Brink scores big with the weapons. There are many, very lovingly detailed weapons that you can change consuming and useful, so there for the assault rifles alone four different muzzle brakes, three different types of magazine, 1-5 different target devices, and so on. Depending on the body type (which is also a great idea and absolutely revolutionary for Shooter's) you can then still wear different types of weapons, from small-caliber pistol to Arnie Minigun.
The cards, or level, of the campaign are beautifully gestaltet- The shanties, so slum huts, made from container, the dirt and the machine parts everywhere, in stark contrast to the deserted, white-blue ARK, which is clean and compliant and aquarium ornaments and offers.
While making progress in the game within a level, the card is bigger, new areas open up and the battle points are moved.
All this is well and good, but what excites me most about Brink is the fact that Splash Damage has managed to make a first-person shooter a team shooter. In games such as Call of Duty is from Team no question, there are in my opinion good games, but also online you play them alone. In Brink one is clearly dependent on his party members.
Technicians reinforce the troops and build guns, soldiers provide the players with ammo and blow up mission objectives, agents, the only lone in Brink, disguise themselves as enemies and conquer their goals from the inside, healers heal themselves and others and rescue fallen friends.
If the distribution within a fraction equal, so a progress is impossible. There is no huge amounts of ammunition, therefore it is not possible to eradicate the entire enemy front on their own, because at some point is a pure and simple of ammunition.
The SMART movement system, Smooth Movement Across Random Terrain is so pleasant that it is hardly noticeable. It is, unfortunately, hardly used, it seems to me. If you hold the Sprint key while running forward and looks in the direction in which you want to move, so the character moves intuitively through boxes and railings, sliding under barriers through and pulls herself up on walls. Of course, the SMART does not assume the player's control, as many thought, but it takes the already carried out in the brain thought processes that occur during actual parkour running. If every time you have to press Enter to confirm, once you want to climb, then you could soon open a ball collection under the title "My former mind". Therefore, it is an impressive invention that shifts the shooter action in the vertical and inserts flexibility in this otherwise very static area.
Before so his prejudices free rein and the hype takes the game too seriously, you should always turn your head, enjoy the great soundtrack and play this great game.