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A DLC has just been announced by SD here with info for the PC patch from Steam. The DLC will be free and contains new maps, gamemodes and possibly new customization features. The date for the DLC hasn't been announced but expect it after PSN is back up so it will be fair for all players.Read more >
Today, Splash Damage released the system requirements for Brink. First up, we can confirm that Brink will be making full use of Valve's Steamworks framework, which will provide a host of useful things for PC players, including the following:Voice Chat Valve Anti Cheat Friends support (including invites and joining sessions in progress) Steam Cloud (for save data) Challenge Leaderboards Steam Achievements
"This also means that you'll be able to plug your product key straight into Steam and download Brink no matter where you are in the world - no disc required. Of course, you'll also be getting any new game updates automatically upon signing into your account, and you'll have access to things like the Steam Community.
But wait, there's more! We've had a lot of questions about the system requirements for the game in recent weeks and we've got those for you today, as well. Here goes:"
Minimum SpecsProcessor: Intel Core 2 Duo 2.4GHz or equivalent Memory: 2GB RAM Graph… Read more >
Bethesda has announced that the release date of Brink has been moved up one week. The game will be released in North America on May 10, 2011 - less than a month from now, and in Europe on May 13.
- “Production wrapped on Brink earlier than we planned and we didn’t see any reason to keep gamers from getting their hands on this highly anticipated game as soon as it was ready,” said Pete Hines, VP of PR and Marketing for Bethesda Softworks. “It’s apparent from the tremendous reaction so far that people are eager to jump online and play, and if we can make that happen earlier – we’re going to.”
Splash Damage has just released a new trailer named 'ready and able'. The trailer showcases abilities and has lots of new content. See the new trailer here!Read more >
Today, a new gameplay video featured on the Splash Damage website has now been released. Lot's of new footage and more Character customization. The trailer is seems to focus on the character classes and some customization. You can read the main article and watch the trailer here!Read more >
Brink was playable at PAX last month, and if you didn't make it out to the event, the folks over at GameTrailers have you covered with some brand-new gameplay footage. Media Director Richard 'Fluffy_gIMp' Jolly plays through the opening stages of the Container City mission, breaking into Resistance territory as a member of Security. Better yet, it's all narrated by Creative Director Richard 'Rahdo' Ham and a very entertaining watch, especially if you've not yet had the chance to get your hands on the game.
full article here!Read more >
Titled "Minds on the Brink", the fifth and final part of our Brink video dev diaries is now available for watching. The big focus in this episode is sound design, with Audio Director Chris Sweetman explaining the sonic work that's gone into Brink so far. Caution: Live firearms definitely and positively ahead.
full articleRead more >
Titled "Endless Horizon", Brink video dev diary number four has just made its way onto the information superhighway and is all about Brink's unique art style. Art Director Olivier 'Nosebone' Leonardi, Lead Environment Artist Aaron 'Hoffa' Hoffman, and Lead Animator Fabrice 'faaab' Bouvet join our regulars for this one and all have plenty to say about the look of characters and environments you'll come across on the Ark.
http://www.splashdamage.com/content/new-brink-video-dev-diary-talks-art-style?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+splashdamage+%28Splash+Damage%29Read more >
Just in time for Bank holiday weekend here in the UK, we've rounded up the very latest Brink coverage from gamescom 2010 and beyond, and this one's got a little bit of everything.
Before we get to the latest batch of previews, X360 Magazine here in the UK have compiled their Top 5 gamescom Surprises, with Brink topping the list. They even go as far as calling it their "game of the show by some distance", so we're pretty chuffed by that.
Elsewhere, GameZone has an editorial titled Brink and the Parkour Revolution, looking at Brink's SMART system and how we may see similar freedom of movement systems showing up in many more shooters in the future.
Speaking of Parkour, if you're not checking the Brink Parkour Tour's blog regularly, you definitely should. Daniel Ilabaca's latest exploits include mass jams with some 200 traceurs and even getting arrested by Austrian Police - seems like excitement is the order of the day over there.
Finally, the boys over at Polycount have taken a rather long l…Read more >
As announced in Bethesda's In The 'Works newsletter last night, Brink will be present and playable at PAX 2010 in Seattle next week. Brink t-shirts will also be on offer there, so you can frag/SMART/mission wheel in style. Formerly lovingly referred to as Penny Arcade Expo, PAX will take place at the Washington State Convention & Trade Center in Seattle, Washing from 3 - 5 September. More information about the event can be found on the PAX website.
http://www.paxsite.com/paxprime/index.phpRead more >
The third Brink video dev diary is now online and explores how Brink goes about blurring the lines between single player and multplayer. Titled "The End of Genre As We Know It," the diary also goes into the inner workings of Brink's missions system and features the healthy mix of interviews and gameplay footage we've come to know and love.
http://www.splashdamage.com/content/latest-brink-video-dev-diary-melds-single-and-multiplayerRead more >
Titled "The Dawn of SMART", the second Brink video dev diary is now available and filled with plenty of information about Brink's freedom of movement system. Both Technical Designer Aubrey 'Bezzy' Hesselgren and Lead Designer Neil 'Exedore' Alphonso feature in this latest video and they're joined by all manner of new in-game and behind-the-scenes footage.
http://www.splashdamage.com/content/new-brink-video-dev-diary-explores-smartRead more >
You will like these pre-order bonuses for brink. They act the same as Fallout: New Vegas bonuses as you will have to pre-order from different retailers to get different bonuses. Have a look!
http://www.splashdamage.com/content/brink-pre-order-packages-and-north-american-retailers-revealed?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+splashdamage+%28Splash+Damage%29Read more >
Brink was originally set for a release Spring 2010. As we all know by now, that did not happened. Brink was delayed ’til fall 2010 and there where many rumours pointing for a release in September 2010, even a more specific date was mentioned, September 7.
But as E3 2010 now launched we almost feel let down when Brink and Splash Damage CEO, Paul Wedgwood confirm a pushed back release date once again for Brink.
Brink is now due spring 2011, which means a whole year later then it’s originally set date. Why this have happened we can’t tell. Brink seems to be in decent shape as it’s reported to have reached a beta-stage. One version could be that Bethesda Softworks (Brink publisher) is set to release their own Fallout: New Vegas this fall which may have put Brink in the dark.
We will never know, but we’re truly disappointed and saddened by this news.Read more >
Back in June I was on a flight to London returning home from E3 2009. We had just completed three days of non-stop, behind-closed-doors demos of Brink, to standing-room-only crowds of journalists and industry veterans. The response at the show was phenomenal and very humbling; at one point I had to ask someone not to sit between my legs while I was presenting! What really struck me more than anything was simple: "People get it, they want to play this way too, and we’re not completely mad!" Since the show, the interest in the game has continued to grow. All these ideas we’ve brought together into one game are resonating with audiences.
It’s been a fun road to get to this point.
- 1 Blurring the Lines
- 2 Playing it SMART
- 3 Persistence
- 4 A whole new world
- 5 What’s Next?
First up, we knew that we wanted to make a game that worked as a fantastic online competitive shooter (that appealed to our roots as hardcore shooter fanatics), but we also wanted to make an immersive and cinematic single-player experie…
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"What do you mean, they're building it?" That was my first reaction when Richard Jolly, our Media Director, told me about the Brink stand at Gamescom 2009. Even though he pulled out the plans, I still couldn't believe him: "They're building a life size Container City?! Surrounded by water? And an 8-metre replica Founder's Tower sitting in the middle of it all??"
We jumped in my car and drove to the workshops in Woolwich where the stand components were being prepared for the show. Just like in the game, the outside walls of the stand were made up of rusty shipping containers that had been hastily converted into makeshift homes.
Actually seeing our art team's in-game designs come to life was an amazing experience. Everything from scavenged ship parts and makeshift wind turbines, to small details like Resistance graffiti art was right there in front of us.
But I'm getting ahead of myself. Let's rewind a few months.
- 1 "Style is the answer to everything"
- 2 "I can see you"
- 3 A Contrasting Reality
- 4 Li…
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- 1 The Writing on the Wall
- 2 The Problem
- 3 A Salt Solution
- 4 Constructing the Ark
- 5 Creating Conflict
At Splash Damage, we believe that a game's environment is the best narrative medium we have. Compelling environments allow players to pull in information from their surroundings without having to be held hostage by an NPC lecturing them on The Way Things Were. We knew we wanted to use our game environments to tell the story, so they'd need to be packed with detail.
We created a design goal internally called IDC: Instant/Deep Context. Basically it's the old axiom "Show, don't Tell". If we get IDC right, then when the player looks at a game asset they immediately and intuitively grasp where they are (that's the "Instant" part). And the more they look at the assets, the more the cumulative narrative detail builds up, and the more they see how the game world works and how it came to be that way (that'll be the "Deep").
So, how did we go about creating the story and setting for Brink?
When we began, all…
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Here's a scoop of dev diary 4:
- 1 Introduction
- 2 Random Terrain...
- 3 ...meet Smooth Movement
- 4 Jumping to Conclusions
- 5 Under the Hood: How SMART Works
- 6 Semi Automatic for the People
- 7 Conclusion
Six or seven years ago, for a brief period, I wasn't fat. I was lean, fast, agile and well exercised. For once I had a hobby which could reasonably be mentioned in polite company. Friends and relatives assumed (wrongly) that I took to the roofs of Southampton at night, doing back flips over cool bad guys. Not quite, but I had discovered Parkour: the art of efficiently moving up, over, across and through whatever obstacle gets in your way.
And then two years ago, I joined Splash Damage. They showed me pre-production work on what would later become Brink. What really caught my eye was their desire to have a freedom of movement system. Having learnt a bit about moving freely and having rubbed shoulders with some of the pros in the scene, it seemed like a match made in heaven.
Brink's setting, the man-made Ark, w…
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