
You decide the combat role you want to assume in the world of Brink as you fight to save yourself and mankind’s last refuge!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English, French, German, Italian, Spanish - Spain
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Reviews
Themes across 84 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm sure this was a great game in the past but I absolutely missed it at its peak so I can only judge it based on what I've played now. I appreciate that I can play everything offline with bots but the bots in this game range from either brain-dead or violent, aggressive rage filled maniacs. The missions themselves are pretty cool and there's a lot of customisation. This should be enough to encourage someone to keep playing. My main gripe as a steam deck user was how horrible the initial control scheme is. Thank god for the community who have made it far more playable. In all honesty though, given how dead this game is, I can only recommend it, if like me you were just curious.
hayatımın 31 dakikası bu oyun yüzünden çöp oldu
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Hours played at review time, across 84 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
el juego esta vacio, 3 servidores no hay nadie.
Ну умер и умер, чё бубнить то ?
Brink is certainly an odd game. After beating the 'Resistance' half of the campaign, I feel like I've seen enough to give my verdict. To Brinks credit, it does quite a few things very well. The artstyle is unique and suits the gameplay; this extends to the characters, weapons and maps, all of which are visually interesting and meet a nice middle ground between cartoonish and grounded. The story and world design is also decent, with the central plot point of fighting for control of the Ark providing a solid justification for having the campaign be split into two halves from the Resistance and Security perspectives. I also appreciated the extensive character customisation (you can choose your class, body type, a variety of clothing types, weapons and extra skills), as well as the competent AI bots that allow the game to be played solo. Finally, Brink is free, which makes it hard to rate poorly in spite of its various flaws. In terms of Brinks weak points, the most obvious is the gameplay itself. The gunplay feels stiff, rough, and dated, even by 2011 standards. Weapons are absurdly inaccurate, have long TTKs, and recoil is unpredictable and unlike anything I think I've seen in any shooter. Brink includes a nicely implemented parkour system that lets you climb and mantle over many parts of the environment to access new areas. This paints the idea of it being a movement shooter, yet it's impossible to engage in combat while parkouring around the map due to how inaccurate the guns are. The most effective strategy I found was to crouch and camp a long sightline with a semi automatic rifle; it worked, but wasn't particularly fun and it meant I didn't get to make use of the parkour as much as I would've liked. Weapon variety is also lacking, with most being basic stat swaps. You're also restricted in terms of which weapons you can use, unless you go with the largest body type (which further reduces your parkour abilities). Similarly, your choice of class doesn't feel like it has a lot of impact outside of which objectives you're able to complete. The objectives themselves are particularly bland, mostly requiring you to guard a specific area for 5-10 minutes with slightly different justifications for doing so each time. It really feels like a conflicting mix of ideas. On the one hand, the parkour mechanics and simple weapon/class designs seems like a good start for a fast paced and accessible movement shooter. But every other aspect of Brinks design detracts from this; the inaccurate guns, static objectives and various class and body type restrictions are geared towards a slower paced, strategic team based shooter. Either of these would be great on their own, but they don't mesh well together and it hurts the experience as a whole. Unfortunately I found Brink to be a bit less than the sum of its parts, but its certainly not all bad. You might get a bit of enjoyment out of playing through the campaign solo, and the price tag makes it impossible to advise against trying.
MUITO DA HR, ME FEZ LEMBRAS DE MOMENTOS BOM.
nah
it looks like its for high end pcs but its not it really good on low end pc too its like call of duty and black ops but for low end pcs or latops
I remember being enamored with the parkour system, the art style, and really wanting this game as a kid. Well, now that I'm an adult I can say that this game is pretty boring. The shooting feels bad, the mission structure is bland and formulaic. The customization is at least cool, but I don't feel incentivized to unlock the customization because the game feels so bad to play. When I was young I saw this game's potential, but now I see its reality. This game left me on the BRINK of quitting... but I finished it (unfortunately) 3/10
This game is excellent when you play with humans. In fact I might go as far to say that playing this upon its initial PC release in full servers was some of the most fun I've had in an online PvP game to date. If you have people to play with or you happen to be online when a few public servers show some signs of life in them, you'll likely have a lot of fun. Also for reasons I can't fathom, you can only get 60fps in online free play; so this is where the actual game resides. However, if you plan to play this solo, be prepared for some genuine frustration during your initial levelling up stages. My advice would be to get a few levels in the campaign first, then attempt the challenges to unlock more gear options. Some weapons will feel genuinely awful to use, yet others will feel very satisfying. Health pools seem fair yet weapon damage seems to essentially be random, so it's best to try and play conservatively; utilising cover and even friendly bots to shield you, which is quite possibly their one useful trait.. The over-use of camera shake isn't particularly fun for me and you'll find the bots very much enjoy spamming grenades. But in a game about building control and managing/helping your team it's understandable as to why this was a design choice, since you have to destabilise a team's hold on objectives, so messing with their ability to aim and fire competently is an actual game mechanic. The level design is excellent, with any objective area having multiple paths and sub-objectives to pursue so no one can get too comfortable. The parkour elements may seem a little clunkier than modern day games too, but this was one of the first that ever implemented it as part of the movement ecology, and the level designs capitalise on it very well. Overall and despite its age, it's a game that places emphasis on team cohesion and working together. Perhaps it's not for most, but it's definitely more cerebral than many similar shooters. The solo experience isn't great, or perhaps to be fair, unremarkable. But it was never really intended to be a solo experience. There's a whole story out there on how Bethesda overhyped this game and put Splash Damage (Wolf and Quake Enemy Territory) in a position where an original IP game that was intended for a PC audience had to cut an enormous amount of scope in order to encompass a console release, where it ultimately didn't land that well. Whereas on PC and in the absence of Bots, it was excellent. Interesting that it's now free to play, yet I suppose it remains as a monument to Publishers making bad decisions and letting the developers take the fall for its commercial failings. An all too common story.
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Where this game's players are, estimated from review languages.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| — | 48.2K | 70% | — | |
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| $0 | 0 | — | Free | |
| $0 | 0 | — | Free | |
| $48.9M | 49.5K | 86% | $39.99 | |
| $10.7M | 15.8K | 78% | $16.49 |