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Brink achievements


2.8 from 4901 votes

There are a maximum of 43 Brink achievements (36 without DLC) worth 2,369 (1,250)

66,999 tracked gamers have this game, 5,344 have completed it (7.98%)

171,809 (91,305)
TA Score for this game: 2,369
Posted on 27 June 11 at 18:12, Edited on 28 June 11 at 10:12
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This review has 15 positive votes and 4 negative votes. Please log in to vote.
I've been thinking about this review for quite a while now. Brink is a game I've been anticipating pretty much since it was first announced. I liked the idea of a class-based, objective-oriented FPS for the consoles (especially since I suck so much at Team Fortress 2 on my PC).

But Brink isn't an easy game to formulate an opinion on. If you break it down to it's individual parts it's hardly special. It even fails at some of it's basic goals. Yet somehow the end product is more than the sum of it parts. And still it manages to not feel as great as it should've been. It's a game that reached for the stars, but found itself standing on a wonky ladder. (How's that for an analogy eh?).

Brink seems to be conceived around 3 'pillars' being customization, classes and parkour.

Let's start by talking about customization. Well, to be brief: there's a ton of it. There's lots of ways to customize your character. From tattoos, to scars, to different clothes in all sorts of wacky colours. For some reason I really enjoy this sort of thing (maybe I have a secretly suppressed urge to dress up Barbie dolls or something I don't know) and Brink doesn’t disappoint here. Weapons aren't safe from Brink's customization-craze either with add-able scopes, different kinds of magazines, grenade-launchers etc... This customization is even more fun because of the games pleasing and refreshing aestethic. All the characters seem elongated, which creates a somewhat cartoony effect I really welcomed as a nice diversion from all the gritty realism in FPS's these days. So that's a “+1” for Brink then? Yeah sure, but unfortunately it immediately loses this point again because although customization is great, it won't allow you to identify the different classes on the battlefield, since anybody can look like whatever. That's a big problem! If you want to defend an objective against say...soldiers, how are you going to do that if you can't tell who's a soldier and who isn't!?

Which brings us quite neatly to the classes. There's 4 in total: soldier, medic, engineer and operative. Most of which seem to come right out of Team Fortress 2. Also quite a weird choice on the designer's part is why on earth do I need to unlock the class-related stuff?! Like the turret for the engineer and the EMP-grenades for the operative? This class-specific stuff should be available right off the bat! Now for the first five levels or so I'm stuck with four almost identical classes and play-styles. Why I ask?! What were they thinking?!

The HUD is a mess as well. There's so many icons, indicators and other crap going on it leaves me confused and lost. I can understand they wanted to show as much intel as possible but come on this is madness! I had to force my eyes to keep tracking the enemy instead of objectives, ammo counters, weapon equipments, supply-pips, health, command stations, xp-indications, class-icons and grenade-cool-down-diagrams to name but a few!

Speaking of aestethics and grafix, on the technical side of things it isn't as pleasing. Textures take forever to load in and even then they look blurry and vague. It shows the game is based on the engine that ran Enemy Territory Quake Wars back in 2007. Which was in turn an upgraded engine from Quake IV, which was an updated engine from Doom³ from 2004! Even with these low-res grafixs the game still jitters at times and never seems to consistently hit a decent amount of frames per second. There's really no excuse for this engine to be around still after all these years and it only gives me the nagging feeling that I'd really, really, really like to see this game were it made with the Frostbite engine! Luckily though the sound is pretty decent and the weapons all have a good tactile feeling to them, which matters more in a shooter I guess than fancy grafixs.

The last pillar is parkour (you know – running around vaulting and mantling over crap like you're an ADHD-monkey with jack-all to do all day). The extend to which you can partake in this however is limited to your body type. As you can imagine the light body types can run faster and climb and jump over pretty much anything, but they're vulnerable and can only wield light machine-guns and pistols. The heavies on the other hand can only vault over low objects, but have far more hitpoints and can wield massive p*nis-extensions like gatlingguns. But to be frank there's really not much point to it all. Sure there's a crate scattered on the ground here and there, but nowhere does this parkour give you a tactical advantage. Even when there's some boxes stacked up like a makeshift staircase the actual staircase is usually right next to it, begging the question why you'd bother with the whole parkour thing? There's a fun slide-move though, that can get you out of a pickle or knock an enemy off his feet, so I suppose it's not all for nought.

I'm running way to long here (nobody likes to stare at a wall of text) so I'm going to wrap it up. Brink is a game that’s not good. But still I kept playing it and I honestly can't tell you why. Maybe it's because I'm so tired of the dual-wielding-shotgun noobs in Modern Warfare? Or all the no-scope-headshot-no-lifers in Halo Reach? I don't know but fact of the matter is I played this game long after I got all the achievements (which aren't that hard by the way) and maxed my character at level 20. I'm even going to start a second character later tonight. So although you'll see a 3/5 star rating at the bottom of this review, know that it's really only a 2,5 but since I somehow still enjoyed myself I felt inclined to round it off to a 3.

Vinchucca Soooo....what's with the downvoting eh?
Posted by Vinchucca on 02 Jul 11 at 10:45