(For Splash Damage) A bit disapointed by Brink

Post » Fri May 13, 2011 7:38 am

If people from Splash or Bethesda are interested by a few remarks, here are my thoughts on Brink :

I really like this idea of the game. I'm not fan of the art style (too cartoon), though it is very well made, so why not.

I've bought Brink without taking into account all the mess with reviews, as i had very good memories from ET, and a bit less from ETQW (i'm not a Quake fan too). I do not regret it, but still, i'm disapointed.

It lags, though not always ; sometimes the sound is bugging too, but ok, i can understand that you have to struggle with bugs, and that you'll certainly correct that given a bit of time.

My biggest concern is about the gameplay.

Crappy guns ! Why did you put so many useless guns ... ? They nearly all look the same, basically (i'm not talking about the nice upgrade), and it's a pain in the ass to estimate what is useful and what is not. From my experience, Shotgun are deadly. Far more than mostly everything else. You really have to boost many guns, as when i empty a full clip at short range on a guy, and then he turns and kill me with two shots, it's highly frustrating.
Strangely i've found a pistol (the Caesar), to be often more useful, at least again one adversary, than a submachine gun or an assault rifle ...

Grenades ! Come on ... Apart from some deadly grenade launcher that sometimes someone uses to nuke everyone, grenades and molotov coktails looks more like some kind of firecracker. The idea of being thrown to the ground by the blast is great. But still, i would prefer having just one or two grenades, and using them wisely, instead of having nearly infinite ammunitions (in some case) and thus using them and praying that they'll have some real useful effects on the enemies.

Sniper rifles are not convincing. Perhaps they get better after a while. But it seems they have more disadvantages than they should have. Better having some assault rifle with a scope, as anyways maps are usually smalls (it's also perhaps i've not found the right spot to use them well, that is to be able to cover my teammates)

Stop putting invisible walls everywhere !!!! By invisible walls, i mean those "glass walls" (or transparent walls if you prefer) that resist everything, it's ridiculous, and more embarrassing, from medium to long range, it's very difficult, when not impossible, to see if you're opponent is behind those magic walls ... Even at short range it's rather difficult, though you may get used to the structure, and better guess if there's something in between you and your target ...

Maps are confusing, really. After more than 10 hours of playing (including praticing in solo), i'm still confused by a lot of this and that. I'm sure that with time it'll be better, but still, you have to die too many times to have a good idea of what is where and when ... Try discovering / exploring a map when several guys are hunting you ... From what i understand, they are simply too small, most of the times. And there's also too many indoors and small spaces.
The maps are beautiful, and i enjoy them, but still you die a lot for nothing at first.

Smart system moves. Well, sometimes it works, and is surprisingly fun, sometimes i'm just bumping on obstacles or walls. I guess that when i'll have a better understanding of the maps it will be more useful.

So far the most useful part of the small frame body type, the one that you can use to jump everywhere, in theory, is the fact that at least with it you're really fast. The medium body type is too slow. I really don't want to imagine how slow is the big body type ...

Sometimes, there's simply too many things going, especially with the floating icons poping and moving everywhere. I've found less annoying avoiding areas where there's a lot of players. But still, in that case, i don't need or want to know details about other players at the opposite of the map. I suppose it's a matter of taste, and it's a tricky problem, as i understand it's also useful. Especially for medics, or for giving ammos. But all in all, there's sometimes too many things cluttering the screen.
Perhaps simply adding an option to hide those floating icons would help.

The way you can toy and customize your characters is fun. They're beautifully rendered, though in the midst of action, or when everybody is running everywhere, which is always, i rarely have time to look at the details of my opponents. Still there's some moments where it adds a nice touch.

I also don't think the minimap / radar is that useful. Probably because it's always moving, and that i already have many things to watch (like finding my ways, looking for opponents, objectives, traps, floating icons, ...). If it was just a static radar simply showing what's around me and not many moving blips, it would probably be better. Again, it's a matter of taste i guess.

A classic global map screen, that you can toggle with a key, would probably be more useful, to have a better overview of where you are, what you have to do, etc ... (yellow floating icons for objectives are useful, but that's again another icon on the screen)

On another topic, you shall consider making some Brink Action RPG, as it would be very interesting. This is a nice Sci-fi background. And a world that i would like to play more in.

VoilĂ , all in all, i'm disapointed by the gameplay. Nothing dramatic, as i'm not regretting having bought the game. It still fun, and i'm enjoying the game though less than i was expecting. I really hope you'll finetune the engine. Dying a lot is not fun, especially when you don't have time to assess the situation. Perhaps if i say that Brink gameplay shall be a bit more like L4D than TF2, globally, it would gave you a better idea of what i, personnaly, would enjoy more (and no, i'm not talking about zombies ..., but about a gameplay that is both nervous and intuitive (maps, guns, and so on)).

I hope you'll find those comments useful.To finish that post on a positive note, i can't wait to see the upcoming new maps and future DLC or add-ons which will certainly expands Brink battlefields and storyline.
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Big mike
 
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Post » Fri May 13, 2011 4:24 am

All those things you pointed out you would of known if you followed the game. No one hit kills. Guns are weak because your supposed to complete objectives.
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Kelsey Hall
 
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