I admit to being a little late to the game, I held off buying due to the bad reviews but when I saw Best Buy dropped the price to $40 and I had a $10 gift card in my pocket I figured “Hey, how bad can it be?” Wow… was I wrong… But instead of writing it off and turning it over to my 14 year old (who I should say, loves the game and more or less finished it in 3 hours), I felt an obligation to tell the developers where they went wrong. If we, as players, don’t demand better games then we will never get them.
Games are supposed to be fun. I think we can agree on that. I’m ok with a game giving me an objective, heck, I EXPECT games to give me an objective. I’m even OK with timed missions, though I’m not a fan, It can be exciting barely getting something done just as the clock runs out.
Where the developers went wrong was in letting the clock determine who wins and who loses instead of the players. Take the very first mission… I played as a revolutionary and had to guard a door for a set period of time… that’s easy enough. Done. OK, next mission… kill an operative that the Security team is trying to escort… Done. Wait… he’s not dead? Because the other team respawned and revived him. Ok. I can deal with that. Dead. No, wait, he’s back again. Dead. God-damn it! I killed him within the time restraint, why…
Oh.
See as long as the clock is running the mission isn’t over. In some weird sense of “fairness” the other team keeps getting chances to continue the escort mission even though I’ve already killed them all lots and lots of times. My actions don’t decide who wins, nor do my opponents, it’s all on the clock. It would be like having a fighting game with a three minute clock, but it doesn’t matter how many times you KO the other character in 3 minutes, all that matters is who has the most health or is still standing when the clock runs out.
Here’s a tip - forcing your players into doing the same god-damned task over and over again IS NOT FUN. Games are supposed to be fun, you break that rule and you break the game, it’s pretty much that simple. When the very first mission makes the player want to rage quit because of a broken play mechanic you have a broken game.
What took me a long time to realize is why I thought the game would be better. I attended PAX, I saw the demo, heck, I even got to interview the Splash Damage crew for a gaming blog. How could it have gone wrong from what I was shown? Easy. When they showed us missions in the demo, they only finished the missions once. When they accomplished something, they were done, they moved on to show us someting else. They didn’t tell us that you’d have to sit there playing it over and over until the clock ran out.
That’s not only the flaw in the game, it’s disingenuous.
The heartbreaking part for me is that I WANTED to like the game so bad. I like the art and design. I like the story, which could work very well as a science fiction novel or Mad Max style movie. When I’m playing a game though, I want to feel like I’ve accomplished something and having everything I’ve done be reversed 5 or 10 seconds after I’ve done it and having to re-do it again and again and again isnt’t fun. It’s frustrating and it blows and I’m done with the game now.
People are talking about the DLC and how the game can be fixed… the problem as I see it though is that the game was purposely built this way. You can’t remove the clock without being fair to both sides of an objective. I guess you could do it the old fashioned way… instead of a timer for those doing the escort, you give them three respawns to get to the exit, meaning that the opposing team only has to kill their target three times instead of a more or less infinite number. Maybe have a difficulty option which allows you to set the number of re-spawns before mission failure or something.
In any case, I hope Brink II doesn’t suffer from the same issues. There is huge potential here, it’s just poorly executed.