http://howdomake.com/giftcard - Brink is the upcoming online (and offline) shooter from Splash Damage, that combines acrobatics with deadly firepower... A talk with the studio's Paul Wedgwood.
You've said that in Brink you can you into other people's games at any point and play with or against them. How will that work?
There's always two groups in the game: one attacker and one defender. The players will just fill up the roles that the AI otherwise takes on. There will be the same missions, and the players will have the same tools or weapons to choose from. The players that are attacking will have access to specific things that can blow up barricades and open up new routes, while the defenders can for example blow up bridges to hinder the enemy.
http://www.youtube.com/watch?feature=player_embedded&v=oFPA33RsV4U
Earlier Splash Damage has just worked on already established franchises. What was it like to start from scratch in Brink?
The games we did in the Quake- and Wolfensten-universes were all well received, the reviews were good and so on. We're also pretty satisfied with the work we did. After we finished Enemy Territory: Quake Wars at the end of 2007, we really wanted to try something new. We wanted to build a world, where we ourselves wrote the background story and created all the environments and concept art ourselves. We ran into some problems, since we were used to working only for the PC and its online features, and we knew that this new game would have to be released for consoles as well. So we had to hire a lot of new people, that could help us reach our goal. We headhunted people that previously had done console games. People like Olivier Leonardi, that had worked on the visuals in Prince of Persia: The Sands of Time, and Neil Alphonso that was level designed on Killzone 2. Also Dean Calver, that worked on Heavenly Sword. We filled our offices with people that had the experience we needed.