So, i’m pretty much done.
The pickup channels are dead, the people i would normally play comp with aren’t interested in the game and i personally can’t see how it can work competitively, we’re left with a few public servers populated by bots and random people who play like bots. I don’t believe that the problems are in the details, that is to say i don’t believe any change that is likely to come in a patch or DLC will actually help the game.
The issues are in the core design, in the sense that the game is designed to be bad, and to be played by baddies, and i don’t mean the band. Brink is a game that desperately wants to tick everything on a checklist of features that a popular console FPS should have. At the same time, it appears there is an aggressive effort by the designers to keep combat in the game as simple and casual pad friendly as possible, by designing weapons and movement in a way that strips conventional FPS skills out of the equation. I do not believe that this is a mistake on the part of the dev team, i have every reason to believe they have created the game that they wanted to create. A design that will appeal to Xbox and PS3 players having casual games with their friends on public servers, who have no intention of stepping up their game, and that is probably a sensible business decision. The fact that their target audience hasn’t exactly flocked to the title doesn’t change the fact that they were the target audience, and the rest of us should not expect the development to do a complete U-turn and suddenly turn into a good First Person Shooter. As with most FPS games of the last decade, the design brief is based more on Mario Party than on a vintage FPS.
That being said, i’ve got a week to kill before SSF4:ae gets released on the PC, so i shall share with the forum the secret that has kept me mildly entertained while playing Brink recently. Behold, the secret to enjoying yourself on Brink public servers:
I love the kill from 2:47 till 3:10.
