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| [Dec 01, 2011, 9:51 pm ET] - Share - Viewing Comments |
The Steam Website is now offering a 75% off sale on BRINK, kicking off a free play weekend for Splash Damage's first-person shooter. Here's a refresher on the game: Brink is an immersive first-person shooter that blends single-player, co-op, and multiplayer gameplay into one seamless experience, allowing you to develop your character whether playing alone, with your friends, or against others online. You decide the combat role you want to assume in the world of Brink as you fight to save yourself and mankind’s last refuge. Brink offers a compelling mix of dynamic battlefields, extensive customization options, and an innovative control system that will keep you coming back for more.
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| 23. |
Re: BRINK Free Weekend |
Dec 2, 2011, 15:37 |
Teddy |
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CreamyBlood wrote on Dec 2, 2011, 10:06:
Icewind wrote on Dec 2, 2011, 08:15: How about they change fluid to "smooth"? Will that placate you? No mister Dale, it still doesn't mean anything. Movement in Doom was 'smooth'. Movement in Quake 3 was 'smooth'. Movement in Risen, is 'smooth'. What do you mean by it? What should I compare it to and what's the difference?
I've been using ESDF and right-mouse for forward for around fifteen years. What are 'smooth controls'?
What is 'smooth' gameplay? Honestly, what does that mean? People use words like these to explain their reviews of a game or mechanic of a game and it means fuck all. It says nothing.
In the eighties there was a really bad, cheesey song that featured a 'smooth operator'. I understand that. It's vague but applies to something most of us can understand. Now he is a 'fluid operator'? I'm getting images of Terminator 2.
Fluid in terms of movement in a game generally refers to it being free from obstruction. ie. In CoD, if I want to mantle over something waist high, I have to run up to it, press a button and the game stops me, takes control away to play an animation of me climbing over, then when it finishes I can move again. Contrast that to BF3's vaulting, you sprint toward and object, press the button and it vaults you over without the loss of momentum or control that you suffer in CoD.
Take that again vs games like Brink and Mirror's Edge (particularly the latter which does a better job of it) where you press the button as you're sprinting toward and object, the game realizes you're intending to leap over it and does so, if you jumped early, it will grab on the ledge and pull you up rather than dealing with old game mechanics where if you missed the jump by a millimeter, you hit the edge and fall helplessly to the ground, stripping you of any momentum you had instantly without the negative repercussions of such a loss.
When I'm using the term fluid I'm referring to momentum more so than anything else. Anything that interrupts momentum without due reason just makes the gameplay feel more clunky and restrictive than it should. Think walking into a curb in a Tom Clancy game. It's absurd that it should stop you, yet it does. Clunky, restrictive, not smooth, not fluid.
And as for the actual definition of Fluid, it's meant more than the scientific definition for many, many, MANY years. In fact, the original definition of the word WASN'T the scientific definition you're familiar with, the noun came later. The adjective predates it.
fluid
—adj 2. capable of flowing and easily changing shape 3. of, concerned with, or using a fluid or fluids 4. constantly changing or apt to change 5. smooth in shape or movement; flowing
If you're going to be a grammar Nazi, you'll have to do your homework first. |
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