3 things about Brink that blew my mind
The buzz for Brink is going to explode – I can feel it. Bethesda’s been relatively quiet in pushing the new IP since they picked it up, unlike the other new FPS game Bulletstorm, which has been cocking its manly peacock feathers of testosterone. I was starting to wonder what happened with Brink. I finally got some hands-on time with the game, and was blown away by some of the innovations the developers have thought of. While the devs were rattling off new concepts left and right at a recent press event for the game, these particular three things really got my nipples to stand on end.
One of the first things I immediately fell in love with was parkour-style movement was integrated into the game. No longer are you stuck on one side of a barrier, and can’t jump over it. No longer do you have to glaze in contempt at a ledge that you swear you can climb on top of. While some recent FPS games now allow you to climb more freely, Brink takes it to a whole new level, and it feels smooth. Known as SMART (Smooth Movement Across Random Terrain), this tech allows both the news and the pros to maneuver around Brink’s maps and never get hung around corners, ledges, and other obstacles.
This also factors in with the second innovation which I wasn’t sure were going to work at 1st. Unlike most FPS games today, kills and deaths are not tracked. Instead, players receive experience points for actions that can affect the gameplay, whether buffing teammates or completing objectives. You can earn experience killing people, but the devs made sure that it was such a small amount that people would naturally gravitate towards actions that they think would enhance teamwork. By introducing distinct classes that you can switch to and from while playing a session, you are constantly deciding what roll you want to play in order to best help your team. I was pretty certain that I wanted to see a kill death ratio, a stat that I have pretty much come to expect in any multiplayer FPS game, but after several sessions, it simply didn’t bother me anymore.
The 3rd concept that threw me off was how Brink’s development team created levels that would be both used in singleplayer missions and multiplayer fragfest. Again, my concerns about this approach were due to my past experiences. If you took a singleplayer map, which tends to be linear in design, and tried to let people play multiplayer on it, the experience would appear to be compromised on some level. Or vice versa.
So how did Splash Damage address this potential issue? Multiplayer missions are multilayered. You don’t have simply run and gun deathmatches, but rather have objectives you have to fulfill. Whether escorting a player to a certain location, or taking over a hub, there are several objectives in any given map, and this complexity allowed the devs to create mission maps that are intricate, detailed, and a lot of fun to explore. This actually worked out quite well for both single player and multiplayer experiences.
So is it all headshots and teabagging love so far for me? Well, I do wonder just how much single player content is worth playing through. The maps we played lasted about 10-20 minutes, and while you can play through the story using different characters, ultimately it doesn’t seem like the story introduced may be interesting enough. Also, while you can level up and unlock new features, most of these seem to be of the “new clothes†variety. While this may curtail how high level characters could completely dominate a noob, I still miss the feeling of being powerful if I was a high level character. One other thing I noticed: The weapons I saw so far just weren’t as creative as I was hoping for, as they are mostly of the “guns with bullets†variety.
While there are a few outstanding questions I have, I have to admit, I’m ready to plunk down some cash to buy this game. The game feels tight, and clearly has some great replayability with multiplayer. You can tell this game was designed by a group that has many years of experience designing FPS games. Brink takes the FPS formula that we are all familiar with, and adds in layers of innovations that just feel like a natural next step in FPS design.
Additional contributors: John Master Lee and KC
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Could you say it’s a mix of the parkour of Mirror’s Edge with FPS elements? Or is it something totally different?
I’ve actually never played Mirror’s Edge but from what I’ve heard, it’s very similar to it. Movement is real smooth. You never feel like you’re ever stuck in one place.
I’m a coward in FPS games so this helps me run away quicker.
Can’t thank you enough for this great preview, I’ve been glancing for a while now, but haven’t had anyone I know I can trust write anything intelligible. Now I just have to see if I can manage to pick afford it.
I’m really looking forward to the game(but anyone playing attention to recent articles should already know that). I just hope it gets marketed well(in general Bethesda has a good track record) and that it has a successful release.
Bethesda seems like it knows what it’s doing, so I might check this out sometime after release.
unlocks arent only clothing related. you can also unlock special abillites, players sizes and weapon mods. like silencer, foregrips, scopes, magazine size.
Mirror’s Edge is the first comparison everyone picks up on because it’s also first-person…and that’s not wrong. However, the comparison the devs themselves have drawn from the start is Assassin’s Creed’s fancy movement button: “I want to be there, get me there like a body would.” You can do some of Mirror’s Edge’s wall-kicks and jumps, but it’s not the focus of the experience. The idea is that they should be able to put a lane divider or a wall or a chair in the level without having the usual FPS Refrigerator Man get hung up on it all the time.
brink looks like a solid game. it seems like crysis 2, and mirror’s edge combined. not so sure if im going to like the idea of teamwork over kills considering its an FPS…perhaps im far too used to the basic FPS mentality of shoot anything that moves. but to be honest getting more points/ experience for doing tasks that help the team than killing can be interesting.
I’ve played Mirror’s Edge (got it from Kartel actually
) and loved the parkour. And knowing bethesda, this will most likely be awesome. I look forward to it
@iceman
When I played Brink, it never reminded me of Crysis 2. Crysis 2 is more like COD to me. Being stealth, tactical, and smart.
Brink is more like Team Fortress 2 in the sense that it’s so team-driven, rush in guns blazing, and more silly than tactical. That’s just me though.
Looks like a sweet game. Being a objective based game is nice, but not when most of the team is goofing off.
I do a agree with you OhDavey on Crysis 2. It did feel a bit much like COD games.
Bethesda has created some truly magnificent games in their time. Given their track record, I had already felt that Brink was going to be an excellent game. I’m already sold on buying it, now the only thing left to determine is at what price point will I bite at.
Wow.. Just saw this now. OFFICIALLY looking forward to this. I read there is going to be another delay, so that could only mean it could be the FPS of the year! Make it great Bethesda!