What are your main worries for Brink?

Post » Fri May 27, 2011 12:36 pm

im worried about:

the pc version feeling like a console port (console & pc version should be different). Some games did a 'console port' to pc, and it just completely ruined the experience.
the gameplay feeling too slow paced, cod to me is slow paced, so I hope it at least is faster than COD. etqw/wolf:et is the pace im looking for
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Kelly James
 
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Post » Fri May 27, 2011 7:03 am

im worried about:

the pc version feeling like a console port (console & pc version should be different). Some games did a 'console port' to pc, and it just completely ruined the experience.
the gameplay feeling too slow paced, cod to me is slow paced, so I hope it at least is faster than COD. etqw/wolf:et is the pace im looking for

SD is is primarily a PC company - it is what they do. I would expect the PC version to feel the best out of all 3.
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Charleigh Anderson
 
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Post » Fri May 27, 2011 4:23 am


Object Clipping: Ok, Ok, I know the SMART system will help with movement but I've been impressed with promises of fluid movement before. It's come a long way. However, SMART only applies when the button is pressed. I don't think I'll be sprinting 100% of the time and therefore do not feel like I can rely on SMART all the time. Also, SMART seems to focus on fluid movement over things that are meant to be vaulted/wall hopped/slid under, not the little nook that sticks out of the wall just enough to stop you in your tracks. Small objects also bug me. A pile of trash or rubble may be nice to look at, but if you can't even step over an object ankle high, the value tends to plummet. I say "If it's shin high, I should be able to step over it without a prompt, even if it slows me down".


You don't 'need' to press the smart button - everything that can be done with the smart button, can be done using standard run, jump, and crouch buttons.


Lame "Stealth" Mechanic: Let me start off by saying, I LOVE stealth games. Any FPS that state's some kind of attempt at Stealth, even if not formally stated as such, is on my list for a try at least. Unfortunately, I've found most games that do not focus on the stealth 100% tend to fail all together. Also, stealth never seems to work well with multiplay unless, once again, its focused on 100%. TF2 was close and AVP was closer with their invisible aspects, however, general lag over the internet could lead to unexplained 'spottings'. If Brink can come through on their Operatives class and its ability to "hide in the shadows", I will be awestruck. If the Operative's "stealth" angle is restricted to exclusive access to certain areas, thats ok. I just hope I won't be running around for no good reason, going to places anyone can go, and losing any additional tactical advantage other then the speed. Maybe future gameplay trailers on the Operative in particular can help me understand exactly how they will work.

Operatives don't really rely on stealth - it's more like subterfuge. - They don't hide in the shadows, they disguise as enemies - they don't appear out of nowhere for a quick kill, they fool the enemy into thinking they are teammate and then strike. They way they have it now, it actually requires skill to play as an Operative, rather than just "hiding in the shadows" waiting to attack. If you want that, go play D&D and roll a rogue.


Story: Story is a very important element to me. I can grind through anything if I'm rewarded with a captivating story. This does mean that the story needs to be good from beginning to end. Nothing is more disappointing then forcing your way through a dull game on the rails of a good story only to crash in the end.

this is more of a personal preference, and really has little to no effect on actual gameplay. With that in mind, I think the story will be fine.

Characters: This falls slightly under story but I find I can live with a dull story if I love the characters enough. Final Fantasy X is a prime example. The story was a little stretched but I will never forget the characters.

this isn't an RPG with main characters - the characters are the actual players in the game. If you play with bots, the people in the cutscenes will be standard characters. If you play online, they will be replaced with actual players.

Repetitive: Occasionally, I will grind. Occasionally, I may even find it enjoyable. In general, though, I find constant change to be the most exciting.

You don't really 'grind' in an FPS. You're not going on quests for NPC's, or killing low lvl creatures...you're playing objective FPS vs another team. You're choosing classes, and you work towards a goal - you're either on the attacking team or the defending team...just play the game.
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Chris Johnston
 
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Post » Fri May 27, 2011 3:03 pm

good news for those worried about spawn camping, (bad news for you crappy spawn campers) straight from the horse's mouth :)

"nope, spawn camping gets no bonuses. arguably it should, since of course, it's a very powerful tactic to help your team win, but i don't want to reward [censored] behaviour...
(plus, we're putting in anti-spawn camping stuff anyway: indestructible spawn defensive turrets, and temp invincibility for the respawned, to keep spawn campers away and back in the actual fight)"


"our first line of defense against spawn camping, is level design. The turrets are only there to prevent enemies from literally standing 5 or 6 feet away from the actual spawn markers and opening fire the instant one respawns. They don't leech out "into the real map" (in fact, if you're just some new player who isn't familiar with the map and is wandering around, before you step into the potential line of fire of one of these turrets, you hear VO from your squad commander (AI) saying "you're in danger, get out of there!"

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Ashley Campos
 
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Post » Fri May 27, 2011 9:48 am

i think it may get boring playing the same maps on the ark over and over
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m Gardner
 
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Post » Fri May 27, 2011 3:18 pm

i think it may get boring playing the same maps on the ark over and over
doesn't this apply to every shooter? They all ship with a list of maps that you play over and over...
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Felix Walde
 
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Post » Fri May 27, 2011 3:08 am

i think it may get boring playing the same maps on the ark over and over


that happens with every game. i just got the new modern warfare 2 maps and im already bored of them :rock:
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Lisa
 
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Post » Fri May 27, 2011 3:10 am

My main concern is SD forgetting or overlooking something that has recently plagued many PC ports.

Proper Field of View for the PC. In the videos they've shown so far the FOV is tiny and designed for consoles.Improper FOV will create a nauseating feeling for some and motion sickness for others to the point of making the game unplayable.

After watching the developer Comment at incgamers.com where he basically says they've designed the game to work on all systems
from the get go. I've noticed the interface so far on the console previews is designed primarily for consoles and the interesting point is the "exit" button.The Exit button is for the PC users and shows that they are not planning on developing a PC centric interface for the PC version.

it's starting to leave a bad taste in my mouth. While you guys may have utter faith in SD to not screw the PC community over, I've seen far to many developers do the opposite in one regard or another to have complete faith without seeing the PC version in development.
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Charlie Ramsden
 
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Post » Fri May 27, 2011 2:23 pm

My main concern is SD forgetting or overlooking something that has recently plagued many PC ports.

All games are being developed independently - no ports.

Proper Field of View for the PC. In the videos they've shown so far the FOV is tiny and designed for consoles.Improper FOV will create a nauseating feeling for some and motion sickness for others to the point of making the game unplayable.

SD is a PC company. There should be options for scripts and cfg's, so changing the FOV (if there are no in-game settings) shouldn't be a problem. I enjoy a higher fov when play PC as well, like 110.

After watching the developer Comment at incgamers.com where he basically says they've designed the game to work on all systems
from the get go. I've noticed the interface so far on the console previews...

There have been no console previews yet. All the videos are being played on PC with an xbox controller.
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Facebook me
 
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Post » Fri May 27, 2011 11:01 am

#1.All games are being developed independently - no ports.


#2.SD is a PC company. There should be options for scripts and cfg's, so changing the FOV (if there are no in-game settings) shouldn't be a problem. I enjoy a higher fov when play PC as well, like 110.


#3.There have been no console previews yet. All the videos are being played on PC with an xbox controller.


@1. I've heard this before on other games. Sadly PR isn't the most trustworthy thing to believe. Their job is to sell games while staying within legal grounds of being "true". Borderlands is a big offender with it being the king of "non-console-console-port".

@2. "Should be" is the key words, "Is" on the other hand is the word that matters. The tag at the bottom "Games for Windows Live" leads me to believe that its not going to be nearly as modifiable as you suggest and will follow other games that are Games for Windows Live with being provided "as is".

@3. Provided what you're telling me is true on #1, its already headed down the wrong path from what has been shown, Arguably the point that the PC version not only suffers from cruddy interface but also the cruddy FOV from consoles...
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NIloufar Emporio
 
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Post » Fri May 27, 2011 4:49 pm

@2. "Should be" is the key words, "Is" on the other hand is the word that matters. The tag at the bottom "Games for Windows Live" leads me to believe that its not going to be nearly as modifiable as you suggest and will follow other games that are Games for Windows Live with being provided "as is".
They already talked about scripting. A forum member designed a script for nades to be used like in a weapon bank (rather than the dedicated button) and it was confirmed to be possible and work by devs, so I know scripting is available.

http://www.splashdamage.com/forums/showthread.php?p=210069&highlight=script#post210069

Also, it doesn't say "Games for Windows Live," at the bottom, it's just "Games for Windows." They are not using Live, and most likely going with Steam.

@3. Provided what you're telling me is true on #1, its already headed down the wrong path from what has been shown, Arguably the point that the PC version not only suffers from cruddy interface but also the cruddy FOV from consoles...

If FOV options are available (whether in-game or through cfg's) they are not going to show the game using a tweaked FOV. They are going to show how the game will look by default on all systems, not a tweaked "optimized" PC version. Also PC's have resolution and HUD settings, to tweak the UI further, and the game is still in alpha...calm down there, champ.
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maya papps
 
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Post » Fri May 27, 2011 12:20 pm

My biggest worry is that

1st. The game getting push back.
2nd. Snipers being too weak.
3rd. DLC keep up.
4th. Enough maps to play on. (If It's multi-player + single player I expect at least 10 maps of the start...)
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Luna Lovegood
 
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Post » Fri May 27, 2011 2:23 pm

#1. They already talked about scripting. A forum member designed a script for nades to be used like in a weapon bank (rather than the dedicated button) and it was confirmed to be possible and work by devs, so I know scripting is available.

http://www.splashdamage.com/forums/showthread.php?p=210069&highlight=script#post210069

#2. Also, it doesn't say "Games for Windows Live," at the bottom, it's just "Games for Windows." They are not using Live, and most likely going with Steam.

#3. If FOV options are available (whether in-game or through cfg's) they are not going to show the game using a tweaked FOV. They are going to show how the game will look by default on all systems, not a tweaked "optimized" PC version. Also PC's have resolution and HUD settings, to tweak the UI further, and the game is still in alpha...calm down there, champ.


@1. they talked about a simple weapon swap binding, and at best they admit it should work, their own comments lead me to believe that its about as best of the scripting you'll get. that is far from modifying the game's engine to allow a wider field of view via accessing console commands.

@2. I'm sorry I included the "live" part, my mistake. I realize now that even Shadowrun (which uses Live) has just "games for windows" and not "games for windows live".
despite that, its still means realistically it'll be a reduced function game in my mind when it carries that label, but who knows it could blow my mind.

@3. while you do have a point on the FOV, I've seen too many games (especially consoles) using doctored Screen shots or with anti-aliasing so high the engine had to be stopped to actually render them. That's something you'll have to realize on your own about PR.
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WYatt REed
 
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Post » Fri May 27, 2011 9:18 am

@1. they talked about a simple weapon swap binding, and at best they admit it should work, their own comments lead me to believe that its about as best of the scripting you'll get. that is far from modifying the game's engine to allow a wider field of view via accessing console commands.


http://www.splashdamage.com/forums/showpost.php?p=202520&postcount=26

head bobbing was already said to be an option you turn on or off - on PC and console.
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Leanne Molloy
 
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Post » Fri May 27, 2011 12:38 pm

my biggest worry is that i wont like the game :rock:
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Add Meeh
 
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Post » Fri May 27, 2011 3:31 am

My biggest worry is playing with 10 yr old kids who bought this because it looks like CoD. MAG's teamwork system worked very well...but i think that without penalising lone wolf players it'll really take the fun out of the game for those who want to play as a team and communicate with people other than their mum. Hopefully the maps wont be tiny as well...if they are i hope they have lots of levels to play on...e.g. multi-story buildings.
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Sarah Kim
 
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Post » Fri May 27, 2011 6:09 am

I'm worried that, just like MW2, everyone will end up using the most [censored]-baggy tactics they can, i.e. camping, using nothing but the grenade/rocket launcher, sliding like crazy all over the place, etc.

It's more of a worry about the community than about the game itself, really. It's unfortunate, but it seems like 90% of FPS players are total [censored]-bags, although I may just still be jaded from my MW2 experience.

I'm also worried that far too many people will want to be Operatives so they can go off and be a lone wolf. I really don't want to start a match and have half my team run off in random directions.
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Arrogant SId
 
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Post » Fri May 27, 2011 4:55 pm

Hopefully the maps wont be tiny as well...if they are i hope they have lots of levels to play on...e.g. multi-story buildings.

They said they were designing some vertical maps.

I'm also worried that far too many people will want to be Operatives so they can go off and be a lone wolf. I really don't want to start a match and have half my team run off in random directions.

I can't tell you how many times I would be playing a game and we needed more of a certain class (or one in general) and nobody would change class, and them I would go to change, only to discover that I was the only medic on the team, so I would stay medic.
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vicki kitterman
 
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Post » Fri May 27, 2011 4:06 pm

I can't tell you how many times I would be playing a game and we needed more of a certain class (or one in general) and nobody would change class, and them I would go to change, only to discover that I was the only medic on the team, so I would stay medic.

Hopefully once people find out that Operative does NOT equal ninja assassin they'll branch out and be more helpful. Hopefully.
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Minako
 
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Post » Fri May 27, 2011 12:37 pm

It could end up as another generic shooter.
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Queen of Spades
 
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Post » Fri May 27, 2011 11:02 am

The last two Bethesda games I played had bugs/glitches and would freeze a lot (Fallout and Oblivion) . Loved the games but all the problems I had (especially with the DLC) ruined the experience. My concern is will this game be like those two?
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Sunny Under
 
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Post » Fri May 27, 2011 3:40 pm

Bethesda isn't developing this game.
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Matthew Aaron Evans
 
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Post » Fri May 27, 2011 11:05 am

Bethesda is the publisher not the developer, Splash Damage are the developers
Bethesda Softworks and Bethesda Game Studios are not the same thing
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Lew.p
 
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Post » Fri May 27, 2011 5:16 pm

Doom 3 Engine microstutter ... every single doom 3 engine game has it. i hope this one makes the exception
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Dalley hussain
 
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Post » Fri May 27, 2011 8:44 am

i hope the game is as good as the videos
so many times ive seen a video and thought i must buy this game!!!! only to find out its not as good as it looked
**cough cough borderlands cough cough** i also hope the story is adecent length i hate when developer focus on one aspect of a game eg cod or fallout both great games but laking each others good parts so epic decent length story and multiplayer that isnt boring after 10 matches not just adding 1 or the other because they have to
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BRIANNA
 
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