Thursday, October 27, 2011

BRINK

It took about eight hours before Brink finally click for me. I wedge traps seized power as a special secondary and disguised myself as an enemy. Free-running, jumped ramps, boxes and jumps on the walls, just to make fun of the movement, and move towards my goal: stop stealing hydraulic resistance to flow.

BRINK

I played on top of safety, class exploitation - pirate costume, around jerk. Players tend not to spy check Brink, so when I arrived in the cubbyhole of hydraulic fluid in the resistance takes no notice. Tee-hee! They were pinned back by the rest of my team and focus their attention on gathering strength. At least four of them were crammed in there. Their engineer had fallen from a tour inside. It was a stupid place to put it: it does not cover the entrance, but stressed his own team.

I reprogram the turret, and, dropping my costume, but the surprise go hand in hand with a large turret sod. I threw the traps to add to their misery, and the four enemies in the room were broken, all fall on the floor and asking to be put down (which is actually an option). Now, to achieve the fluid, I have past, its own tower and reprogram my shrapnel.

BRINK

Breaking the stranglehold on the room let the rest of my team set up around it. We coordinated: the Heavy Soldiers took the sides, a Medic flitted between everyone, Engineers set up more turrets and another Operative set about harassing the Resistance. We held them off, and not even a brutal assault at the final tick of the clock unseated us. We owned that space.

It was my first great moment in Brink, but it took some time for the game to open up enough to let it happen. The first few hours of the mostly online, team-based shooter were filled with a series of scrappy battles. I don’t think that was because they’ve made a complicated shooter; more that the game’s disparate parts take a while to get used to when all you want is to go shooty-bang-bang.

BRINK

Those disparate parts? The same levels for singleplayer, multiplayer and co-op. A generous XP system. Multiple objectives that depend on character class. Different body types that affect the game’s free-running movement system. It’s more than most games would be willing to throw into a pacey online shooter.

When you create a character, you’re given a choice: ‘Save the Ark?’ or ‘Escape the Ark?’ Your answer leads to the Security or Resistance sides, respectively. The two teams are fighting over the giant, floating city you live in – the Ark. This leads to asymmetrical objectives. It’s an interesting story, slickly told. Nobody is right, and motivations are selfish, but each side has fair points. How you handle that is up to you.

It took about eight hours before the Brink finally chosen for me. I have been ironed out, grabbed tribbles specific power secondary and disguised myself as an enemy. Free-running, I was jumping on boxes and rails jumping the walls, so just for the pleasure of the movement and the title of my goal: to stop stealing the resistance of the hydraulic fluid.

I played on top of safety, class exploitation - pirate costume, around jerk. Players tend not to spy check Brink, so when I arrived in the cubbyhole of hydraulic fluid in the resistance takes no notice. Tee-hee! They were pinned back by the rest of my team and focus their attention on gathering strength. At least four of them were crammed in there. Their engineer had fallen from a tour inside. It was a stupid place to put it: it does not cover the entrance, but stressed his own team.

BRINK

I reprogrammed the tower, and then dropped my disguise, but surprise go hand in hand with a big round of peat. I threw the coconut water to add to their misery, and the four enemies in the room was torn apart, all fell to the ground and begging to be put down (which is actually a possibility). Now, to achieve the fluid, they have done me past, their own turn and reprogrammed my shrapnel.

You have the normal range of motion you would expect from a FPS, but holding the SMART, or just jump or dodge at the right time, says borders, wall running and sliding. It's wonderful is complete when you sprint with a group of other players, to see the takeoff and the right to run the walls, jumping to grab the edge, then pull up again and again. A group of armed sprint weapon acrobats, doctors and engineers from around the world, and to polish sprint to the objectives.

It also has one purpose: that the use of SMART to flank or hunting ground. It encourages an incredible moment in time shooting as you race along, spraying bullets from enemies and escape by slipping through the broken gates. Even running without purpose is a joy. You are driving things to jump or go under, just for fun. And the fall without any damage, can make dramatic entrances, jumping over obstacles in the enemy-controlled tanks. Of course, you will die, but what death.

Body style is divorced from character class boundaries, so you can be light, medium or something heavy. When classes can be changed on the fly in the game (the adaptation of your goals is a key principle), then stop to adjust your body type in the character creation screen. You can also use your XP points offline. Brink is generous: just plug a server in a few seconds before the end of the match earned me points to the next level. You have both general and specific to each class unlocks.

It was not until he had pocketed the pitfalls for the device that I felt there was tactical in my approach, instead of throwing the enemy's upper level, with the element of surprise, shock and awe on their faces in silence, stunned. Now I could fit entries with thorny shrapnel. To crush someone, do not die immediately. They are there in a suspended state, awaiting resurrection or a Physician. You can eliminate them or surround them with traps and the pain that comes from doctors to cure. The game tells you where every bit of XP then there is an area full of traps is a good way to know when an enemy approaches.

Slick UI to make a lot of information very well (when you select a target, the camera pans to show where it is). Furthermore, target levels and placements are Brink's biggest disappointment. Neither of the two links, a very open race. They are narrow corridors you'd expect a game that encourages acrobatic expressiveness.

The countdown seemed incredibly generous. That's because you spend much time in blind alleys, looking for bottlenecks. Some have doors, but others need the right kind of hacking a door or repair of a crane. If you're not all crammed into a small space to fight for ten minutes, you're on a mission to escort the Brink pepper with boring regularity. Not that this is not possible to have fun, it's just a game designed for the pleasure of running and jumping, the objectives are done to slow or spacers. Even in secondary tasks quickly covered tend to delete the key for progress, slow.

Brink is given to work in a particular set of circumstances, and they come along a little too erratic in public games. Like in Enemy Territory, you need a team to work together to do some special things. I do not have a problem with it, but it is certainly a niche game draped in clothes AAA when you can not join and do your own thing. You must know the levels of understanding that the goals should certain classes (which, not to be Brink loudly), and be willing to lend a hand when needed. I like it, but it's not for everyone.

Minimum System Requirements
* OS: Windows XP SP3, Vista or Windows 7
* CPU: Intel Core 2 Duo @ 2.4 Ghz / AMD Athlon 64 X2 5200+
* RAM: 2 GB
* HDD: 8 GB free disk space
* Graphics: 512 MB Graphics Memory
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9.0c

Recommended System Requirements
* OS: Windows XP SP3, Vista or Windows 7
* CPU: Intel Core i5 @ 2.66 GHz / AMD Phenom II X4 @ 3.0 GHz
* RAM: 3 GB
* HDD: 8 GB free disk space
* Graphics: 1 GB Graphics Memory
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9.0c

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