There are three core parts of Brink, each of which add or
detract from the game to create the final experience. Those would be
customization, parkour, and objective oriented gameplay.
Weapon attachments - the hats of Brink. |
The customization aspect was supposed to be one of Brink's
major selling points, and it is seen in two different ways. The first has to do
with weapons, which you can alter with different scopes, various magazines,
etc. While at first glance it appears that there are essentially millions of
combinations betweens all the weapons and then the attachments and their
respective level of bonuses/penalties, in reality there's not much there. For
example, I prefer SMGs for their generally larger clips and high rate of fire,
trade offs for the lower damage compared to some of the big boys. Yet despite
there being seven different SMGs in game, and 8 different stats they could differ
across (i.e. accuracy, rate of fire, clip size), they are nearly all the same.
Furthermore, once you select a weapon, in the case of SMGs, you can only change
four aspects of it - muzzle flare/silencer, scope, magazine, and bayonet/foregrip/speed
sling. Most of the changes on the front of the gun, or the scope, are really
just cosmetic, and so even though there are multiple red dot scopes, they are
not functionally different from one another, though equipping one versus
leaving the slot empty does change your weapon's stats. Honestly, the call of
duty games have a greater degree of weapon customization.
The other thing you can customize is your character, and
much more than just visually. You see, there are four classes in Brink - Soldier,
Engineer, Medic, and Operative (think assassin/rogue). Additionally, there are
three body types, which change things like what weapons you can wield, how fast
you are, and so forth. Now what is really cool is that you can combine the two
any way you like, meaning you could have a medic with the large body type, who
is thus, while slow, able to wield things like the chain gun or machine gun.
Furthermore, you can customize each class, in that as you level up, you can
choose which abilities you want to unlock, buffs to increase the power of, etc.
The result is that not all characters are equal, so just because you know the
other team has a medic, doesn't mean you can write him off as easy pickings,
which adds some variety to the game.
At least the levels are pretty...well, at least the ones that don't take place in a dump. |
Like the customization portion of the game, the parkour is a
mixed bag. While it's great being able to constantly climb up things, slide
under openings or out of an enemy's line of fire, I've never seen this used for
much more than seeing if there is someone down a corridor, where someone just
slides past the bottom of the doorway, presenting as little a target as
possible. All those places to climb, and cool paths to get behind someone,
while there, aren't always obvious, so people either don't notice them, or just
follow the main path. There is a whole psychology to map design, and if you've
ever spent time working on one (I did some TF2 stuff for a while), or just
listening to feedback, it's surprising how basic human instincts, things like
follow the path of least resistance or turn right when faced with a choice, are
so prominent in gaming. That being said, it's a nice feature, but not used.
Brink, at it's heart, is all about objective oriented
gameplay. This isn't just a free-for-all frag fest. If you want to win, you need
to, essentially, capture the flag, escort the VIP, or get that control point.
There are plenty of other games that do this, TF2 being an extremely popular
example (and a game I've already mentioned once, so it's on my mind). However,
what Brink does is combine multiple objectives into a single overarching
mission. Maybe, for round 1, you need to spend time attacking a pillar that
needs to be blown up, courtesy of the soldier's explosive charge. Succeed in
that, and the next round you'll be escorting a VIP. Then the final round could
be attacking a control point by hacking it, or trying to capture some
information that VIP gave you access to by returning it to the level's exit.
The mix of objectives both keeps things refreshing, and keeps you on your toes,
since you can't get into that mode of just spending thirty minutes guarding the
flag.
A great function, now if people would just use it. |
There are other aspects to Brink as well, such as side
objectives that can help your time/hinder the enemy, the rock-paper-scissors
aspect of the game where one class plant's an explosive charge, but another
disarms it, and then a third comes in and hacks the panel you just gained
access to, a nifty UI that lets you determine which objective you want to
assist in, and highlights things accordingly, or just a different way of doing
things like grenades or passing out weapon's upgrade kits/med kits/ammo to
friends (they all consume supplies, and regenerate over time rather than having
a fix ammo). Just like everything else, some are hits, and the others are
misses.
Now onto the part about how I haven't played this game since
I bought it. You see, Brink has been a free weekend item at least twice on
Steam, where I downloaded it the first time, and then played it all weekend the
second, about 11 hours worth. Did both the single player campaign, which, as I
said earlier, just take's the game's 10 or so maps and tries to make up a
story, and played online multiplayer. Overall, nothing about the game really
stood out as a positive experience, though it isn't something that I felt I was
worse for having playing. Rather, the whole thing was just kind of
"meh." I actually debated with myself for a while if I even wanted to
buy this game, especially since I felt I was already done with it, even at
$6.25, and the fact that I was really hesitant to do so, and now, somewhat
regret doing it, probably says more about the game than anything else.
Like with zombies, a double tap to the head is recommend, especially when medics can revive themselves. |
If you really want to give the game a try, I wouldn't spend
more that $5 on it, and skip all the extras, because Fallout and Doom themed
items aren't worth it. I would say the game is one of those ideas that had a
lot of potential, but failed in the execution, due to the disappointment
surrounding some of those core concepts, or just the fact that people don't
think to look up and jump on ledges to access secret paths. At best the game
breaks even, not making you feel excited for playing it, but also not leaving
you wondering if gouging your eyes out with a rusty spoon would be a better use
of your time, like some other games out there door. Probably just best to pass
all together - 5 out of 10.
So, the final breakdown:
Score: 5/10
Suggested Price: $5, if you want to really play it
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