "I'm really the target audience. I love Call of Duty, I've loved them all - even the Treyarch ones. But I've always finished the story campaign and then just walked away. I would never go online because it's really just a cesspit of the foulest of humanity."

Back to the demo, and the map is, unusually for a multiplayer game, introduced with a short scene-setting cinematic and some banter between the Security team-members. Ham reveals that storytelling is being limited to 30-second bursts like this one, long enough to add colour and context for the solo player, short enough that it can simply act as background for the usual pre-match countdown and setup-fiddling in multiplayer matches.

'Brink' Screenshot 3

Resistance fighters checking out how the other half live - pointily, it seems.

Then we're introduced to Brink's secret weapon: the mission wheel. This is a selection of automatically-generated and ranked optional objectives, available from the d-pad. The top one, selected with a tap on up, always rewards the most experience and is dynamically picked by the game to suggest what will be the most useful - and the most fun - for everybody concerned.

"If you just press up, you'll get given the most useful thing you can do, either do an objective yourself, or help the guy who's doing it. If there's no-one of that class, we'll give you an XP bonus for switching to that class," says Stern. "Richard's got a great phrase for it - the game doesn't tell you how to play the game. It's like having someone who knows the game over your shoulder, just offering advice. We're not going to make players play a particular way. We're just going to say, actually it would be pretty useful if you did this, but go for your life."

"And if you ever find yourself in a situation that you're always being completely owned - that's something that we definitely want to recognise, that you're not having fun," says Ham. "We're going to take care of that. Your team-mates will get objectives to actually give you more bonuses than they would be able to normally. The enemy will get objectives to assassinate the guy who's bringing the game down for everybody."

It's a similar system to one in MAG, but where Zipper's game focuses on player-command and only steps in when there's a power vacuum, Brink takes a more active role in shaping the flow of play while offering more choices to the player at any one time. This apparently simple menu is the heart of Brink, modulating the game according to player numbers, behaviour, composition and balance, and offering enough freedom that, hopefully, no map or story segment will play the same way twice.

'Brink' Screenshot 4

Security team plus defusal robot. The map finishes with them uncovering a mysterious alien glow in the middle of the Resistance camp.

It's an interesting system, and it's at least got the potential to fulfil Stern's lofty dream of creating a game that's "a completely consistent gameplay experience whether you're doing it solo and offline or co-op and online". A more pressing question for Brink is whether the content itself, these loose agglomerations of missions, can live up to the expectations of players weaned on the obsessively-crafted single-player set-pieces of a Modern Warfare.

Left 4 Dead managed that through its ruthless simplicity and cunning enemy designs. Brink's combat certainly appears meaty enough, but some of the objectives seem like weak sauce: a crude "interrogation" (zapping a lifeless NPC with a taser for 10 seconds), lots of pressing buttons on terminals, setting charges and operating cranes. In isolation, they don't thrill, but it will be how they play off each other in co-op and competitive matches that provides the real interest. We still have our doubts that Brink won't feel like an empty shell played solo; that also depends on whether Splash Damage's claims for its AI bots ("good, competitive, helpful team-mates") stand up to scrutiny.

Nevertheless, and despite its rather generic setting, Brink is a striking game and a firm step for both Splash Damage and Bethesda out of their respective comfort-zones. As online gaming continues its cautious creep on consoles from menu option to underlying philosophy, it could well be hybrids like Brink that lead the way.

Brink is due out for PC, PS3 and Xbox 360 in spring 2010.

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Comments: 1-22 of 22 in total

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jambo74
12/06/09 @ 12:11
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Yay!
AphoticCosmos
12/06/09 @ 12:14
#2
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I was really impressed by what was shown at E3, hope that this delivers.
designerheadache
12/06/09 @ 12:14
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I've been very un-impressed with Splash Damage so far. Hopefully this might change my mind about them.
Freek
12/06/09 @ 12:17
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I like the sound of this, particularly the smaller team sizes and lack of sniping.
Gnort
12/06/09 @ 12:18
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This sounds pretty awesome. Hopefully, they will be able to deliver on the potential. Guess we'll just have to wait and see.
RedSparrows
12/06/09 @ 12:18
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Sounds...hopeful.

I still want an MMO/-esque FPS that has a command structure and a persistant world that requires you to fly (by human pilots) to a zone (one of many, on a flowing frontline between factions, with stealth ops behind the lines) and have squads with a radio/sniper/heavy/grunt/commander formation, and then top ranks back at home essentially playing an RTS game but with real people (although being top, you can go in to the battle if ye want), commanding them to move as they can see where to go due to human-flown recon and AI-controlled satellites.

/dreams
Edited 1 times, most recently on 12/06/09 @ 13:19
Dizzy
12/06/09 @ 12:45
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More and more games will move into the direction of partially/fully controlled player "worlds" or partially/fully AI controlled. With AI getting a lot more advanced (I just hope some company will create a shared AI for a game like L4D soon that combines and analyses the play patterns and situations of ALL players online and modifies the gaming world/rules accordingly) this will make dev cycles shorter and hopefully will give us a more dynamic play style. Combine this with procedural generated stuff (Borderlands) and we might enter a whole new era of gaming in the next few years.
disc
12/06/09 @ 12:49
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Except when people realize that they are bored by the same limited behaviours underneath the AI director and the randomized weapons.
clearblue
12/06/09 @ 12:55
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'I would never go online because it's really just a cesspit of the foulest of humanity."'

So often true.....
Dizzy
12/06/09 @ 13:17
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"Except when people realize that they are bored by the same limited behaviours underneath the AI director and the randomized weapons. "

People get bored of everything eventually. The whole idea of advanced AI is that it is not easy to find patterns. The L4D community seems strong and still playing like crazy. I am sure that AI directors will get very advanced next few years. They do not even have to run on your console/PC but could be a dedicated AI server on some killer remote machine, easily upgraded and updated.

Instead of complain, look a bit beyond your horizons.
smernicki
12/06/09 @ 13:20
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snipe fests aren't fun. this could be promising
Dizzy
12/06/09 @ 13:28
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'I would never go online because it's really just a cesspit of the foulest of humanity."'

Maybe future games will be online without you even noticing. An "online" game does not need to be some kind of competition where everybody shoots each other in the face.
zuljin
12/06/09 @ 13:34
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Hadn't heard anything about this but (about classes):

"You'll advance them separately by earning experience and new skills in that particular role, but your character will also gain global abilities from general play."

Definately looks interesting...
DerAlte
12/06/09 @ 13:46
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Quite surprisingly, ETQW is not mentioned even once in this article. Many of the innovative featured sound like they come directly from the line W:ET -> ETQW -> this new game. Author has to be a console-only gamer not to notice this?
mashk
12/06/09 @ 14:16
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Sounds like QW reskinned. : (
Dizzy
12/06/09 @ 14:31
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>Author has to be a console-only gamer not to notice this?

ETQW exists on consoles.
Edited 1 times, most recently on 12/06/09 @ 15:31
BrokenSymmetry
12/06/09 @ 17:16
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ET:QW did exist on consoles, but the console versions were not made by Splash Damage, and all innovative features (like the dynamically-generated missions) were stripped. The console versions simply can not be compared to the original PC version.
Dizzy
12/06/09 @ 17:31
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"and all innovative features (like the dynamically-generated missions) were stripped. The console versions simply can not be compared to the original PC version. "

I see. I didn't know that. Thanx for the info.
Tomo
13/06/09 @ 10:12
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Sounds vaguely interesting, but I must say that after reading this preview I don't really know what it's about. Some 8v8 co-op thing like L4D?

/confusion
WJF
13/06/09 @ 17:23
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'I still want an MMO/-esque FPS that has a command structure and a persistant world that requires you to fly (by human pilots) to a zone (one of many, on a flowing frontline between factions, with stealth ops behind the lines) and have squads with a radio/sniper/heavy/grunt/commander formation, and then top ranks back at home essentially playing an RTS game but with real people (although being top, you can go in to the battle if ye want), commanding them to move as they can see where to go due to human-flown recon and AI-controlled satellites.'

Hmm, that sort of sounds a bit like what Planetside tried to do...
ph101
14/06/09 @ 14:04
#21
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Yup sounds very interesting this is where I want to see game go with dynamic structure such as this.. Lets see how it plays!
3william56
15/06/09 @ 05:21
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"The sweet spot for us is absolutely eight-v-eight. "
"the whole sniper alley thing just isn't enough fun for enough players."
"I would never go online because it's really just a cesspit of the foulest of humanity"

Dear God, I've been waiting for a dev to say stuff like that. 8v8 in Killzone is awesome and tense. 16v16 often ends up as grenade spam chaos. God knows what the final 128v128 person confrontation in MAG will be like: you won't be able to move for bullets. One shot kills are only fun for the person on the trigger. Bring some of the Syphon Filter focus to this, and it could be very special.

Comments: 1-22 of 22 in total

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