What if we told you about a manic FPS that tries to mix single-player experience, multiplayer and co-operation, while relying on a system of classes and aims to map and on the ability of fighters to climb around like a Mirror's Edge? Well, as crazy as all this may sound, yet it is all about BRINK, a title developed with love and talent for the little guy from Splash Damage (Enemy Territory, Quake Wars).
Before we get body and soul in a generous overview of the gameplay of this gaming Unidentified Object, take a few seconds for us to remember the context. The action is BRINK in 2035 in a floating city built to serve as a last refuge for humanity. Indeed, the rise of the oceans, an inevitable consequence of the failure of the Grenelle Environment Forum, led men to create this technological marvel, a wonder built to accommodate a utopian society where everyone could live in peace. But man being what it is, the company of the Ark (since that is the name of the city) has developed unevenly, until, obviously, the seeds of discord give rise to an armed conflict. The Ark was thus transformed into a battlefield, and in his heart, now confront the security forces and the Resistance. BRINK also lets you choose your side and pay the luxury of proposing a campaign faction. Nice.
Two members of the Resistance admire the Arch.
But where the title tends to distinguish itself from its many competitors, leaving us the opportunity to play the campaigns with 7 other friends in co-operation! Best, jades can also be played to 16 versus the enemy then being played by real human players instead of artificial intelligence. All using the same character in solo, including improvements and other customizations (via an extremely rich editor) are persistent. As such, we also observed a multitude of different combinations, the Security Forces adopting a high-tech look and durable doing more in the recovery of heterogeneous objects to be a battle dress. Whichever way you play and your camp of choice, so you can be assured that your warrior will be unique. We note in passing that it is also possible to modify the weapons, by adding viewfinder, larger capacity charger or handle to gain stability. As a side point, the baby seems Splash a bit more traditional, while still devilishly effective. But to remember all this is that Brink wants to do everything to blur the traditional boundary between experiments solo and multiplayer coop. If we have to see how it works online, the idea still what make the mouth water.
Scene of war Container City.
Otherwise, the developers have allowed us to attend two separate sequences of play. The first saw a small group of rebels trying to invest a stronghold held by the security forces, and attacked by various key points. It was an opportunity to observe for the first time the lens system of the game so special is because each mission has a gaggle BRINK dynamic objectives that are appropriate for your class, your position on the map and actions of your classmates. At any time via a circular menu, so you can decide what you will do on the ground, just to advance the team (whether composed of bots or human players). Will you choose to storm the armory, the checkpoint history to support your mates from a distance, or, conversely, will you you wrestle the main objective, namely hack the door of the famous based security? BRINK leaves you free to your tactical choices, while maintaining a transparent consistency and vitality of the game. Thus, if several players are already on the same goal, it will simply do not offer. For what we can tell, everything worked fine, which is still quite a feat. Especially since you will be fairly rewarded experience points, regardless of the task that you start.
The SMART can climb over obstacles.
The second sequence of play took place in turn to a bonus level that will unlock once the campaign of Resistance completed. In contrast badly with the filthy scene of the first level, this map fielded a gaggle of immaculate corridors that would probably not odd in Mirror's Edge. Transition for the less skilled the rest, as the developers have once again dwell on the well-known SMART (Smooth Movement Across Random Terrain), a function to continue with various fluid movements in the middle of combat. Holding down a key, your hero can actually overcome obstacles, be it a simple guardrail or large (Richard) container. Far to act as simple gimmick, this feature offers multiple perspectives, to take the enemy by surprise obviously, but also to escape the fire when things go wrong. Moreover, at some point in the demonstration, the two developers were caught by a horde of enemy bots. A little surprised by this daring attack, our heroes have finally been able to avoid certain death by climbing a few boxes before jumping on a big pipe in the ceiling. In general, the levels seem to abound in alternative routes, which suggests multiple reversals.




















