Why Brink falls short of my expectations:
1. Customization. Sure, you can customize a lot in this game, but the vast majority of it is cosmetic only. The customization options beyond that are marred by serious balance issues. I haven't seen a single heavy do well in a multiplayer match, because all the heavy weapons are so inaccurate that they are worthless. The grenade launcher is total crap because in a game where everyone constantly moves there is little to no point to a weapon that is really only good for busting enemies out of cover, and requires 3 grenades to hit to actually score a kill. Sniping is incredibly powerful in Brink, even a novice sniper can easily score headshots. I wouldn't say I've played enough to know all the ins and out of how the game is balanced, but even just in about an hour online there is a clear trend emerging. Highly accurate light weapons completely dominate the field, heavy weapons are virtually useless, turrets refuse to fire most of the time...
2. Freedom of Movement. Yea, you can do some cool things in this game, but doing any of it deliberately is difficult. Once your character builds up some speed and you're going over and under obstacles you just have no precission anymore. It's notoriously difficult to accurately jump in first person shooters to begin with, and this game makes it even more difficult. Trying to clear a gap without falling in requires you to press sprint. and jump and then watch the grab-on-and-pull-yourself-up animation, during which you'll be staring at a wall. The really big issue with this is simply this though: It doesn't add anything to the game. All the levels I've run into didn't require this mechanic in the least, nor did they give any meaningful advantages to people who used it correctly. It seems like a cool element to a game, but ultimately its just tacked onto a very basic shooter without coming into its own as a meaningful part of it all.
3. Level Design. This is probaply the thing I have the biggest issue with, the level design in this game just plain svcks. For one, getting your bearings in the levels is extremely difficult because everything looks the same. There are no recognizable landmarks, no clear paths to follow, no notable change of scenery. You're in an aquarium, all the hallways are blue, and there are fishtanks on the wall, and the entire level is like that. You're in a slum, there are shantys built from rusted metal, and the entire level looks like that. I mean, if you play something like Battlefield or Team Fortress it's extremely difficult to get lost. You play a map once and you'll have a decent understanding of where to go, even if you don't know every corner of it yet. What's worse though is that every single level is a labyrinth on top of being devoid of landmaks that make navigation easy and you can easily get lost just heading towards an objective marker, simply because the marker doesn't tell you that the path you've been following is going to loop around behind it, then lead through a tunnel and end up back where you started.
4. General gameplay is just uninspired. It doesn't have the depth of Battlefield, it doesn't have the simple elegance of Team Fortress. The pace of combat, level design and mechanics are more akin to COD, but it tries to have objective based play. The class system is pretty lame too. You dispense buffs, and you have a few special abilities, all fine and dandy, but for the most part you don't even notice what class you're playing, since weapon selection isn't tied to the class for example. I can have exactly the same weapons as a medic as I can as a soldier. Now you'd think this would create greater freedom in the game, but honestly, all it creates is a sea of assault rifles and SMGs with nothing else ever cropping up. Also since you can't actually see what class an enemy character is it has even less bearing on how the game plays. In Team Fortress I'll fight a Scout completely differently than a Heavy or a Demoman, in this game there is pretty much no distinction there, so the end result is: boring.
5. Not in the least intuitive. This games controlls, menus, and general gameplay isn't intuitive. I play team based shooters every now and again, and usually have no problem finding my way around in one, but whoever designed the UI in this game is just not doing it right. For example: when you want to equip a weapon outside of combat you have to bring up the weapon in the selection, then hit a little half faded radio button in the corner of its icon. Who the hell comes up with an absurd UI like that? Why not just have a big fat "Equip" button on the screen so you don't have to look around for how to equip the weapon, or a drag and drop system where you can put the things you like in the apropriate slots. Oh yea, probaply because you didn't think of PC gamers, which brings us to point #6...
6. Tons of technical issues. The game is buggy. The graphics don't display correctly on ATI cards, text in the game randomly appears garbled and out of place, two out of three times it crashes on startup for no reason. I'm not the only one with issues either, tons of people are having these troubles. Did anyone even bother to test this? How about putting a big fat disclaimer on the game "Warning, will not work if you have an ATI card" so people can save their money and buy a game that works.
So, my overall oppinion of this game:
When compared to titles like Battlefield or Team Fortress this game just doesn't deliver. The classes are too understated, the levels aren't interesting, the game isn't intuitive at all, it's full of bugs and graphics issues and the things that were supposed to be the most notable features of this game: High customization and the freerunning are in no way a meaningful addition to the game, which as a result is left as nothing but a second rate shooter.
I bought Brink expecting something like Battlefield BC2, which provided me with 100+ Hours of online entertainment, and what I got bored me aftera mere 2.
I wish I had not bought this game, the only thing that I like about it is that hopefully my purchase will help pay for that extra hour of QA time for Skyrim so it doesn't have the same massive issues with malfunctioning graphics and shoddy UI design.