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The rumors are true! As noted by Matt over on the Bethesda boards, there's a private beta currently going on for Brink to help us track down bugs. Strict non-disclosure agreements are in effect and there are currently no plans to make the beta available to the public or the press. Should anything change there, we'll of course let you know.
If they get some of that Enemy Territory magic in there, could turn out pretty good.I do have some doubts. The gold within their games has always been the ghost of RTCW - let's see how much of it is left in Brink.
I'm not, I'm in community relations these days.Darkside, I never knew you were a developer!
BRINK -
Most shooters utilize teamwork in some capacity, Brink takes it to a whole new level. This first-person shooter is based on a series of multiplayer missions where up to 8 players fight their way through a former Utopian city on the brink (get it?) of civil unrest. The game also features four different character classes for you to experiment with and a variety of missions, all designed to earn you XP.
Did I mention that this former utopia is built in the middle of the ocean? Oh yeah, it is. The entire game is based on the idea of Seasteading: humans building entire towns in the middle of the ocean, outside of the jurisdiction of world governments. That gets a big thumbs up from us, because we’re not big fans of “The Man.”
The other fascinating thing to look forward to is Brink’s SMART system. SMART stands for “Smooth Movement Across Random Terrain,” which will essentially enable you to jump around any kind of terrain and the system will try and interpret where you are trying to do and what you are trying to do as it happens. It’s a fancy version of the parkour mechanic we’ve seen in other games and it will be interesting to see how it fits into a shooter. Plus, parkour is all the rage these days and since we’re fat and slow in real life, we’re all for being nimble masters of our tattered environment in video games.
Defining Feature: Multiplayer-based missions, an awesome setting and the SMART system might make this one of the most dynamic shooters of 2011.
The latest shooter from Splash Damage, the independent UK developer behind Wolfenstein: Enemy Territory, is set on a huge manmade island – the Ark – constructed after an ecological disaster and now descending into civil war. Players can to choose to join either the resistance or the Ark security, and all their missions are dynamically generated based on decisions within the game. The developers have also added a SMART button, which apparently evaluates where you're trying to get to, "and makes it happen" – so if you're confronted by a huge chasm, instead of having to make a pixel-perfect leap, the SMART system guess what you need to do and works out the details.
We're also promised an integrated experience that merges multiplayer and single-player components, allowing gamers to developer their characters across both modes. This would appear to be a growing trend in game design, with Need For Speed: Hot Pursuit, Test Drive Unlimited 2 and Square Enix's Mindjack all offering similarly seamless off- and online functionality. Whatever, let's hope the game can survive the inevitable comparisons with Kevin Costner's damp sci-fi flop, Waterworld.
Release: spring
99% probability of me purchasing this, day one.
In a press release that just went out, we’ve announced the release dates for Brink (May 17th in North America, May 20th in Europe)
Brink, an immersive first-person shooter under development at Splash Damage, will be available in North America on May 17th and in Europe on May 20th. Brink was named as the ‘Game of Show’ at Eurogamer Expo 2010, while G4TV.com declared “Brink takes shooters to a whole new level.” Blending single-player, co-op, and multiplayer action into one seamless experience, Brink features dynamic battlefields, extensive customization options, and an innovative control system.
Bezzy - Tentacle Game Dezino
Probably the biggest single speed boost you can get in the game is due to a "reflected" wall hop. These get you higher and further than wall hops used to scale straight up the same wall you wall hopped off.
Although reflects can occur using the SMART button (when in air and next to a wall, pull the left stick away from the wall while holding SMART), chances are, you'll want to use this all over the place to keep your speed up, and put yourself into the air manually (jump), rather than waiting for the few occurrences where there's a drop with a wall at the side.
So yes, doing things semi-manually will get you there faster.
On console, wall hops give a temporary turning bonus away from the wall so that grabbing ledges behind you is possible i.e. you can jump into a north facing wall, wall hop, and turn to grab the ledge of a south facing wall.
Also, there's nothing like closing in on a heavy by wall hopping into melee.
Oh, and sliding, if I recall correctly, inherits your current velocity, so wall hopping into a slide is a pretty good speed boost tool.