I know how it works.
And as the videos suggest, "close enough to be effective" is when you can see the white in their eyes.
No, you don't have to be
that close - Players who have played the game say differently.
Really, why does BRINK want it and hundreds of other games don't even give you the option to have it?
Team Fortress has the exact same models on each side, but blu and red.
Counter-Strke has different models on each side with their own colouring.
Call of Duty has sometimes more, sometimes less different looking models on each side with sometimes more, sometimes less different colour schemes.
Halo has the same models with different colouring.
And all those games work perfectly fine.
TF2 uses standard red and blue along with distinguishable silhouettes for all its characters
CS has different models
static models on each side, and again, blue and red
COD I'm not too familiar with, but I know it doesn't have extensive CC, and uses a pretty standard method of distinguishing players.
Halo again uses standard colors per team, to distinguish players.
Brink offers full character customization - colors and appearance.
- The blue and red bit won't work, since the teams aren't comprised of just blue and red
- Both sides have access to all body types, so at a glance, the shape/size of a player can be the same, especially at a distance.
Choosing to use rim lighting along with the color schemes for each sides, make the process as a whole better in Brink's situation, with the amount CC in the game. It produces the same results as choosing to do blue and red, or use nameplates or use completely different static models for each side - they just chose a different method. I don't see a problem with it, and funny enough, the players that seem to complain about are the ones that haven't played the game. I have read hands-on experiences from players that recently played it at PAX, and they said no one seemed (including themselves) to complain about it.