For a few years now I’ve wondered why there isn’t more mobility in first   person shooters. Platformers have adopted smoother movement styles and   have evolved from Mario into the acrobatics in Prince of Persia and   Assassin’s Creed. RPGs have moved on from static world maps into massive   environments that the player can explore at will. Even stealth games   have grown past the chunky, cumbersome control of Solid Snake to the   smooth sneaking and takedown moves of Sam Fisher. So why are Gordon   Freeman, Master Chief and the innumerable soldiers of Call of Duty still   smacking into chest-high-walls instead of vaulting over them?
We’ve  had a couple games like Mirror’s Edge that take the concept of  full  mobility and run with it (heh) but even the simplest concepts of  Parkour  have yet to be adopted by the mainstream multiplayer FPS.  Splash  Damage, old hands at team-based shooters, decided to change this  with  Brink. The game’s motto is “move more than you shoot,” and for  the past  week I’ve had the opportunity to test drive their new SMART  (Smooth  Movement Across Random Terrain) system in online battles and  across  single player scenarios.

 
The SMART system basically takes your  fully-customizable character’s  body type and assigns it degrees of  mobility and movement speed. Heavy  characters are slowest and can only  vault over low surfaces, players  who choose the medium build move faster  and gain the ability to mantle  over high and low surfaces, and light  characters run like the wind and  can even wall-kick off of vertical  surfaces to cross otherwise  impassable pits and trenches. The trade-off  comes in the amount of base  health each body type has, with heavy being  the most resilient and  light being precariously weak.
SMART has a  few more subtleties that surprised me. Aiming high or low  determines if  you will slide under or vault over (or mantle, if  possible) a surface,  so paying attention to your crosshair elevation  becomes crucial to  maintaining a fluid pace through a map. Every  character type can also  perform a sliding kick—similar to the one  popularized by FarCry 2—which  dramatically reduces your target profile  and can temporarily knock down  and stun opponents if it connects.
As with most aspects of Brink I  was initially disappointed with the  SMART system. I was expecting my  entire team and I to be leaping great  distances and scaling obstacles  freeform from the get-go, but SMART is a  nuanced mechanic and takes time  to learn. Thankfully Brink can play as  a traditional FPS; you can quite  effectively plod through the levels  without using SMART, you’ll just be  much slower and against experienced  players, you’ll be an easy target.
Splash  Damage has fashioned an inviting playground for players to test  their  moving and shooting skills in. Brink takes place in the near  future on  an artificial self-sustaining island nation called the Ark.  Originally  an experiment intended to house 5000 people, a global  flooding  catastrophe packed the Ark with ten times its intended  population.  Naturally a war broke out between the corrupt government  and a people’s  militia group aptly named The Resistance, and the game  lets you play as  either faction. The biblical symbolism is a bit too  obvious for my  tastes and the premise isn’t anything new, but the  execution is  tantalizing.The Ark has a very plausible, lived-in-space  aesthetic to it. Imagine   the pristine domed city from Logan’s Run after a  thorough   post-apocalyptic working over and you’ll get a good idea of  what the   Ark looks like. While several maps fit the necessary Mad  Max-style   slums and ghettos, many others are set in the Ark’s privileged  areas.   You’ll be waging war in wealthy shopping malls, housing  districts,   airports and docks, all of them graced with a futuristic,    utilitarian-yet-decadent style that recalls a lot of 70s scifi classics.    The visual design is really something to behold and it’s a nice shift    from the art deco style that has been copied ad-nauseam ever since    Bioshock came out.
All of this means that you have a lot of  interesting environments to   traverse with the SMART system, filled with  sloping arches, bridges,   spires and other utopian mainstays. It would’ve  been much easier for   Splash Damage to attach their SMART mechanic to a  standard flat,   crates-n’-barrels FPS design and they deserve credit for  having some   artistic ambition to go along with their new movement  system. The   character design mirrors the architecture with exaggerated  models and   faces, reminiscent of the Timesplitters series. Brink  features an   unusually deep character creation tool for a shooter, and  it’s rare for   an FPS to have a visual design compelling enough to make  you care  what  your model looks like.

 
The rest of the production  values are fantastic. Voice acting is top   notch, with several accents  spanning American, European and African   ethnicities, making the Ark feel  like a true melting pot of cultures   brought together out of necessity.  Brink’s musical score is sweeping   and orchestral, mixing traditional  orchestra pieces and chorus with   African and Australian tribal motifs,  adding another layer to the   world-culture atmosphere of the Ark.  It’s  just a shame that Brink   doesn’t have a solid single player game to  really show off the world   Splash Damage created.
To be fair Brink  probably has the best-realized world of any of Splash   Damage’s games.  Unfortunately that still isn’t saying much because  both  Wolfenstein  Enemy Territory and Quake Wars used their respective   licenses as a thin  veneer for yet more cumbersome team-based   multiplayer—they used it as an  excuse to evolve their previous team   multi design in technology and  sophistication, not necessarily as an   opportunity to tell a good story.  This disappointed me with Quake Wars   because I wanted to see the Strogg  invasion of Earth in detail, and  the  multiplayer gameplay on offer was  somewhat dense and impenetrable   compared to more approachable games like  Team Fortress 2.

 
Thankfully Brink is easy enough to get into but  it has the same bare   bones single player as its predecessors. Each  level is bookended by   cutscenes that do their best to elaborate on the  compelling story, but   the gameplay within is just multiplayer with  obtusely dumb bots,  again.  Similar cutscenes also play out before and  after multiplayer  matches. I  can appreciate that Splash Damage is trying  to tell a story  in their  own way, but with the inherently randomized  nature of  multiplayer these  cinema scenes rarely connect to one another  in any  meaningful way,  making it difficult to construct any kind of  cohesive  narrative out of  them. The single player game has a more  ordered story  for both  factions, but playing alongside and against the  bots is  never as fun as  playing with humans pushing the SMART system to  its  limits, so you  might be hard-pressed to actually slog through all  the  single player  missions. It’s too bad because the art style, music  and  voice acting  could have made for a memorable dedicated solo story.
Single  player issues aside, Brink has the most solid and well-balanced   core  gameplay yet from Splash Damage. If you’ve played any team-based    shooters recently, particularly Team Fortress 2, Brink will be very    familiar. There are only four classic compared to TF2’s nine, but    they’re less cluttered and more direct than TF2’s. Soldiers can throw    ammo to their teammates, plant mines and spot enemy mines, and make    mines visible to their entire team by sighting in on the mine for a few    seconds. Engineers can augment their teammates’ guns, place sentries,    repair mission critical objects and cut open hardened targets with  their   blowtorch. Medics can buff a teammate’s health on the fly and  toss   revival syringes to downed allies. Operatives can hack objective    computers and nab a disguise from dead enemies.The classes may  seem scaled back from more elaborate team games but you   can buy upgrades  for each class that makes them more versatile.  Medics  have a number of  bonuses they can confer to their team,  including  increased regeneration  and a bonus that delays all damage to  a teammate  for a limited  time—until it all comes crashing in at once.  Engineers  gain increasingly  deadly turrets and Operatives can  eventually download  intel from dead  enemies, revealing all enemies on  the radar to the  whole team for a  limited time. The way these powers  are balanced works  well too. Each  player has a supply meter that  depletes and slowly  refills every time  you use a class-specific  ability, which is better  than TF2’s medic  supplying a constant healing  stream, or running out of  metal as an  engineer.
Brink’s maps offer a wide variety of game types, from  escorting VIPs   and intel robots to blowing up structures and clearing a  path through   various objectives, but the goal is never to simply storm  the enemy   spawn. Each team’s starting base is armed with deadly  indestructible   turrets, which neatly eliminates spawn camping and keeps  the action   centered on the mission at hand. The maps do contain several  neutral   command posts that can be captured to buff team health and  supplies and   advance spawn points, a feature I’ve seen as recently as  Conduit 2 on   the Wii. Your AI commander will also shout out  class-specific   objectives ranging from rescuing incapacitated teammates  to defending   locations and VIPs. This mechanic is a helpful guide for  new or   disoriented players and keeps the team focused. If you’re using  the 360   headset mic these objectives are transmitted through the  earpiece,   adding even more to the immersion. When you’re huddled next to  a   terminal, feverishly hacking away while half your team desperately    surrounds and defends you with their lives, the rush is hard to put into    words.

 
If you’ve played any online shooters since CoD 4 you’ll  instantly   recognize Brink’s leveling system. It rewards you with XP like  every   other shooter on the leveling bandwagon these days, but also  gives you   points to unlock the aforementioned class upgrades. The great  thing is   that these upgrades are cumulative; you don’t have to swap them  in  and  out nearly as much as you do in CoD. This can unbalance things a   bit  for new players, as all the experienced people will have the good    powers, but removing the constant tradeoffs gives a sense of    accomplishment and growth for your classes and characters.
My only  issue with Brink’s leveling is the amount of superfluous   material. Most  unlockables are costume and appearance modifiers, with a   few audio logs  tossed on in an attempt to pad out the story. You also   have to unlock  the heavy and light builds, with only the medium build   available from  the beginning. These body types unlock after only a   short period of  dedicated play, but I would’ve preferred to have these   and the costume  options from the start; aside from the build types  none  of these  appearance mods really change how your character plays,  so  why don’t we  get all of them at once? 
Unlocking new weapons is also a little  strange. You have to play though   specific challenge modes to get new  guns—your XP and level have no   effect on your available arsenal. This  does even the playing field a   bit at the beginning, with everyone  playing with the same basic guns,   but it’s a little bland too. I’d  rather not have to slog through   challenges just to add some variety to  my loadout.
All in all Brink’s gameplay isn’t anything we haven’t  seen before but   Splash Damage has found creative ways to balance out a  few team multi   clichés, and the SMART system adds a whole new dimension  to the   battlefield.  The art style, story and production values save  this from   being another gray-brown smear like Quake Wars, but at the  same time   most of it seems untapped because Splash Damage still refuses  to   integrate story and setting into a dedicated single player mode. This    makes Brink feel a little like the same game over again with new bells    and whistles and a fresh coat of paint. That said it’s still a huge  step   up from their previous games and future shooters would do well to  pay   attention to the SMART system and the mobility options it opens  up. If   you’re looking for a solid team multiplayer game, Brink is a  highly   polished example with some enticing new ideas.