I have been waiting, holding my breath in anticipation of Brink for as long as I can remember. Once upon a time, I jested at the idea of mixing Battlefield with Mirror's Edge. I thought 'Well, that will never happen, nobody could possibly ever make that game.' Then came Brink, a class-based, first person shooter that boasted an interesting creative direction, a fairly intriguing universe and, above all, parkour. I was sold. The trailers revealed a game that looked like a polished, first person shooter that was able to seamlessly blend a single player experience with a multiplayer, a tight and polished game that was the summation of my wild imaginings. In reality, Brink is a not-so-hastily but still incredibly sloppy game that lacks content, staying power, or anything of merit to make it even a decent game.
Brink's strongest points are it's character creation process and how it manages to make a class-based system really work on a console. Though there are no sorts of sliders for you to create your character, there still feels like there's a fairly diverse level of skins, models and faces to choose from, with Splash Damage even offering up your choice of voice actors from a salty Jamaican to a nasally WASP. The biggest flaws in the system lie in your inability to use your own color schemes for your character and the permanent choices the game allows you to make far too early on about your appearance while you're still stumbling through the countless menus that make up Brink.
I had very high hopes for this game. I heard podcasters talking about it prior to release and the whole concept of a Team based Objective oriented FPS with parkour elements had my mind churning about a mashup for Mirrors Edge and Battlefield. I joined gamefly so I could get this game on release dayand play with the others out there. Art Style - I don't know how best to explain it but the at style of this game is stunning. I love the style and look of the players and environments. Definitel...
PewPewPew!Are you ready for the mediocre?So, the gang behind Enemy Territory: Quake Wars, and some of the best current gen first person developers, came together with one goal in mind: make a console based cooperative multiplayer game in vain of the greats like Team Fortress II, but be nothing but a ‘killer app.’ So much so that creative director at Splash Damage, Richard Ham, has gone to Moleyneux-esque lengths to make sure to have a buzz about his baby, S.M.A.R.T. S.M.A.R.T. is Smooth Movemen...
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