![]() |
|
|
PC | 3DS, DS, PSP | Wii | PlayStation 3 | Xbox 360 | Retired: GBA | GameCube |PlayStation 2| Xbox | |
|
|
News | Reviews | Previews | Features | Classics | Goodies | Anime | Video (NEW!) |
|
|
|
|
|
|
|
|
BrinkScore: 7.0 / 10
When I got the review copy of Brink and
fired it up, I ran into a lot of the same problems that other players
and reviewers have griped about since it hit the street. Wildly
imbalanced AI, lag problems on multiplayer, inexplicable teammate and
enemy AI behaviors. The first patches have come out, fixed most of the
problems, and allowed people to experience the game as it probably
intended to be on release date. It seems, however, that fixing the
easily noticed problems have revealed more problems which we were too
busy to notice initially. |
Advertisement
|
|||||||||||||||||||||||||
|
muzzle flash are subdued, but the various
buff effects seen when players aid their teammates are more flashy,
which is perfectly appropriate. |
Advertisement
|
||||||||||||||||||||||||||
|
distinct themes for the respective factions and many of them have
various choices for color scheme.
I’ve definitely developed a love/hate
relationship with Brink’s gameplay. On the love side of it, the SMART
system is an interesting little twist to the normal run and gun action
of FPS game. The parkour-style movement takes a little getting used to
and might require a bit of practice for some players, but such practice
can lead to sweet wall runs culminating in a head shot. Also on the love
side is the weapon customization system. All but the heaviest weapons
will have at least one upgrade slot, which can change the stability,
damage, reload speed, ammo capacity, and other qualities of the weapon.
However, the weapons customization and the weapons selection also links
up with the hate side of the equation. Each weapon comes with a block of
various stat bars showing how good or how poor it is in areas like
reload speed, stability, accuracy, etc. But those stat blocks don’t feel
like they mean anything. Trying to derive a meaningful basis for
comparison between any two weapons is a highly frustrating exercise.
There’s a lot of different weapons available, but the one stat which
probably truly matters for any of those weapons is the amount of damage
they dish out, and I can’t think of a single upgrade that directly
improves that stat. This is most problematic, considering how character
models act like bullet sponges. If you can score head shots, great.
Three or four rounds from an assault rifle, maybe two rounds from a
pistol at close range, as long as they all go in the head, you’re
golden. Otherwise, prepare to empty a clip per target. And sometimes,
not even that is sufficient.
- Axel Cushing (May 30, 2011)
|
|||||||||||||||||||||||||||
|
|
|
Advertise | Site Map | Staff | RSS Feed Web Hosting Provided By: Hosting 4 Less |
|
Affiliates: - CivFanatics- - Coffee, Bacon, Flapjacks! - - Creative Uncut - - DarkZero - - Dreamstation.cc - - gamrReview- - Gaming Target- - I Heart Dragon Quest - - Mario-Kart.net - - New Game Network - - The Propoganda Machine - - PS3 : Playstation Universe - -TalkXbox - - Zelda Dungeon - |
|
All articles ©2000 - 2013 The Armchair Empire. All game and anime imagery is the property of their respective owners. |