I have played 15 hours and like the game and enjoy it
Each map is a series of 2-5 objectives, each objective is different eg hack the safe then take the briefcase from the safe and run it across the map
objective play is the core and for me it adds excitement and focus
the maps always have at least two routes to the objective, maybe 3 or 4, so its not a compulsory choke point spam fest. There are always flanking options.
the SP & COOP & MP all blur together which I like
the medic revive system is fantastic and the best I have ever seen
the weapon sounds are good
visually it has a real style
your character's look & weapon customisation is great, I have never been into that before but in this game its fantastic
the leveling up is pretty fast roughly 1 level per hr and 20 levels max
the constant buffs you give team mates and they give you creates a teamy atmosphere. For example you only have 3 or so clips that lasts 1 min, so you need the assault ammo buff at regular intervals. This mutual buffing also encourages the team to stick together
as does focusing on objectives create a teamy atmosphere and in brink theres nothing to do but focus on the objective
server browser works fine
i find the AI to be good, some odd behaviour but it is AI, overall I think AI is good
I like it that games are always going and full, yes the numbers are made up to 16 with bots, but to me thats fine because the AI is ok and it means full servers and action all the way. If a person joins a bot disappears or if a person leaves then a bot reappears. This means theres a casual drop in drop out feel to the game.
the challenges are good fun either solo or coop and get the best unlocks through them too
I like it that there are choices on line with standard and advanced browser searches being with players of similar rank to yourself, this helps me have a good game, especially when drinking
the SMART freerunning, mirrors edge into FPS, actually works really well and supports every other aspect of the game, it blends in and fits. This is truly creative and splash are the first devs to come out with it. I think this will become mandatory in future games, just like destructible environments will become mandatory eventually
Summary
This is a teamwork game because of the constant mutual buffing and the focus on the objective and multiple routes to the objective. However the disappointment is no working voip because I think this could be a talking teamwork game, but it isnt and I am not holding my breath to wait for voip to be fixed. For me the best way to enjoy this game is to crack open a few beers,turn on some music loud and jump on any server and go
EDIT
there is talk about the game bombing and server numbers being low, evidence being
1. server browser only having a few pages of busy servers (however apparently the browser filters out lots of full servers)
2. gametracker search results clicky this suggests hundreds of players rather than thousands
Last edited by Exploding_Silver; 05-24-2011 at 07:49 AM.
I think the game is dead in the water at this point for a number of reasons, but the all basically come back that the game released to early. From what I've read the xbox version had severe frame rate issues for alot of users. The playstation version was unfortunately released during the psn downtime. The pc version had a number of problems, horrible voip, ATI card issues, weird server browser, also sound issues on a few maps. Brink is not a veteran title ala cod,bf2, moh ect, people wont wait for issues to be fixed for Brink like they would a veteran title, they just move on. I think the game also suffers from the fact that it differs so much from the more mainstream shooters. Reading some of the reviews alot of the complaints were related to the fact that the game was so team focused (you can't lone wolf), the art style is different, and the game just handles differently from something like cod. While these may be minor issues for us here at TG, the game is dead for the masses, hurting our ability to bring new members into TG and keeping the title alive here. It also hurts the developer as the game either won't be profitable or profitable enough to keep continued support for the game.
You can't have any sacred cows if you want to make a really great game. Unless you're making a game about killing sacred cows. That's okay. Matt Higby
Bethesda Softworks is and will continue to be my favorite game company ever, but they need to quit with the multiplayer games and stick to where they really shine, that being open-ended single player RPG's.
I think the game is dead in the water at this point for a number of reasons, but the all basically come back that the game released to early. From what I've read the xbox version had severe frame rate issues for alot of users. The playstation version was unfortunately released during the psn downtime. The pc version had a number of problems, horrible voip, ATI card issues, weird server browser, also sound issues on a few maps. Brink is not a veteran title ala cod,bf2, moh ect, people wont wait for issues to be fixed for Brink like they would a veteran title, they just move on. I think the game also suffers from the fact that it differs so much from the more mainstream shooters. Reading some of the reviews alot of the complaints were related to the fact that the game was so team focused (you can't lone wolf), the art style is different, and the game just handles differently from something like cod. While these may be minor issues for us here at TG, the game is dead for the masses, hurting our ability to bring new members into TG and keeping the title alive here. It also hurts the developer as the game either won't be profitable or profitable enough to keep continued support for the game.
I agree with this evaluation of the launch
PC = no sound on 2 maps, no voip, weapons balance problems, 50% players cant play because of ATI driver problems
XBox = lag and thats where they sold 60% of the games
PS3 = middle of the Mp outage
Reviews scores = poor metacritic gives it 70% which means mediocre
This game is over before it started
Shame because it is at its core a really good team based game
I still hope they will fix voip and it takes of with talking teamwork for the playing population there is, but this is based a lot more in wishful thinking than fact
It has the potential to be a good game, but it needed a lot work to get there. The maps are by far the key problem. Things that, in my opinion, would improve the game tremendously:
Voip on by default, but still PTT
Make health buffs scale as a percentage, rather than a flat value. That a fully buffed light has almost identical health to a fully buffed medium or heavy really makes the light the toughest bodytype to kill by far.
complete weapon overhaul. There are maybe two SMGs worth using and the heavy weapons to not pack a sufficient punch to make up for the massive hitbox difference. ARs aren't bad, each is unique with some pros and cons.
Combat intuition needs to be overhauled. Completely. A sound and visual cue when any enemy is looking at you? It completely ruins disguises and makes the Operative worthless. If everyone on your team has it, CommHacks actually make things harder for your team, not easier. My favorite would be to give the Operative the ability to buff the team with only the sound component of the perk and scrap it from the general list. Something else can be added to replace if necessary.
New maps altogether. They don't offer anywhere near enough routes or reasons to fight over places that aren't the objective. The light body type doesn't get enough play with the SMART system, because at most it provides a single extra route that everyone just watches anyway. Maps need more verticality, more bypasses around chokes for various bodytypes (and ideally requiring all bodytypes to do their roles, like heavies pushing through the choke while lights hit the defenders from unexpected angles).
Maps favor holing up around the objective rather than defending other places. There should be far more secondary objectives that progressively make it harder for the defenders if they are taken by the offense, a la TF2's Steel. Capping the last point on Steel is almost impossible if you haven't taken any other points, but once you get all of them, the defense has serious problems holding off a push. There are a few maps that open up a few sideroutes, but they don't do that much.
give the ability to change body types in a match. It is immensely frustrating gambling that everyone will have a mix of bodies when you load up a random server. If I spawn on a team with all lights, I'd really like to be able to switch to something that isn't a crackmonkey with a bullethose. We can change classes for just that reason, extend that to body types.
A full minute of hacking and 10 seconds to remove it seems unfair. I've only seen hack objectives passed when one team is absolutely rolling over the other. At the moment, an adrenalined engineer can remove almost all progress from a hack objective while under fire and there is absolutely nothing the attackers can do. My fix would be to have both teams able to hack the box at identical rates and remove engineers' ability to defuse the hackbox. That is, if the attackers Ops get the hack to 50% in 30 seconds, the defenders could hack it back to 0 in 30 seconds. Both teams could hack it simultaneously.
The game is good, the maps aren't (which is a shame, they look gorgeous). Get TF2's mapping team and the game would be a solidly good. Rebalance some weapons and change a few things, and the game would be great. [*]
It is not often that I encounter across myself when researching a topic. I found the following in a recent article on the uses of ethnography in virtual environments:
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