None of those features on their own hasn't been done before.
I don't get what the packaging or UI has to do with innovation, those are always different. (I'm not talking about sequels before you jump on that)
But this is the first time to my knowledge they've all been tied together in the same genre, let alone the same game.
And as a graphic design student, it was the design of the game's official website (which continued onto packaging) that first caught my attention when I was directed there by a friend, and made me think "whoah, this is something different, never seen a shooter present itself like this before". A lot of shooters have UI that's either boring or ugly, but Brink is slick, attractive and different. Overall aesthetics aren't a deal-breaker, but it helped win me over with Brink for sure.
Thank you...
They have ALL been done on their own, in one way or another. I can climb up, over and on stuff in COD by holding down a button. Imagine that. BRINKS SMART system is only slightly more advanced but the same function and concept. That is not innovation.
You're kidding, right? Sure in CoD you hop over the occasional waist-high wall... but I don't see any sliding, climbing head-height walls, longer distance leaps, wall-jumping or grabbing ledges, on virtually every reachable and distinguishable surface...
those have all been done before too, but not brought together relatively seamlessly in a first-person shooter, as far as I know.