Brink Media Blowout: Three New Gameplay Videos

To help ease the sting of the game's recent delay, Bethesda has put out a few new gameplay videos from Splash Damage's Brink, providing a three-part walkthrough of the title's various gameplay m

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To help ease the sting of the game's recent delay, Bethesda has put out a few new gameplay videos from Splash Damage's Brink, providing a three-part walkthrough of the title's various gameplay mechanics and Container City area.

Now slated for fall 2010, the latest class-based shooter from the Wolfenstein: Enemy Territory and Enemy Territory: Quake Wars vets is coming to PC, PS3 and Xbox 360.

The second and third parts follow, as does a breakdown of the game:

In case you missed it before, a look at the overall game and its movement system:

Chris Faylor was previously a games journalist creating content at Shacknews.

From The Chatty
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    December 4, 2009 3:00 PM

    This looks like a combination of borderlands and Half Life 2....which happens to be a very good thing :)

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      December 4, 2009 4:23 PM

      And some Mirror's Edge in there too.

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        December 5, 2009 6:35 AM

        Definitely a big influence on the movement side. I loved Mirror's Edge, despite it's legion of faults because at least it was something different, and the core mechanics of that difference were done well. Doing a chain of leaps, rolls and wallruns at top speed was one of the more visceral gaming experiences I've had in the past few years. It's good to see this stuff now spreading into other games.

        What's very smart here though, pun NOT intended, is the way that they've automated the system. It's not going to be as satisfying to use but it's an ingenious way of keeping that extra control in a game where the focus is on the gun.

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          December 5, 2009 2:55 PM

          I liked how ME did all the parkour things with jump and crouch buttons (well, there was also an extra "do a 180" button). It did the right thing based on context. Obviously that is what they are aiming for with SMART, but it's an extra button QQ

          I'd really rather have it integrated into my old standby controls for jump and crouch instead of having to think "I want to jump right now, but I want it to be over a fence, so I have to use the magic button instead of the jump button"

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            December 5, 2009 4:15 PM

            The extra button is probably just shift, functioning as both run/dash and SMART. So it would be just like running in a normal game, except that if you come across an obstacle you'll interact with it based on whether you're looking up or down.
            It's not THAT complicated. Much rather that than having to hold shift for running and then timing the jump/crouch button properly.
            And no, you can't just jump over obstacles or slide without momentum, nor can you run indefinitely.

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              December 6, 2009 8:04 PM

              Honestly the SMART button sounds a lot like the free movement button in Prototype, which worked quite well. It sounds interesting at least.

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            December 6, 2009 6:54 AM

            You don't have to be holding the smart/sprint button to perform these moves, regular jumping and crouching will work just as well.

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        December 6, 2009 11:06 PM

        Yea, was gonna say TF2 and Mirror's edge

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      December 4, 2009 9:06 PM

      that's what I thought too

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      December 5, 2009 7:19 AM

      Good definition. Yes, awesome.

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