Gamereactor International English / Dansk / Svenska / Norsk / Suomi / Deutsch / Italiano / Español
Log in member
amigo






Forgot password?
I'm not a member, but I want to be

Or log in with a Facebook account
FacebookFacebook

Splash Damage on Brink

Text: Jonas Elfving (Gamereactor Sweden)

Brink is set for release early in 2011 and Gamereactor's Jonas Elfving phoned up senior designer Ed Stern to chat about Brink and The Ark...

Splash Damage lives for multiplayer. The Operation Market Garden map in Return to Castle Wolfenstein is responsible for inspiring Wolfenstein: Enemy Territory - Splash Damage's first project. And then came more multiplayer maps for Doom 3 and eventually Enemy Territory: Quake Wars.

Right now Splash Damage are preparing to make a splash with a fresh IP, they're currently fixing bugs and polishing up Brink for release and as they put it "getting our noses rubbed in our mistakes on daily basis". But Brink has been getting good press and lots of great feedback from those who have tried it. We picked up the phone and called senior designer Ed Stern.

Isn't it hard to please everyone with a new franchise such as Brink?

- I think you can get into trouble if you try to please everyone. Because you can only give people what they already know they want. The best games offer things you didn't know you wanted. We're building partly on what we have done in the past. Another aspect of this question is the differences between PC players and console players. These days the difference isn't as big as one would think. In just five years we have gotten many more console owners and we can now use what we know about PC-gaming and let console owners enjoy it.

Brink

As you embarked on Brink, were there any other console games that you were inspired by?

- There are several. Personally I really like the story telling of the Bioshock games, they have moved away from the overly obvious plots many other games offer. Video games is still a young phenomenon - compare it to early films, which was more or less theatre - actors had exaggerated expressions before they realised you could move closer with the camera and work more subtle. The same goes for games, we are starting to realise that you don't have to go all out when telling a story.

Brink

How important is The Ark, the world of Brink, to the game?

- The Ark is the main character of Brink. The environment had to be something the player had not seen before, it had to host all the gameplay and it had to be able to tell a story. Given that it was a floating city it was visually distinctive. Wherever you are in the game and look around you, you should be able to see where you are and even what has been going on in the city lately.

It seems like you have put a lot of story in Brink, can you tell us something about that?

- That's true, many are surprised at just how much story we have written for Brink as it's "just" a shooter. But we really need a good foundation, we need to have all the answers if someone in the team comes asking something about the world or wants to add something.

We have also tried not to say who's right of the two warring factions. In the Container City level for example both factions - Resistance and Security - fight over what they believe to be two different things. Either a vaccine or a poison.

For the people that want to jump into the game and just start shooting?

That works as well. Not much has changed since Quake III, which according to us was a perfect game. Since then we've had many first person shooters that more or less is controlled the same way - but despite their super powers they can't get over a wall a meter high. It's very unrealistic. I mean, I'm a fat man and I can get over a wall like that, especially if someone is firing at me at the same time!

That's why we developed the SMART-system for movement in Brink. If you see something that you should be able to jump over, it means your character can. It's done automatically, but it's not an autopilot. SMART is easy to use, but hard to master, if I'm allowed to use a cliche like that. In many games the camera is bound to the main character's head, but doesn't work like human sight does.

The running and jumping has been compared to Mirror's Edge, have you been influenced by that?

The fun thing is that we started to plan Brink before we saw that game, so we haven't borrowed as much as some people seem to think. When we saw it we thought "oh no, now everyone will think we stole from it." I liked Mirror's Edge very much, I think it was both unique and very daring of EA to publish it. And the running and the parkour-part is similar, the big difference is that Brink is a shooter while Mirror's Edge was mostly about running and jumping.

Brink

Brink is very much about multiplayer, what can you offer the player there?

We looked a lot at what we did well in our earlier games. The first Wolfenstein: Enemy Territory was amongst the top 10 most played online games at the time, and the reason was that every match was different from the one before. That was the important point when we started to develop Brink.

We thought about how many classes we should have and finally we chose four: soldier, engineer, medic and operative. We wanted it to be a simple as possible. We wanted to make it important for everyone in a team to help each other and not only about killing the other team. The four classes and the side you fight for will offer a lot of variety, we hope. We also have three different body types; small, medium and big.

Brink

There's a lot of other multiplayer games out there, what are you going to do to beat them?

There's usually a big difference between single- and multiplayer in other games and that's something we've wanted to avoid. With Brink we wanted to offer a completely seamless experience, both in graphics and gameplay. You've probably played a singleplayer game which has been really good, but as soon as you step into multiplayer you get killed all the time and the rest of the players scream at you. The goal for us has been that you're going to feel as good and comfortable both online and offline.

We also want to get people to play online, even if they are not used to multiplayer. Let's say that you finish a mission in singleplayer, then a suggestion might pop up that beckons you with double XP if you try out the same mission online. We're not forcing anyone, just suggesting. Overall we want to make it as smooth as we can, you shouldn't have to enter a lot of menus or reboot the game to play with friends.

BrinkBrinkBrink
BrinkBrinkBrink
BrinkBrinkBrink
BrinkBrinkBrink
Related links:
Comment on text

You must be logged in to comment. If you are not yet a member - join now!

:D :) :( :-o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: ;-) :idea: :arrow: :| :mrgreen: :clap: :dance: #-o =; :^o [-X :pray: 8-[ :sick: :-# [-( :-k :--


Would you like to post this action to Facebook ?
Game info
Brink
Your collection
Similar games

The 20 latest programs:
(Interviews, reportages, reviews)

Turbo Super Stunt Squad - Global Gamer's Day Interview
2013-05-21

We caught up with Dreamworks' Andrea Frechette and senior producer of the game Brian Etheridge to discuss Turbo Super Stunt Squad - the film and the v..

PAX: Edge of Space - Interview
2013-05-21

We caught up with Handyman Studios' Jack Crane to discuss the upcoming indie title Edge of Space. He talks about influences from various games includi..

GDC: Dreamfall Chapters - Interview Dag Scheve & Martin Bruusgaard
2013-05-18

We caught up with Red Thread Games' Dag Scheve (writer) and Martin Bruusgaard (lead designer) to discuss the recently kickstarted Dreamfall Chapters.

Call of Duty Championships Special - Celebrities
2013-05-17

Are the top COD players turning into superstars? We asked the players at the Call of Duty Championships in Hollywood.

Spin the Bottle: Bumpie's Party - iDÉAME interview & live demo
2013-05-17

KnapNok Games' Lau and Dajana share their vision about motion controls and no-TV games. They also define their imminent Wii U party game Spin the Bott..

GDC: Anomaly 2 - Interview
2013-05-17

We had a chat with 11 Bit Studios' senior writer Pawel Miechowski about the recently released tower offense game Anomaly 2.

Press Start: Sanctum 2
2013-05-17

We captured just under half an hour of the early action in tower defence/first person shooter Sanctum 2 for your viewing pleasure. Enjoy!

GDC: Wargaming - Victor Kislyi Interview
2013-05-16

We sat down with Wargaming.net CEO Victor Kislyi in a boardroom of sorts to discuss their global expansion - the additions of new studios Gas Powered ..

GDC: Big Bite Soccer - Interview
2013-05-16

It's not every day we cover a Facebook game on GRTV, but Big Bite Soccer is a little different - and it should appeal to fans of classic football offe..

GDC: Nvidia Shield - Interview
2013-05-16

Jason Paul, director of product marketing at Nvidia, gives us a brief overview of the lay of the land with the upcoming Shield handheld, that offers a..

PAX: Wildstar - Mike Donatelli Interview
2013-05-15

We caught up with content director Mike Donatelli on the PAX East showfloor to learn more about the intriguing new MMORPG Wildstar.

Trailershow - 15 May
2013-05-15

Are you ready for the Trailershow?!

PAX: Dungeon Defenders II - Interview
2013-05-15

Trendy Entertainment's Josh Isom talks to us about the new competitive mode in Dungeon Defenders II (or MOBA mode if you will), as well as some of the..

GDC: Age of Wulin - Interview
2013-05-15

We took a limo ride with Gala Networks' Claas Wollter in order to find out more about some of the more unique features of Age of Wulin - a free-to-pla..

GRTV: Indiepub - Interview
2013-05-15

Gillen McAllister meet Indie Pub content manager and resident turkey impersonator PJ Hruschak at the Namco Bandai Global Gamers Day where Indie Pub pr..

PAX: Sanctum 2 - Lead Designer Interview
2013-05-15

We caught up with Sanctum 2 lead designer Oscar Jilsén at PAX East to discuss the sequel to the innovative tower defence slash first person shooter.

Full Mojo Rampage - interview and exclusive gameplay demo
2013-05-14

We sneak into Over the Top Games office to get an exclusive first look at Full Mojo Rampage, their first action-RPG. Meet its gameplay mechanics, arts..

RuneScape 3 - Design Director Interview
2013-05-14

We caught up with Jagex design director Mark Ogilvie to learn more about the direction the popular free-to-play MMORPG is taking next.

Cloudberry Kingdom - Pwnee Studios iDÉAME interview
2013-05-14

Co-founder & programmer Jordan Fisher talks us through one of the most difficult platformers we've got to play. The maths-lover explains how difficult..

Press Start: Metro: Last Light
2013-05-14

Watch us play the Metro: Last Light on Xbox 360 from the beginning up until just under the hour mark.

PAX: Luftrausers - Interview
2013-05-14

We caught up with Vlambeer's Rami Ismail at PAX East and learned more about the indie developer's 2D dogfighter Luftrausers.

Watch Dogs - Cinematic Lead Interview
2013-05-13

We caught up with cinematic lead Lars Bonde at a preview event for Watch Dogs to learn more about his contribution to the development process and what..

GDC: Expeditions: Conquistador Interview
2013-05-13

We caught up with creative director Jonas Waever from Logic Artists to discuss the novel turn-based strategy RPG Expeditions: Conquistador.

The Bureau: Xcom Declassified - Senior Producer Interview
2013-05-13

Mike Holmes caught up with senior producer Nico Bihary to discuss the prospects of tactical third person shooter The Bureau: Xcom Declassified and how..

Call of Duty Championships Special - Getting into COD
2013-05-10

In this second episode we talk to the players at the Call of Duty Championships about how they got into Call of Duty.

Runner 2 - Alex Neuse iDÉAME interview
2013-05-10

With Runner 2 already running on many platforms, Gaijin Games' co-founder announces future DLC and talks about reception and making great sequels. Bes..

Young Justice: Legacy - Interview
2013-05-09

Doug Panter, director of marketing at Little Orbit, talks us through their video game adaptation of Young Justice.

GDC: The Drowning - Interview
2013-05-08

Ben Cousins' career spans companies ranging from Lionhead to Sony and DICE, but his next project is DeNA owned Scattered Entertainment that's attempti..

Games To Look For: May
2013-05-08

We take a look at some of the bigger releases due in the month of May including Metro: Last Light, Fuse and Grid 2.

GDC: Ubisoft - Yannis Mallat Interview
2013-05-08

We had the chance to catch up with Ubisoft Montreal and Toronto Chief Executive Officer Yannis Mallat to talk about industry trends during GDC.

PAX: Neverwinter - Jack Emmert Interview
2013-05-08

Cryptic Studios CEO Jack Emmert talked to us about the next MMORPG coming out of the studio - Neverwinter - how it came to be, the state of the MMO sc..

GDC: Infinite Crisis - Executive Producer Interview
2013-05-07

We talked to Turbine's Jeffrey Steefel about their upcoming super hero MOBA - Infinite Crisis - a game that pits various multiverse editions of your f..

GDC: Cloudbuilt - Interview
2013-05-07

We caught up with Johannes Smidelöv from Swedish startup Coilworks to discuss their promising speed run-centric platformer Cloudbuilt.

GDC: Auto Club Revolution - Interview
2013-05-07

Auto Club Revolution is a new free-to-play racing experience for PC from racing veterans Eutechnyx. We caught up with Simon Jones who tolds us more ab..

PAX: J.S. Joust - Douglas Wilson Interview
2013-05-07

We had a chance to talk tocreative designer as he describes the game, the process of trying to find a publisher and the other games in the Sportsfrien..

Pixel Toys - CEO and founder iDÉAME interview
2013-05-07

With Super Little Acorns 3D Turbo just launched, CEO Andrew Wafer and founder Alex Zoro share studio vision on retro style games and mobile vs. consol..

PAX: R.A. Salvatore - Neverwinter & 38 Studios Interview
2013-05-06

Best-selling author R.A. Salvatore talks about his most recent books set in the Forgotten Realms, their ties with Neverwinter, and the unfortunate dem..

RuneScape 3 - Event Update
2013-05-06

Gillen McAllister was on site at Peckforton Castle for the reveal of RuneScape 3. Get a taste of what's to come on GRTV as well as the site over the c..

PAX: AbleGamers Interview
2013-05-06

AbleGamers is a foundation dedicated to working to promote better access to gaming for disabled people. We caught up with community outreach coordinat..

PAX: Artemis Spaceship Bridge Simulator
2013-05-06

We caught up with Artemis Spaceship Bridge Simulator creator Thomas Robertson at PAX East and learned more about this unique and captivating game that..

Poll Do you want to see more DLC and online game-based content on the site?
  • 43% Yes - all and everything!
  • 21% Only for the bigger, current games
  • 36% Stick to retail/full digital releases, please.
Result
BETA +