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Post by Dan @ 10:49am 01/12/09 | 16 Comments
![]() The footage is actually just a small snippet of the full preview that press were shown back at the E3 Expo earlier this year, but it does offer a good demonstration of the game's S.M.A.R.T. movement system in action. Unfortunately, the video closes with the bad news that the release target window is now U.S. Fall 2010 (Australian Spring), six months later than its previously pegged U.S. Spring 2010 release date. A couple of other notes on the video come from a post by Creative Director Richard Ham on the game's official forums who confirms that the footage is indeed from the E3 demo of Brink and that (in-case you were worried) issues such as the "crazy pistol bob" and "ugly" shadows have since been addressed. He also cautions to not "judge that video as final movement speeds", since the E3 demo used a combination of different player classes in order to show off a wider range of features. Brink is in the works for PC, Xbox 360 and PlayStation 3.
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Posted 11:23am 01/12/09
Posted 11:29am 01/12/09
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Posted 11:54am 01/12/09
Posted 12:02pm 01/12/09
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Posted 02:48am 02/12/09
Posted 08:32am 02/12/09
My perspective on this is a little different though, having seen what it's like on the server side when a game like Unreal Tournament xxxx comes out - we're inundated with requests for game type X, and everyone complains if we don't create a server for that game mode - and then we do, and it sits there empty, because there's 4 other modes that are more popular.
Choice is good, and I had more fun playing Q3 than any other game because of it, but these days there's soooo much competition - if you make your game hard to play online people will just give up and go to where the people are. You HAVE to hit that critical mass to keep the online population self-sustaining, and splitting your player base across game types I would say is almost suicidal.
If your game takes off and kicks ass then adding new game modes afterwards is an awesome idea. Or even better, release a mod SDK and let other people do it for you!
Posted 09:01am 02/12/09
Posted 09:05am 02/12/09
Voting is really tricky as well; you have to get the ratio exactly right - if its too low, it'll change to easily and be too disruptive. If its too high (which I think is better to err on the side of), it will never pass and people will get annoyed and leave.
PLUS so many games don't include voting mechanisms by default because developers are lazy!
Posted 11:09am 02/12/09
That's what I thought too. The shine coming off the characters looks exactly like what 360 gfx do.