[XOne] Brink

Discussie in 'Games' gestart door Daz, 29 mei 2009.

  1. Daz

    Daz

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    [​IMG]

    [gb]Brink[/gb]


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    Ontwikkelaar: Splash Damage
    Uitgever: Bethesda Softworks
    Genre: First Person Shooter
    Platform(s): Xbox 360
    Spelers: -
    Opties: -
    Releasedatum: 13 Mei 2011
    Officiële Website: -
    XBW Gamepage: klik



    [gb]Informatie=(/gb]
    To be continued..
    [gb]Screenshots=(/gb]

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    [gt]49785[/gt]

    [gb]Verder=(/gb]
    Bethesda is een goed bedrijf, Oblivion was ook tof. Ben benieuwd wat ze nu precies bedoelen met genre definiërende shooter.
     
    Laatst bewerkt: 20 apr 2011
  2. Gerjan

    Gerjan XBW.nl VIP XBW.nl VIP

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    Leuke naam 8) Trailer/stem doet me aan Half Life denken
     
  3. w*s*c*

    w*s*c* Yikes!

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    lijkt me zeker wel een toffe titel hoop dat we er snel wat meer van komen te weten
     
  4. Hybrid

    Hybrid Well-Known Member

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    Ik moet zeggen dat Bethesda weer heel erg druk bezig is. Fallout DLC, nieuw soort Fallout, TES 5 en nu deze.
     
  5. Heroic

    Heroic Halo

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    Nieuwe Fallout wordt niet door Bethesda gemaakt, en TES5 is (nog) niet bekend gemaakt / is niet eens zeker?
    Overigens een vette trailer, ben benieuwd!
     
  6. Hybrid

    Hybrid Well-Known Member

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    O ik dacht dat ze het gedeeltelijk hadden uitbesteed dus zelf ook nog mensen erop hebben zitten. En met TES 5 zijn ze wel mee bezig, alleen mogen we dat nog niet weten. ;)


     
    Laatst bewerkt: 29 mei 2009
  7. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Zo een groot geheim is dat neit hoor ;)

     
  8. emusa

    emusa 2 B or not 2 B

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    oe.. hier ben ik echt benieuwd naar. Heb er honderden uren opzitten met Fallout 3 en Oblivion. Kan niet wachten op dit nieuwe avontuur!
     
  9. DimlightHero

    DimlightHero Rule 7

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    als je dat ene screenshot ziet dan heeft het wel iet weg van ME(die kerel die links over die stuf wegrent voor heli's) Bethesda is een goed bedrijf maar misschien word dit de zoveelste genre definerende vertical gameplay shooter(na ME, Damnnation, Dark Void)
     
  10. DulleNL

    DulleNL I'm a little teapot Magic Member

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    What's the game about? Bethesda's newest FPS, Brink is set on the Earth Al Gore and his little crane gizmo warned us all about: in 2035, the planet's seas have risen to the point that the only viable city is a floating megalopolis in the middle of the ocean. Needless to say, all is not well with humanity, and Brink puts you in the role either of the "resistance" or the island's security forces (your choice; different campaign depending which you select) in a series of dynamic missions in which you either try to protect the status quo, or bring it crumbling down.

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    Like Enemy Territory: Quake Wars, which is Brink's developers' previous title, multiplayer is the focus for this FPS. Unlike Quake Wars, however, Brink is multiplatform, and will be released for PC, XBOX 360, and Playstation 3. Whatever system you'll be playing on, though, you'll probably want to take some buddies along, as you can play with or against real live bags of flesh during all the campaign missions. As for the gameplay itself, it's standard FPS fare -- pick a gun, get some buddies, and shoot somebody. Movement is based around a "S.M.A.R.T." button -- push it as you're running to have the game's AI perform an appropriate action to get your character to the destination you want: vault low railings, slide under benches, grab climbable objects, etc. At the demo we saw, this smart movement was integrated seamlessly into gameplay -- run and gun, jump over a railing and mantle a wall to get a better angle on the bad guys, then switch to a powerful weapon and light them up. Good times.

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    What's new for E3? Splash Damage, Brink's London-based developer, is keeping fairly close mouthed about the game's main storyline and characters, but the mission gameplay demo we saw at E3 did hook us with a killer cliffhanger ending. The world of Brink is well-realized and taps into the sterile, glass-and-steel aesthetic of Mirror's Edge, but with more of a cartoon-y, Team Fortress 2 bent, and a warmer sense of humor. We saw one mission in which the player converted his PDA into a electric, taser-like device in order to shock a resistance member into spilling his guts. Of course, that's probably that's only funny to sadistic sociopaths -- draw what conclusions you will. From the demo, everything in Brink looks to be customizable, from individual weapon loadouts (which you can switch dynamically during missions), to characters and classes, to the missions themselves. During the course of the campaign, depending on a wide variety of factors that Brink will dynamically take into account, players can select from a radial menu various "mission-lets," which provide them with context-specific goals that they can accomplish for experience points. On an escort mission with the security forces? Your mission-lets might include securing a perimeter, interrogating an enemy to find out about enemy force composition, or switching classes to one that your team needs. When you select a mission-lets, other players' available mission-lets will change to reflect your choices ? while they'll still have their own individual mission-lets to choose from, they'll also be able to choose things to support yours, if they want. Using this system, players can play through the same missions over and over, but never have the same experience.

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    What's our take? Brink looks like the next logical evolution of Splash Damage's Quake Wars, with a bit of Mirror's Edge thrown in. While the version we saw was pre-alpha, if the final version stays the course with its aesthetic and gameplay elements, Brink looks to be an innovative and exciting addition to the multiplayer combat-game genre.


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  11. Rebel8319

    Rebel8319 XBW Addict

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    ja word gemaakt door Splash Damage he , dat zijn die gaste van Quake Wars en die viel toch enorm tegen.

    Maar hou deze zeker in de gaten
     
  12. Yellow 13

    Yellow 13 Well-Known Member

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    Lijkt me opzich wel wat, op basis van de trailer. Alleen die poppetjes op de screenshots bevallen mij totaal niet. Lijkt haast wel een superheldengame op comics gebasseerd. Meestal zijn dat echt standaard superhelden met standaardkrachten zoals Superman. Ik hou het in elk geval in de gaten, maar de eerste indruk is twijfelachtig nu er meer materiaal om te bekijken is. ;):)
     
  13. Lenny-t

    Lenny-t Melted Forest XBW.nl VIP

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    Shit ziet er wel goed uit :)
     
  14. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Ik zou er niet op rekenen dat het ingame is.
    Ze stonden in de PC sectie. Onder het kopje Artwork.

    IGN vertrouwd het dus ook niet helemaal. :p
     
  15. Yellow 13

    Yellow 13 Well-Known Member

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    Ik ben dus niet de enige en volgens mij delen wij nu ook een mening of niet? ;):9
     
  16. Daz

    Daz

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    Ziet er wel tof uit, derde screenshot deed me denken aan Crackdown en The Agency.
     
  17. LocKuM

    LocKuM Active Member

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    Lijkt mij gewoon ingame hoor.
     
  18. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Interview: Splash Damage's Richard 'Rahdo' Ham
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    Immediately following our demo of Brink, we were able to sit down with Splash Damage creative director Richard 'Rahdo' Ham and grill him some about the game. He came to Splash Damage following work on Fable 2 for this project, and has quite the gaming resume. But, following the demo for Brink, we were left with a lot of questions, and luckily Ham didn't mind answering them. He couldn't give us everything, though, as he failed to answer some of our more serious questions (Coke, or Pepsi?). So, head past the break and check out our chat with Splash Damage's Richard 'Rahdo' Ham!

    During the presentation for Brink, you guys talked about persistence in your single-player character being carried over online -- versus? Are we looking at 32, 16?

    Richard 'Rahdo' Ham: Right now, we're looking at 8-on-8. Specifically, if you go back, that's what Wolfenstein: Enemy Territory was. It was a real sweet spot. When they did the second one -- Quake Wars -- it went up to 16-on-16 and we were kind of building up. It was one of the first things talked about, you know, we could jump into the next one 32-32. And very early on, this was actually before I came here -- I was still on Fable at the time -- they decided they wanted to go back to basics. Because, you know, there's just more intimacy.

    We put so much time and effort into all of the customization, to make sure that everyone really stands out. We wanted to make sure you'd have a more memorable thing if you didn't run into the same person more often.

    Let's get into the class-based stuff. We saw customizable weapon loadouts that didn't pigeonhole classes into certain weapon sets ...

    To me, that's a really important thing. You go back to Dungeons and Dragons, and Gygax -- it's like, "Why, because I put on a pointy hat, can I never pick up a sword?" We're basically going for a fairly standard four classes of soldier, medic, engineer, and operative/spy. So even though Paul shows the shotgun, because he loves the shotgun, I didn't want you to be under any obligation to do that. It's all about you creating different combinations.

    There are also three different body types: normal; small; and big, Swarzenegger size. And those three body types, multiplied by the four classes, tend to create, I think, 12 completely different types of play style. Because it's kind of obvious, if you pick a big Swarzenegger guy, you're going to slow down ...

    Well, it's one thing to have character customization, it's another for it to have a real effect ...

    The body type is the main one that makes a big, big difference. It slows you down, it speeds you up, it lets you carry big weapons, so having a big weapon is not based on class, it's based on you. So you can be a big tank medic, if you want. Going smaller gives you more and more access to the ability to climb -- you can climb up twice your height, and jump farther.

    We try to limit you as little as possible, and not have any arbitrary "just because" kind of rules.

    The transition from single-player to online, obviously when you're playing single-player or co-op, you're affecting the game world and changing it. Is it something where we'll see that online, or is it a case of choosing from a set number of maps or modes? You know, CTF, deathmatch, that kind of stuff?

    As far as I'm concerned, there really are no modes like that at all. When you first start the game, there isn't going to be any choice to play online or offline. That doesn't exist at all. There's a continuity across all of what you'd consider the game's modes, you just play the game. So, you know, I decide I'm going to go into Container City, I'm going to do that mission, and you go through in a traditional, story-based kind of way, and you could do that alone or with up to seven of your buddies, or you could play that as a full-on multiplayer deathmatch.

    So we expect a lot of players are going to be like me, going along, having a good time, and there will come a point if we recognize you are online, we'll actually stop you between missions and say, "You're doing really well, you may not have noticed, you've accumulated a lot of stuff, so you may want to go online. We're not going to make you, but if you do, we'll pay you twice as much experience." So the players will try, because they'll find things exactly the same. They'll really be much more comfortable than they have before. And, we're putting in a lot of stuff to totally obliterate the anti-social stuff. For example, you won't hear anybody's voice except for someone on your friend's list. There's other things, like guys that block the door, we're letting you pass through, and there's a bunch of those things.

    That's a really smart implementation, the voice stuff. What else?

    Another big thing you saw was the objective wheel, and at any given time, at the very least, there's five or six -- usually a lot more -- specific things you can do to help out. But, if you're like me, and you enjoy shooters, and don't want to be on the front lines, there's tons of stuff for you to do. Those command posts, you can go off and capture them. Or somebody else is capturing them, and you can take them back. Depending on what kind of class you are, you can upgrade them. There's also other ancillary objectives that are popping up as well, so it kind of caters and lets you feel valuable. In the demo, Paul went off an interrogated somebody, and it gave him experience points. But, in doing that -- for the rest of the team, if he's playing multiplayer or even single-player -- they all get the benefit of that. Inadvertently, just for having fun, going off and doing your own thing, you can still help.

    Something else we noticed -- and this is likely for the E3 build -- all of the weapons had infinite ammo, and all of the weapons were unlocked. What's the progression there? How will players unlock these weapons? Will I use a pistol so much so that I get better at it, and improve that weapon?

    That's one of the things we're talking about right now. That's the kind of big assumption everybody made, and you look at it in things like Team Fortress 2, where they added all of these objectives, and everybody just started grinding for upgrades, completely invalidating what [Valve] wanted to do. These are supposed to be rewards for what you'd be doing anyway.

    It's a whole unlockables procedure, and we're still working out the particulars, but the number one goal is to ensure that it doesn't take away the fun.

    Thanks for your time!
    And many kusjes <3

     
  19. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Screentjes
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  20. DulleNL

    DulleNL I'm a little teapot Magic Member

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    En meer
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    Kan gewoon niet ingame zijn...
     

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