I don’t know if you noticed but the PlayStation Network online video game service was down for quite a while. To celebrate, Bethesda released online focused first person shooter video game called Brink. As with most games I ended up buying a copy, clearly, being an owner of all video game playing platforms avoiding the PS3 version of the game would’ve been the wise thing to do, so I done the opposite and bought that very version, mainly because I found the concept so incredibly dumb that it managed to amuse me.
There is some positives to take away from this decision. Being unable to connect to an online service forced me to focus on the challenge mode, which is actually just a tutorial for idiots who do not understand how to interact with objects, or stand next to slow moving vehicles. There’s a bunch of weapon attachment unlocks being held hostage until these challenges are complete though, so they’re worth doing. And should you enjoy these challenges so much that you wish to play through them multiple times you’ll be allowed to post a score to a highscore board! I don’t know why anyone would want to do that.
To be fair, I feel this is a decent way of storing weapon attachments when the only current alternative in multiplayer shooters appears to be several hours of under-equipped online play until you’ve finally proven your dedication to the product you just bought. It is such a great way to add longevity after all, no one plays those classic PC games which just give you everything from the start anymore.
Similar to many other games, attachments come in the form of silencers, grips, scopes, and other such nonsense. Also similar to many other games equipping them will grant minor improvements to some stats, while also slightly decreasing others. Because that’s how balance works. Well, that’s how balance is supposed to work, most of the weapons in Brink are terrible though, so it isn’t too important.
Due to my inability to get online, or more accurately, Sony’s inability to protect their users’ data, I began playing the campaign mode. This is actually just a series of matches on multiplayer maps with bots filling the role of human players, but bookended by some rather attractive cutscenes. So it’s not really a campaign mode then, unless campaigns are now largely considered in place to show off some fancy story driven cutscenes. Oh, never mind.
The cutscenes do give a nice idea of how the developers intended the game to look though, rather than the mess of texture pop-in it actually is. During my moments within one of Brink’s narrow corridors I noticed that if I point my camera at one wall, then quickly turn and look at the wall behind me, all high resolution textures have evacuated and desperately struggle to load back in as swiftly as possible. Clearly though, players turning around in corridors is a highly unlikely scenario so I can see why all of the textures would be dumped in that situation.
Once over the engine’s inability to load textures at an acceptable rate I moved on to more important matters, such as the bots, since they’re a key feature in the campaign mode. They seem to head towards objectives as a team, so that’s a positive, but once they get there everything appears to fall apart. I’m not quite sure why, perhaps it’s because they want to give me something to do rather than simply playing my game for me. I wasn’t overly fond of playing the campaign mode though, instead I sought a solution. That solution appeared to be switching to a class which isn’t required for completion of the current objective, an act which appears to force the bots to begin attempting to achieve the main goal, rather than waiting for me to roll in.
Clearly this shouldn’t be an issue online, unfortunately it’s replaced by the increased risk of joining a game loaded with those unable to grasp team based video game playing. Some may refer to such people as spackers, but I would never be so offensive.
Besides, I’ve had the chance to take the game online now and all of my team was working towards the objective. This is probably because the game doesn’t list any stats other than the amount of XP earned, meaning people are less worried about being ruining their kill to death ratio and more interested in doing what they can to increase their XP gain, like the mindless high score seeking drones the developers assumed they’d be when constructing the scoreboard.
I managed to complete one and a half rounds before lag reared its ugly head and I had to exit the game. I’m not sure why, as far as I could tell every person in the game still had a green bar ping. Whatever the hell a green bar means in ping land. Remember the good old days when numbers were used so things could be understood? I do.
Oh I should probably mention the SMART button as I think it’s considered a key feature. SMART stands for something like ‘shit movement animations resembling traversal’, possibly. Basically it’s a button which when held down causes your character to sprint, hurdle obstacles, slide under things, and climb up walls. It certainly streamlines running around the world, so if you thought pressing jump buttons and crouch buttons was a lot of effort then this feature is for you.
Character size also plays a part in SMART. Hey look, words what do rhyme. You have the skinny guy who can climb higher walls and move faster, but at the cost of less health. The fat guy who can’t do any fun stuff but has more health, and the in the middle guy, who does all the in the middle things. I haven’t yet figured out a use for skinny guy, sure, sometimes I can sneak past the enemy, but then what? Am I supposed to say “Ah ha! Look, I’m behind you fools now, let me shoot you in the back!” Because if I am, I’ve tried that and it just makes them all turn around and shoot me.
I think that’s everything. Rather disappointingly I don’t have a friend stupid enough to buy Brink so I can’t interview them to see how they feel about the game, I imagine they’d just agree with me so they don’t have to spend the next two hours listening to me prove them wrong.
Now, if the abundance of technical issues ever get sorted out Brink could end up turning into a rather enjoyable game, but the technical issues seem like massive engine flaws rather than something that’s going to patched in a couple of weeks. Perhaps the PC version is better, having enjoyed Splash Damage’s previous work I’m left wishing I bought it to find out, yet not wanting to support this game with any more of my money.