Heres what Techland had to say with there recent hands on with the game.
By http://techland.time.com/author/evnarc/ - Evan Narcisse on December 10, 2010 While other first-person shooters will be vying for gamers' thumbs in 2011, no game next year will look like Brink.
The characters look lived in, with pockmarks, scars and receding
hairlines all among the options for customization. And that
customization's amongst the best I've ever seen in any game in recent
memory. Sections of the gameworld–a giant ship called the Ark–harbors
layers of corroding metal laid over each other in patchwork fashion.
Several weeks ago, I spent the better part of a day playing Brink with
the folks at Splash Damage in their studio outside of London. I came
away very impressed with what's going into the title. It's the anti-Halo: scuffed-up, grimy and funky.
Brink's got more than just a unique art style to recommend
it, though. The game asks what happens when society breaks down and
everything's on the brink of collapse. The Ark begins in the Pacific as
an experiment in sustainable community building in 2012 and then, when
the sea levels start rising thirteen years later, an influx of refugees
from mainlands and island atolls stream in. Players pick up the action
in 2045, when the once-glorious Ark's lost contact with the outside
world, becoming overpopulated withthe ugly divide between haves and
have-not threatens to explode chaos. On one side is the Resistance,
dissidents who distrust the elites secreted away in the spires of the
arc. Their goal is to escape the Ark. Their opposition is the Security,
who are trying to quell the rebellion sparked by the Resistance.
Because the environments are all so ramshackle in Brink, Splash
Damage's developed an all-new movement system called S.M.A.R.T. It
stands for Smooth Movement Across Random Terrain and is basically a
single-button parkour modifier that lets you easily scale heights or
slide into tight spots. Each faction's story will overlap with the
opposition so you'll need to play both Resistance and Security to get
the whole picture. Even then, a high level of moral ambiguity pervades
the narrative. During the "Dirty Bomb" mission that I played, some
Security team members balked at busting down doors in the slums, while
the Resistance expressed doubts about the biological attack they were
going to launch. There's no clear stance on who's right and wrong, which
is a refreshing change from games that feed you morality along with
objectives.
In the middle of all this, developers Splash Damage want to do
nothing less than socially engineer a different kind of first-person
shooter experience. The game design tries to incentivize good behavior
in an environment where teammates kill each other for loot, focus more
on their own stats or hurl slurs at each other. In Brink,
you'll still level up for killing the enemy but you'll do it faster for
building a stairway to the battlefield or for dealing an ally. Rewards
for altruism are baked into the mechanics. Moreover, you won't have to
hear anybody yelling in your ear while you play. The default setting for
voice chat is off; instead, you'll get an automated voice telling you
what you should be doing. If you play as a medic, then that voice tells
you to go heal a downed teammate. Soldiers can use their unlimited ammo
to replenish their teammates' stock.
It's a frantic constantly changing experience, especially when you're
playing against other humans. Because each combat role has
context-specific objectives and you can change your combat role at any
time, the game also makes you feel you're building situational
awareness. You'll need to do more than just be good at shooting to win
matches in Brink; successful teams will be made up people
attuned to the shifting scenarios. It might be a weird thing to say
about a video game but a kind of holistic intuition dawned on me while
playing. I felt like I could sense the whole level and what was
happening with my teammates and when I focused on that, not only did we
fight better, I also leveled up faster. It's more than just high-minded
philosophy informing the game design. Brink's objectives get sliced up
into dynamic bite-sized portions, built not just to be replayed but also
to be revisited in different combat roles. The replay experience is
bolstered by dynamic difficulty that actually enables the AI enemies
with better decision-making.
Exaggerated avatar design. Mechanics designed to reward the better
part of human nature Quiet time for voice-chat loudmouths. Hot-swappable
character classes. Despite the risks of folding in so much difference
into their game, it feels like Splash Damage is building a winner with Brink. An FPS that wants to make you act better and feel better… imagine that.
Brink hits PC, PS3 and Xbox 360 next spring.
-------------
|