In this blog I will be critiquing the game Brink. I will
state that I played brink for the PC and will be critiquing it from this
perspective.
Brink is a first person shooter developed by Splash Damage
limited for the Xbox 360, PlayStation 3 and PC. Brink is a first person shooter
where the Security and the Resistance fight for control of a floating island
called The Ark. The Ark is a floating city drifting above a flooded earth.
Brink’s main selling feature is its Smooth Motion Across Random Terrain (SMART)
system which enables a player to navigate rough terrain that would not be able
to reach in other games. The system makes players move with a parkour style to
them. When this game was first announced I was instantly hooked to the game concept,
but when it came time to release I was disappointed to say the least. What made
Brink a letdown?
Players:
Brink has a confusing player interaction and is better
understood if you understand how gameplay is based. Brink is a game based on
the story of the ark. When you are playing Brink in game you are playing one of
the missions from the story. Each mission has two sides: The Resistance and
Security. You can play as either side in a mission making the levels more
interesting at times. As Brink is focused on story you could think of it as a single
player game. You can play Brink as a single player game with no multiplayer
interaction at all. This player interaction type would fall under player VS
game system. If you want to play with your friends then you can play Brink
multiplayer too. This is where Brink tries to do something different from other
games and blur the line between single and multiplayer. Friends can join your
current session and play with you in your mission. This is a private session
where only people you know can play. This player interaction pattern would be
classified under Cooperative play. If you wanted to play with others online you
can join a public mission where other players are on both sides of the mission.
This is where players fight against each other to complete their team’s objectives.
This is called team completion as players are on two opposing teams as they
fight to beat the other team.
When information about the game was being released, I was
excited for the unique movement system that was demonstrated. At this time I skeptical
about their planes for multiplayer and decided to sit on the idea for a while
before I thought anything. When the game came out I was right with my initial thoughts
as the multiplayer implementation did not feel right and was not inviting. I
had difficulties playing with friends and found the system not intuitive and inefficient.
I learned that single player and coop modes should not mix with public multiplayer.
Overall did not enjoy multiplayer experience at all.
Objectives:
Brink’s objectives were not unexpected to say the least. There
are two factions the Resistance that wants to leave the island and the Security
that wants order. These are the overall objectives in the game but when I was
playing the game I was not thinking about them at all. Instead I was thinking
about the level objectives that ranged anywhere from defend a point to kill a
VIP. This game has the standard shooter mission objectives but did not do
anything that made them standout other shooters. As for personal player
objectives Brink has a great unlock and customize system, but I could never get
into it because I would have to play the game to level up my character. The Gun
customization impressed me as I found it interesting how it was displayed.
Procedures:
Brink has a good set of tutorials labeled “Dossier” in the
menu section with a series of videos to explain how the game works. They have
good videos on all aspects of the game. If you are new to this game watching
these are a must as it will explain all of the complex missions and what classes
can accomplish them.
As for missions themselves, I found myself wondering around
the map, as I was not sure what the best thing for me to do was. As there were so
many options for me to choose I found myself overwhelmed at times. I got the
hang of the missions over time, but this is not something that you should learn
overtime rather understand from the start.
As for the combat system I don’t have a lot of good things
to say. At first when I started to play the game, the first thing that got to
me was when I killed someone it would knock them to a down state. When I paint
an enemy’s face with bullets he should die, but no he is just downed and a medic
has already revived him ( =/ ). I understand that you want the medic class to
be able to pick up allies, but the time an enemy is downed is too long and I find
that he just got back up. This makes the penalty of death worthless as long as
you have a medic in the back. I quickly learned that medic is the best and most
useful class by far. It is clear that there was not a lot of play testing, as
this problem would have occurred eventually.
Rules:
There are many rules in Brink that make help make it function
as a game (or try to). An overall rule is that all players have health. When a
player health becomes zero he dies… I mean get downed and has to wait for the
next spawning wave, or a medic to revive them. Once one of the two situations
is met then the player can be revived into the game. These rules make the
foundation of the game, and create the cycle of life and death (and respawn). The
player characters must abide by the game’s physics (no fall damage) and must
stay within the bounds of the level. The player must pick a class and body type
before they can start playing. There are many other rules but these are the core
rules of the game.
Resources:
Brink has the standard resources that you would find in any
current shooter. There is player heath,
weapons, ammo and grenades. Players must make sure that they have enough of these
resources to complete the level and engage in combat. You also have a class
skill that is determined by the type of class you are. Once the skill is used
it will recharge over time. As for out of mission resources brink has the
standard experience and levels that you come to expect in a current shooter, as
well as unlocks and upgrades. Most of this is the current shooter’s standard
formula and I have to say that this is not a bad thing. Players want to be
rewarded for playing the game and unlocks and upgrades are a good way to do
this.
Conflict:
Brink has predictable conflicts within it. Two sides don’t like
the other and they think that they are right. The conflict is not the selling
point of the game as it is nothing special. As a current first person shooter,
the types of conflicts do not change. When you play the game you are playing a
mission that has an overall objective.
Final Thoughts:
When the first concept for brink was announced I was excited
to play the game, and as more information came out about its SMART movement
system I was sold on the idea. When the game was released I was sorely disappointed
in Brinks performance and did not live up to my expectations. As I was looking
online for a review that would portray my final thought, I found Zero Punctuation’s
review. This is a good summery and review of Brink and I leave you with it.
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