Brink

Brink is barreling into a frighteningly competitive field of first-person shooters: it’ll have to duke it out with heavyweight franchises like Call of Duty and Battlefield, plus the new Medal of Honor; and don’t think that Halo: Reach won’t still be going strong in 2011. To earn the title of “Next Big Thing” this stylish shooter needs to do everything right: upgrades, movement, drop-in/drop-out co-op and multiplayer, modes, customization, action, death-dealing, and even fun. It’s a tall order, but one not lost on developers with a track record of mod design and community participation.
The core of Brink’s gameplay revolves around the freedom to play however you want. The Ark — the massive floating in-game city — is teetering on the edge of civil war, and you get to choose which faction to side with: the Resistance fighters or the Security forces.

Though the gameplay for each side is similar in format, the sides have very different motivations. Two distinct story arcs give shape to the politics of this alternate-but-plausible future, where a former eco-resort/eco-science park has become a haven for environmental-disaster refugees from the rest of the world, but the narrative will no doubt play second fiddle to the core action experience.
At its heart, Brink is designed for eight-on-eight multiplayer. The single-player campaign’s main purpose is to teach you the four distinct class types: Soldier, Engineer, Medic, and Operative. What’s different about Brink is how you can change classes and objectives on the fly, mid-mission. If your team needs a medic, stopping by a Command Post to make the switch is pretty easy — in fact, finding a Command Post is as simple as following a (very effective) directional arrow. It works surprisingly well, but newcomers may find that there’s a lot to take in, since they won’t have the game’s lead designer sitting behind them to direct actions and explain what’s going on, like we had the privilege of.

The sheer scope of making so many options available is as compelling as it is potentially dangerous. The flexibility is terrific: it took less than a minute to have an engineer blow through a door and then set up turrets to defend our position. But in these days of HUD-less action, where the vogue is to keep details off the screen, Brink is the absolute opposite. The screen is packed with data: current mission direction, class, ammo, health, loadout choices — it’s all there. And that’s before on-the-fly information flashes into view about things like enemy names and experience points earned. Amid the colorful, intense battles, it can feel a little bewildering.
Knuckle down to playing a set role, however, and you remove much of the muck. As a soldier, it was easy to pull up the mission objectives, decide to escort a particular character, and then stay close while shooting bad guys. This open balance makes the game accessible to less-twitchy gamers who might avoid shooters for fear of insta-headshots from hardcore players. You earn more experience to level up your character through achieving mission objectives than you do for straight kills. So long as you stay on mission target, you’ll still level up, and you can apply earned experience to a huge array of class-based abilities.

Character customization goes crazy deep. While developer Splash Damage is still tweaking the numbers and options, each class boasts around 20 abilities such as Combat Intuition (which adds more clutter to the HUD, but flashes an alert if you’re in the crosshairs of an enemy) and Heavy Body (which allows you to carry the bigger, badder guns). Visually, the character styles may remind you of Team Fortress, but they’re extremely detailed with a huge range of face looks and styles, clothing, and modifications available for both sides. While we got to see all the options of a roughly level-14 character (the cap is likely set at 20), the choices at the start will be more streamlined. Since you’re able to tweak weapons and characters quite a bit (about six different elements for each weapon, plus your face, clothing, and abilities), it could be overwhelming, but it does indicate that the game will look and feel different as you progress your characters, and will stay fresh for the long haul.
It makes for a fascinating entry in a crowded market, though Brink's spring 2011 release should provide some breathing room for the game to find its own footing.















