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Brink Preview

PC Xbox 360 PlayStation 3
Preview by Oli Welsh

12 June, 2009

Page 1 of 2. Page 2 ->

The machines are taking over. Microsoft's star attraction at E3 2009 was a virtual boy you could talk to. Our games consoles know how fat we are, how far we've walked and what's good for us. One reason Valve is able to turn out two Left 4 Deads in two years is that it has programmed an algorithm to direct the gameplay. And Splash Damage and Bethesda's multiplayer shooter Brink is a structure rather than a game - a collection of content the shape of which will be decided by the software, and its observation of players.

I'm being a bit disingenuous. The reason Left 4 Dead and Brink feature so much automation is really because the people are taking over, not the machines - the people being other players. These are games that blur the line between solo and multiplayer gaming, that can't afford to be as scripted and didactic as a straight single-player experience. They have to be flexible and fast on their feet, able to swap human players for bots at a moment's notice, simultaneously linear and endlessly replayable.

Brink goes several steps further than the co-op-focused Left 4 Dead, blending just about every modern FPS gameplay style into what Splash Damage hopes will be a seamless whole. Co-op, competition, class-based team dynamics, experience-based character progression, dynamic objectives, factional warfare and sci-fi storytelling all meet on The Ark, the futuristic floating city that's mankind's last refuge after an environmental disaster. There, the conspiracy-theorist Resistance is struggling for control against the autocratic Security, and players can take either side.

The character-customisation options are extensive - as long as you want to create an edgy, war-painted macho man in street clothes and body armour, in the game's distinctive, exaggerated, hyper-real style. You can't exactly call it pretty, but it is striking, and the environments - ranging from smooth sci-fi monumentalism to ramshackle, filthy container cities - are simply bursting with colour and detail over huge draw distances.

'Brink' Screenshot 1

The dystopian future is all about shaved heads, cargo pants and wife-beaters, apparently. Why not pinstripe suits?

One character will be sufficient for all four of the game's classes, which can be switched mid-game, along with weapons loadouts, at command post terminals on the maps. They're fairly standard archetypes: Soldier (tough assault unit), Engineer (explosives, gadgets and hacking), Operative (stealth) and Medic. 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.

"We're all big fans of MMOs, and we really want to give shooter players that kind of experience, that kind of depth, that kind of endless horizon full of exciting opportunities," says creative director Richard Ham, a single-player specialist of Syphon Filter and Fable II fame hired by the Enemy Territory developer to balance out its multiplayer expertise.

"All the classes have a very large number of abilities you can level up and pay experience points to learn, and on top of that there's a fifth class of general-purpose abilities that anybody can have no matter what. So you'll always hold on to spider-s... oh." Ham stops himself from saying "spider-sense" just in time, whether that's down to trademark issues or internal secrecy we're not sure, but it's an intriguing insight into the kind of skills Splash Damage has planned, either way.

"Umm... you'll always hold on to that no matter which class you're choosing. So there's a lot of control, you can make yourself the ultimate Medic, focus everything on to that, really eschew all other roles and still have a really rich experience because there's always something to do within a class. Or you could go really broad and really general."

'Brink' Screenshot 2

The S.M.A.R.T. button in use - Splash Damage's early bid for smug acronym of the year.

Both Ham and senior game designer Ed Stern are keen to point out that classes won't feel too limited at the start, however. "Even if you are absolutely new to the game, you can do everything that that class requires," Stern points out. "There have been some games where it's like, really? I'm just a guy with a knife? I have to play for 20 hours before I can plant explosives? That's ridiculous."

Plunging us into an extremely loud demo in a soundproofed theatre on Bethesda's E3 stand, Splash Damage boss Paul Wedgwood starts with some navigational basics, introducing Brink's S.M.A.R.T. button - which stands, neatly, for Smooth Movement Across Random Terrain. Essentially, this is means a contextual acrobatic command that's supposed to lift some of the physical limitations of shooter maps, making it easy to sprint, climb, vault over and slide under obstacles, modifying the single-button press with nothing more than a look up or down as appropriate. Splash Damage has obviously been paying attention to Mirror's Edge, and even hands-off you can tell that movement in Brink has a more solid, physical feel than many online FPS games, as well as more freedom.

We then join a Security team invading a Resistance-held container city, with the goal of escorting a bomb-defusal robot across the map and disabling a Resistance weapon. Wedgwood plays with one live friend, the rest of the Security team and all of the enemy being handled by AI. He's at pains to point out that it will be possible to play everything in Brink offline and solo, but that maps like this one could also take the form of full eight-on-eight multiplayer matches.

"Everything in the game has got to work from every possible direction for every kind of player in every possible context," says Stern. "So effectively, they're all multiplayer assets. It's very complex for us making the environments in terms of routes and so on, but hopefully very simple for the player, because it's all completely consistent. That's really one of the big goals of the game, in that we're trying to get rid of this different mindset for single-player and multiplayer - it's like, well no, that's silly, we're beyond that now.

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Comments: 1-22 of 22 in total

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jambo74
12/06/09 @ 12:11
#1
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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
#22
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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.

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