Review: Game Informer

Post » Thu Apr 14, 2011 1:15 pm

Read the review http://www.gameinformer.com/games/brink/b/xbox360/archive/2011/05/12/brink-review-a-multiplayer-shooter-suffering-an-identity-crisis.aspx ;)

Heres the full review:

GI Rating: 6.75

Concept:
Blend an Enemy Territory-style multiplayer experience with a shallow near-future story that pits the establishment against a revolutionary group

Graphics:
The caricature faces seem at odds with the more traditional environmental art style. With so much information on your HUD, you won’t be soaking in the setting too much anyway

Sound:
Unsatisfying weapon effects, and way too much com pvssyr from your superior about objectives

Playability:
The new parkour-style SMART navigation system is a subtle but welcome improvement to movement, but the gunplay is lacking

Entertainment:
With only eight maps and 20 progression levels, this multiplayer-centric game doesn’t have the depth you expect

Replay:
Moderate


When Splash Damage first announced Brink, the veteran first-person shooter developer promised a game that would seamlessly blend the single-player, co-op, and multiplayer experiences. Little did we know that this meant “your garden variety multiplayer game, now with bot matches.”

Despite its claims to the contrary, Brink is not a proper single-player game. Don’t be fooled by the paper-thin plot that pits the powers-that-be against a rebellious gang on a near-future floating city – this “campaign” is comprised of multiplayer maps populated with brainless bots. These dolts often run around without purpose, wait to shoot back at oncoming enemies, neglect objectives, and fail to coordinate attacks.

Splash Damage makes it nearly impossible to leave the single-player behind when you jump online. You’re still inundated with the overly dramatic voiceovers and cutscenes during each match, and most of the versus modes mix bots with players. Only when you drill into the Freeplay match settings do you unearth the two poorly labeled game varieties that allow you to leave the bots behind (Old Skool and Competition, for those keeping score).

Once you ditch the AI and hop online with friends, Brink starts to feel like a proper multiplayer shooter. Like Battlefield, players choose from one of four classes at the beginning of each match – soldier, engineer, medic, and operative – each of which earns experience points for performing specialized actions in a way that naturally forces players to work together. As you rack up experience, you unlock new skins for your avatar and perk-like abilities.

Players can switch classes mid-match at a command post to reconfigure the tactics for the objective at hand. This comes in handy when you’re transitioning from an assault objective, where you may need several operatives to hack a safe quickly, to an escort mission, where a multitude of medics gives you the best chance of getting the VIP out alive without getting caught in a choke point.

Splash Damage is best known for its work on the Enemy Territory series, where the studio built maps that require players to think and act strategically to find success. This philosophy carries over into Brink; these aren’t wide-open Battlefield zones or cramped Call of Duty maps. Most of Brink’s environments mix linear corridors with arena zones where an objective is located and bullets are exchanged. Your objectives are standard fare – plant explosives, escort a VIP, hack doors, repair mission critical machinery, or defend an area. Secondary missions populate the maps as well; some grant team bonuses like supply and health boosts, while others allow you to create a shortcut to the main objective. As you gain familiarity with the maps, you begin to appreciate how many tactical approaches are available for completing your mission. Finding the best places to ambush your enemies with turrets, slow their progress with landmines, or flank the objective and then executing your plan is what this game is all about. This requires timing and coordination, so Brink is best played with a group of mic’d up friends.

The one element where Brink distinguishes itself from the multiplayer pack is the SMART movement, a contextual navigation button that lets you run and climb effortlessly through the environment. Characters move too slowly for my liking (even with the smaller body type that increases your parkour abilities), but I enjoyed the streamlined freedom of movement. It seems like a subtle change, but when I booted up another shooter I found myself wishing my soldier would automatically vault small obstacles as I held down the sprint button.

The gunplay isn’t as memorable. Brink features your standard arsenal of weapons, most of which are unlocked along with attachments by completing boring challenges in an otherwise forgettable separate game mode. Weapons within the same class don’t distinguish themselves in any meaningful way, and shooting them is hardly satisfying. Every gun suffers from an inordinate amount of recoil, headshots are not one-shot kills, and even grenades and mines don’t do mortal damage.

Most disappointing of all are the myriad rookie mistakes Splash Damage made in the front end. Brink lacks a pre-game party lobby where you can gather all your friends before looking for a match – a major faux pas on consoles these days. You also can’t equip new abilities you just unlocked between matches without dropping out to the main menu. Without dedicated servers, the in-game performance is dependent upon the host’s connection quality, and I frequently experienced an unplayable level of lag.

Brink is not a bad game. If Splash Damage can stabilize the performance and fix some glaring omissions (like a pre-game lobby) with a patch, I’d gladly spend more time with it. But with only eight multiplayer maps, 20 progression levels, no clan support, and average gunplay, it’s not a good value proposition. Especially considering many Xbox Live games offer a similar amount of content for a fraction of the price.
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CHANONE
 
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Post » Thu Apr 14, 2011 2:02 am

I think that is a very fair review tbh.
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Shiarra Curtis
 
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Post » Thu Apr 14, 2011 1:59 pm

I think that is a very fair review tbh.


Same here.
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Marlo Stanfield
 
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Post » Thu Apr 14, 2011 11:04 am

GameInformer is usually fair in their reviews.
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Brad Johnson
 
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Post » Thu Apr 14, 2011 1:37 pm

Won't load for me?
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Scared humanity
 
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Post » Thu Apr 14, 2011 12:15 am

Won't load for me?


Link works fine for me.. Dunno what to tell you. :shrug:

The review is on the front page of the Gameinformer website.. Just head there and read it. ;)
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Angela Woods
 
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Post » Thu Apr 14, 2011 7:55 am

When Splash Damage first announced Brink, the veteran first-person shooter developer promised a game that would seamlessly blend the single-player, co-op, and multiplayer experiences. Little did we know that this meant “your garden variety multiplayer game, now with bot matches.”

Despite its claims to the contrary, Brink is not a proper single-player game. Don’t be fooled by the paper-thin plot that pits the powers-that-be against a rebellious gang on a near-future floating city – this “campaign” is comprised of multiplayer maps populated with brainless bots. These dolts often run around without purpose, wait to shoot back at oncoming enemies, neglect objectives, and fail to coordinate attacks.

Splash Damage makes it nearly impossible to leave the single-player behind when you jump online. You’re still inundated with the overly dramatic voiceovers and cutscenes during each match, and most of the versus modes mix bots with players. Only when you drill into the Freeplay match settings do you unearth the two poorly labeled game varieties that allow you to leave the bots behind (Old Skool and Competition, for those keeping score).

Once you ditch the AI and hop online with friends, Brink starts to feel like a proper multiplayer shooter. Like Battlefield, players choose from one of four classes at the beginning of each match – soldier, engineer, medic, and operative – each of which earns experience points for performing specialized actions in a way that naturally forces players to work together. As you rack up experience, you unlock new skins for your avatar and perk-like abilities.

Players can switch classes mid-match at a command post to reconfigure the tactics for the objective at hand. This comes in handy when you’re transitioning from an assault objective, where you may need several operatives to hack a safe quickly, to an escort mission, where a multitude of medics gives you the best chance of getting the VIP out alive without getting caught in a choke point.

Splash Damage is best known for its work on the Enemy Territory series, where the studio built maps that require players to think and act strategically to find success. This philosophy carries over into Brink; these aren’t wide-open Battlefield zones or cramped Call of Duty maps. Most of Brink’s environments mix linear corridors with arena zones where an objective is located and bullets are exchanged. Your objectives are standard fare – plant explosives, escort a VIP, hack doors, repair mission critical machinery, or defend an area. Secondary missions populate the maps as well; some grant team bonuses like supply and health boosts, while others allow you to create a shortcut to the main objective. As you gain familiarity with the maps, you begin to appreciate how many tactical approaches are available for completing your mission. Finding the best places to ambush your enemies with turrets, slow their progress with landmines, or flank the objective and then executing your plan is what this game is all about. This requires timing and coordination, so Brink is best played with a group of mic’d up friends.

The one element where Brink distinguishes itself from the multiplayer pack is the SMART movement, a contextual navigation button that lets you run and climb effortlessly through the environment. Characters move too slowly for my liking (even with the smaller body type that increases your parkour abilities), but I enjoyed the streamlined freedom of movement. It seems like a subtle change, but when I booted up another shooter I found myself wishing my soldier would automatically vault small obstacles as I held down the sprint button.

The gunplay isn’t as memorable. Brink features your standard arsenal of weapons, most of which are unlocked along with attachments by completing boring challenges in an otherwise forgettable separate game mode. Weapons within the same class don’t distinguish themselves in any meaningful way, and shooting them is hardly satisfying. Every gun suffers from an inordinate amount of recoil, headshots are not one-shot kills, and even grenades and mines don’t do mortal damage.

Most disappointing of all are the myriad rookie mistakes Splash Damage made in the front end. Brink lacks a pre-game party lobby where you can gather all your friends before looking for a match – a major faux pas on consoles these days. You also can’t equip new abilities you just unlocked between matches without dropping out to the main menu. Without dedicated servers, the in-game performance is dependent upon the host’s connection quality, and I frequently experienced an unplayable level of lag.

Brink is not a bad game. If Splash Damage can stabilize the performance and fix some glaring omissions (like a pre-game lobby) with a patch, I’d gladly spend more time with it. But with only eight multiplayer maps, 20 progression levels, no clan support, and average gunplay, it’s not a good value proposition. Especially considering many Xbox Live games offer a similar amount of content for a fraction of the price.
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leni
 
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Post » Thu Apr 14, 2011 3:16 pm

Guess that works..
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Jamie Lee
 
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Post » Thu Apr 14, 2011 9:21 am

"Weapons within the same class don’t distinguish themselves in any meaningful way, and shooting them is hardly satisfying. Every gun suffers from an inordinate amount of recoil, headshots are not one-shot kills, and even grenades and mines don’t do mortal damage."

yeahwellthatsjustlikeyouropinionman.jpg

I, for one, welcome a lot of the things they were negative about. I agree on a few things but otherwise meh
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Wayland Neace
 
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Post » Thu Apr 14, 2011 2:00 am

It seems like again they didnt know what to expect... sure brink has alot of problems but it did get gameplay and sound right imo.

also @ Rock salts quote: It makes me wonder do we really not except anything thats not the same as BF or cod or halo anymore? i mean really, lately every fps ive seen has only taken ideas or fundamentals from those 3 franchises and only makes little changes to them or combines them.
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Gracie Dugdale
 
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Post » Thu Apr 14, 2011 1:38 pm

6.75?! Yikes.
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Brooks Hardison
 
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Post » Thu Apr 14, 2011 6:15 am

WTF?!?!!?!? 6.75?! That was a rip-off
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Danii Brown
 
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Post » Thu Apr 14, 2011 4:47 pm

@ Rock salts quote: It makes me wonder do we really not except anything thats not the same as BF or cod or halo anymore? i mean really, lately every fps ive seen has only taken ideas or fundamentals from those 3 franchises and only makes little changes to them or combines them.

It's a little disheartening, honestly. I've never read Game Informer, I don't know what their articles are usually like, but it came off as one giant complaint for not being what we've seen a thousand times over. Yeah, the AI definitely needs some tuning and yeah, the lobby systems needs to be stream lined more. Sure, it would really help to be able to see what I've just unlocked before the next map without leaving the server. But at the same time a lot of what they were detailing was done for a reason and they've outlined them several times.
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Nicole Mark
 
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Post » Thu Apr 14, 2011 7:15 am

It's a little disheartening, honestly. I've never read Game Informer, I don't know what their articles are usually like, but it came off as one giant complaint for not being what we've seen a thousand times over. Yeah, the AI definitely needs some tuning and yeah, the lobby systems needs to be stream lined more. Sure, it would really help to be able to see what I've just unlocked before the next map without leaving the server. But at the same time a lot of what they were detailing was done for a reason and they've outlined them several times.

exactly like how we knew grenades wouldnt do alot of damage since SD repeated that alot.
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Katharine Newton
 
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Post » Thu Apr 14, 2011 2:35 pm

And head shots. They've said over and over about how there was no one hit kill. Their reasoning was that they wanted to breed a sense of intimacy between your allies and enemies and that it couldn't be done if there was some lone wolf chump sniping on top of a stack of crates. It was a very valid point they made and fallowed through on.

Not only that but the grenade launcher attachment? That's basically a death sentence even if it's not a one hit kill, it still does hefty damage and knocks your opponent down, making them easy enough to pick off.

It's almost like they didn't play it for more than an hour.
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Pat RiMsey
 
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Post » Thu Apr 14, 2011 12:49 am

6-7 is a "average and not for everyone" score, which describes Brink pretty much spot on. For perspective, I would only rate CoD Black Ops at maybe a 7.5 and I really enjoy that game(enough to go through 3 prestige levels). A ~7 is also what I would give games like TF2 and L4D.

Id rate Brink higher if it wasnt riddled with game breaking bugs and had at least SOME of the features Splash Damage "wants" to have in the game, like offline LAN or clan support or female characters, but the fact is its a good step down from a perfect game.

Despite all that its still great fun, and thats all that matters isnt it?
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c.o.s.m.o
 
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Post » Thu Apr 14, 2011 2:53 am

Seems fair if a little harsh. Waling on the weapons seemed more rooted on opinion than fact, though.
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Crystal Clarke
 
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Post » Thu Apr 14, 2011 4:08 pm

Its just an opinion. The games a hit or miss for most players. Guess it was a miss for him.
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Cayal
 
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Post » Thu Apr 14, 2011 10:52 am

Its just an opinion. The games a hit or miss for most players. Guess it was a miss for him.


Yup. This is a polarizing game. Not sure if it would be considered a "niche" game, per se, but it requires a certain type of player (one who is more into objective-based gameplay than
just killing things).

I think the G.I. review seems fair and makes sense. (Though I disagree with the non-lethal grenades and lack of one-hit kills. Did you NOT do your research, man?)

In a way, I feel this game is a bit of an experiment---like Mirror's Edge was. You either liked it or you didn't.

I am really loving it, but the AI bots are getting me annoyed and ruining some of that awesome fun gameplay.
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Erich Lendermon
 
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