» Sat May 21, 2011 11:40 am
My two cents:
Brink works. Not as completely as they said it would, and some aspects are frustrating to say the least, but the things that do work, work well and make for a varied and interesting game.
The smart system is game changing. Thats not just some hyperbole statement, it genuinely changes the way you view environments, spaces and encounters. Movement feels fluid, natural and easy. Wall hops with the lights take a little getting used to, but when you nail it it feels amazing. They've taken what could have been a difficult concept and made it second nature. Ive yet to encounter a single occasion where Ive got stuck on the scenery or met an obstacle I think I should be able to get over and not be able to. The beauty is they've really thought about map design as well and there's almost always another way around the objective. Exploring and finding a new pathway is a lot of fun in Brink. I cannot express how much fun moving around in Brink is. The shooting mechanics are solid, but its the simple mundane act of moving from A to B that is the most fun, when was the last time you could say that about a game? This really has set the bar for movement in a FPS game, once you've experienced it you'll struggle to go back to anything else.
The class system also works. Operatives are a little on the light side, their features don't match up to the other classes, they can't buff so have less use as a team class and don't work as well as you'd expect as lone wolf class. Although cortex bomb is a blast - literally. Aside from that each class has their own uses and part of the fun is experimenting with each one is great fun. there's a lot of lifespan in the game simply trying different classes with different abilities and you really can create a character that matches you're playing style.
Graphically its a really very pretty game, lots of colour, vibrancy and the sound compliments it really well. Some reviews slated Brink on it's sound, but I really can't see why, the sound quality and variety is top notch. Some of the environments are a little on the boring side, hanger 18 and reactor come to mind, but only because when you've experienced the likes of aquarium and container city going back to anything else feels a little dull.
My first issue with the game is around the weapons. Most are unlocked from the start and the rest unlocked by completing two star challenges which aren't that difficult and can be done pretty easily. I have no issues with everything being unlocked quickly, but with the weapons it really doesn't give you the desire to experiment that much. There's no "Hey I've just unlocked a new weapon, let's try it out". Instead you complete one of the challenges and you unlock 3 weapons at once, to add to the ones already unlocked. Personally I didnt feel much of a difference between the SMGs and the ARs either, each felt similar to the others in its class and I think they could have done more with the variety and feel of each weapon to make them more unique.
Secondly the story line. Coming up with a good, original concept these days is the hardest thing, but Brink does that. It creates a world you can believe in and a story concept that could make you really care. This makes it all the more shocking when you see just what they did with the story. It's poor. There's potential there to create something special, but the game doesn't give you any characters to care about (and aside from the leader of the resistance and the leader of the security, doesn't even give names) and tells a story that is disjointed and badly told. There are flashes of creativity here and there, the mission in container city for example, the security believe its a bio weapon they need to stop, the resistance are told its a vaccine for the sickness thats devastating the guests, both having a valid reason to fight, but since we never find out whether it was a vaccine or a bio weapon it become a mute point, quickly forgotten as we move onto the next set play. And thats all the story of Brink is, a series of set plays, a flimsy pretext for the objectives you need to carry out. When you're playing multiplayer, sliding into cover while firing away madly you wont care, but to take such an original concept and create such a poor story is nigh on unforgivable. The hard part was done, creating a world we could lose ourselves in, but for all the talk of whose side will you fight on, in the end you just don't care either way, and thats tragic.
However the biggest issue I have with the game is online and the AI in particular. There is no lobby system. What that means is you select a mission to play and choose to play it online then the game tries to match you up with other players and uses bots to fill in any gaps. The problem is it simply doesn't give you long enough to match up with other players before putting you in game and populating the open positions with bots. The highest number of humans Ive played with so far is 4 in total including myself, with two on each side. This would not be such a problem if the AI were any good but in a lot of cases they're simply not. Let me use an example...
I'm in a game on Aquarian playing as security. Our first objective is to destroy a door. It's a tight space and the fighting is fierce. We plant (we as in me and the other human on my team) and they defuse. We get down to a minute of time remaining, we're going to lose if we can't plant this bomb in the next 60 seconds, yet all I keep hearing from my AI squad mates is "I'm going for the health command post". Really? Right now? See human players can see the timer and know that what needs to be done is pile in there and overwhelm the room with bodies so someone can plant a charge and then defend it like crazy until it blows, but the AI is still trying to do secondary objectives at a time when it really doesn't help the team.
The next objective is escorting someone out of the aquarium. This generally goes well up until a particular walkway which is long and narrow and is overlooked by a machine gun nest. It is a proper bottleneck in every sense of the term. And invariably the hostage gets downed and stuck on the walkway pinned down by constant enemy fire. Now there are three approaches to the top of the walkway, there's up the walkway itself, the stairs underneath which lead up to the machine gun nest and there's stairs by an elevator that lead up to the top of the walkway from the side. Again, what most humans can see is that going straight up the walkway is pretty much suicide, so the best strategy is to send half the team up the stairs behind the MG nest and half up the stairs by the elevator, clear out the enemy and have one person go back to escort the hostage up the walkway. Humans can deduce this, the AI cannot and simply run headlong up the walkway, or once again all I keep hearing is "I'll defend the generator". The generator? How does that help us? If there was just some way to give them direction it would be so much better, but there isn't and the AI, on offence at least are useless.
Now if there was a proper lobby system, you could join a lobby, wait until it was populated with human players and then when everyones hit ready go into the game. With a full game of human players this really could be something brilliant. I've yet to experience a full game with human players and the less than competant AI means games sometimes end up in hugely frustrating matches.
There's a lot to read through there so kudos if you actually did read it all. In short the gameplay itself is fun and original, the framework and story are critical flaws in Brinks design. If you buy it, you'll have a blast, but I expect you'll be moving on to other things before the summer is out. Brink could have, should have been a game to change the face of FPS games. Instead its just a temporary, albeit extremely fun, distraction.