In the months and weeks leading up to Brink’s release, I had enveloped myself in the developer diaries and gameplay videos that had been released by the game developer, Splash Damage. I was intrigued by its originality; Brink ambitiously blended parkour-style movement, classed-based gameplay (ala Team Fortress 2), a blended campaign/multi-player experience, and a very stylized look. It was shaping up to be something new and wholly different from the standardized online experience of console shooters like Call of Duty or Halo, and it was a change I was ready for. Different doesn’t always mean better though, and trying out new gameplay approaches can be a gamble. In the case of Brink, there are a lot of hit and miss aspects (in terms of technical, design, gameplay, and overall approach aspects) that keep it from being an enjoyable game.