A man-made floating city called the Ark, made up of hundreds of separate floating islands, is on the brink of all-out civil war. Brink is an immersive shooter that blends single-player, co-op, and multiplayer gameplay into one seamless experience, allowing you to develop your character across all modes of play. Blurring the Lines Between Offline and Online -- Advance your character's development across every gameplay mode: single player, co-op, and multiplayer. Context-Sensitive Goals and Rewards -- Objectives, communications, mission generation, and inventory selection are all dynamically generated based on your role, your status, your location, your squad-mates, and the status of the battle in all gameplay modes. Virtual Texturing -- BRINK's proprietary technology, Virtual Texturing, breaks new ground on current-gen consoles and PCs with an even greater focus on highly detailed characters, realistic environments, lighting, effects, and atmospherics. Dust 514 is a free-to-play first-person shooter that's being incorporated into the EVE universe, acting essentially an action MMO for consoles.
Borderlands 2 is the epic sequel to the ultimate four-player role-playing shooter loot fest. Trouble taps on your window again with this next chapter in the Grand Theft Auto universe, set in the city of Los Santos. Then there's the fact that what we're looking at is an 8 vs 8, class-based conflict with staggered objectives through interesting and fascinating environments built with idTech.
Living in the UK one of the things we have to deal with is our media release dates are often somewhat behind our transatlantic cousins.
The reason I decided to brave it anyway was that the vast majority of complaints I saw were, by and large, from people criticising the single player experience, specifically for the AI of the bots (AI opponents provided in lieu of human competitors). Splash Damage are a British developer who got their start developing multiplayer mods for id games.
Unlike some class-based games, Brink lets you change your class on the fly at command posts. An interesting quality of Brink is that it is simultaneously difficult to navigate the environments and easy.
It's a highly enjoyable multiplayer experience provided you're the sort of person who can suffer through the frustration of trying to break a secure choke-point and watching your team get cut down repeatedly because you know that your turn is coming to do the same to them. The kind of customisation that makes you feel your character is yours, not just an off the peg choice.
Almost a waste of its' backstory and setting, the levels don't make the most of the potential. Originally built as an experimental self-sufficient and 100% "green" habitat, the reported rapid rise of the Earth's oceans has forced the Ark to become a refuge for humanity. You decide the role you want to assume in the world of BRINK as you fight to save yourself and mankind's last refuge for humanity.
Gain experience points that you can spend on customizing and upgrading your skills and abilities, designing an entirely unique look and feel for your character.
When you press the SMART button, the game dynamically evaluates where you're trying to get to, and makes it happen.
You'll always know exactly where to go, what to do when you get there, and what your reward will be for success. This competitive lead on the squad-combat genre helps thrust players into the gritty reality of the Ark's epic secluded arcology. The grist of the game is the conflict between The Arc's 'Security' and 'Resistance', the rag tag group who are forced to live in the shipping container and rusting-hull shanty towns that surround the city proper.


It's not as special as the hype from Splash Damage and Bethesda may have had you believe, but it's good solid gameplay of a kind I enjoy.
Indeed, they got hold of Brink several days earlier than I could have and just as I was about to pre-order the game I started to hear a host of bad reviews and negative comments.
They ended up forming a relationship with id so close-knit that they developed multiplayer content for Return to Wolfenstein and Doom 3. My ISP had an episode whilst I was playing this game for review and I was forced to fall back on the single player experience and witnessed the bots' antics first hand.
Well, to be fair, you could familiarise yourself with the levels by enduring the single player campaign.
These are control points that the teams can capture during the flow of a mission that provide you with places to heal up, resupply and change to a more useful class. Turning the wrong corridor will bring you face to face with the enemy team's spawn area and see you cut down in a hail of turret fire. With 25 years of social unrest, the inhabitants of the Ark have reached their breaking point.
Brink offers a compelling mix of dynamic battlefields, extensive customization options, and an innovative control system.
Set in a dystopic future where a utopian floating city called The Arc has collapsed under the burden of the needy and desperate into out-and-out civil war. A button that when held down not only makes you character sprint but also enables them to freely traverse the environment, free-running style. Not only is the issue one that Splash Damage can and have said they will address in a patch but it's also irrelevant. Team mates running past objectives whilst enemy characters stood and stared at me, even as I shot them to ribbons, trying to work out what I was. This works as advertised and you and your team will be flinging themselves over fences, scrambling up cargo containers and generally running about like loons which looks and feels incredible.
You can easily wander away from the fight and find yourself coming in from a flank that affords the enemy an excellent chance to cut you off from support. It is a very narrowly focussed competitive game that is deeply unforgiving in many of its' design choices. I was a huge Mirror's Edge booster and I'm a fan of the environment navigation in Assassin's Creed. In multiplayer a round consists of each team taking the roll of first one then the other faction, so you'll be playing both pretty regularly.
For too long I've felt like my multiplayer video game characters have been somewhat Dalek like in their movement. When you are knocked down and incapacitated, waiting for a medic to come and heal you, the ambient music reminds me strongly of Left 4 Dead. This works, in the most part, but if I had one true complaint, one observation of a design decision that was flat out wrong rather than falling short of its' aim it would be this; the players are hard to tell apart.
So, with an exclusively multiplayer release history and with Brink announced as an 8 vs 8 class-based objective scoring gameā€¦ who expected it to have a single player mode? Perhaps I was interrupting deep and complex existential crises about the nature of existence and whether their code and purpose should define their actions. Not only does it sharpen skills needed to succeed but it will provide you with some much needed starting XP and some genuinely useful weapon upgrades.


As hectic and natural as the surrounds might be, limited to flat movement over carefully prepared terrain, incapable of vaulting even ankle-high walls. Brink seems to harken back to the days of pure competitive multiplayer where knowing the environment was key.
Equally, the difference between playing on a server with random people from the internet or playing in a coordinated team of friends with microphones is just as great in both games. Before you jump in you should spend some time customising your character and familiarising yourself with the available weaponry.
Coupled with the objective wheel, which allows you to choose an objective to highlight on your display, this makes getting around easy. The more little tricks, short cuts and vantage points you knew, the greater your chance of out smarting your enemy. The heavy emphasis on customisation means there is no uniformity between the teams and the slight hint of colour isn't sufficient to determine friend from foe. Customisation is another aspect of Brink that Splash Damage has vaunted as a selling point and it's admittedly impressive. That said, I've never felt (as I've seen some complain) that I was forced into playing any particular class against my will. In one mission I was able to completely outflank the enemy's bottle-neck and emerge safely behind their lines and reach our objective unhindered simply because the other team didn't guard the little side corridor I had discovered in an earlier game. If the players' names above their heads were simply colour coded or if enemies were more clearly visually highlighted, the game would be immensely improved.
Perhaps not as impressive as the soon-to-return APB: Reloaded's character customisation but leaps and bounds beyond the hat-based differentiation of characters in Team Fortress 2 or the limited number of models in Brink's ancestors such as Quake 3.
A well-balanced team will have operatives and engineers aplenty to fulfil their objectives and as a medic I serve the team best by keeping those players on their feet rather than trying to ham-fistedly play the same class as them to reach their objective. Not only can you highlight mission objectives, such as crane controls your team needs to seize control of but you can also highlight class objectives.
Even on easy the few times they decided I was an enemy and needed to be dealt with, there was no hiding place. Unfortunately, for whatever reason (and Splash Damage employees have posited several) the vast and multitudinous options for making your character different from everyone else's simply don't include your gender. Of course, the fact that medics (who actually want to heal other players) are always welcome on a server might have given me a biased impression of this particular issue. Engineers will find doors they can cut through to provide the team a route to flank the enemy. Medics can receive automatic indications of where the nearest fallen friends are to revive.
Whilst this is unfair, the unfairness is reversed immediately when the teams 'change end at half time' and swap round.
Voice actors and character customisation options span a pretty broad range of human beings.




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