You've probably heard by now: Brink is technically messy. Regardless of whether you're a fan of its objective bassed play, or whether the lack of more standard modes bores you, it cannot be denied that Brink was released far too soon in its development cycle.
However, what you should also be aware of is that Brink's dev team Splash Damage have a glowing reputation for supporting their products post launch. And while this is no excuse for releasing a game without proper care, focusing on what /has/ happened instead of what /is/ is only going to limit your potential enjoyment as a gamer.
And if you're tired of the lack of teamplay in your online FPSs, then chances are you /will/ enjoy Brink. Immensly.
Brink's gameplay is set up so that teamplay happens organically within a match, even if the players don't realise they're making a team effort. Xp is spread in a way that awards more for completing objectives and making team positive actions (heal, revive, ammo restock, dmg buffs, etc...) and less for killing. So those who play competitively within a team - and would usually imbalance things by attempting to buff their K/D instead of their team - will be directed toward actions that will help the game progress in a positive way.
The shooting mechanic is strong and very fun, and the guns all feel very different to fire. They also have differing statistics that greatly affect the situational advantage of each load-out. Couple this with an in depth customisation system (in the form of weapon attachments) and finding a setup that suits you really won't be a problem.
There are a few weapons that seem to be a little OP, but they're not to the point that using them will give you a game changing advantage. I can imagine the balance will be addressed in future patches.
You can customise the look of your character too, and while it isn't as open as some MMO creators it is very in depth for a FPS and really gives you a sense of individuality within the MP experience.
Within this process you can choose your body type: light, medium, or heavy, and each one has clear advantage and disadvantage over the other. It's all pretty obvious what's what in this regard, but the simplicity is a strength and the variety adds even further depth to what is a really enjoyable creation proccess.
I'm playing on the ps3 version, and as of today I can assure you that the online experience (20mb down, 2mb up here) is smooth and responsive with 8v8 human players. It /is/ p2p host, however, so it can get choppy at times. Skipping out of a game that's lagging for you and finding one that's stable never takes more than a few moments in my experience.
The game isn't perfect, I won't go into the negatives too much here as (imo) none of the maffect the ps3 release to the point of a detriment to actual game play (the worst of all of them is the texture pop issue that happens a few times a match, but I can live with this as it's been marked by the devs for fixing).
If you'd like some more indepth opinions and facts, I'd visit the Splash Damage official forums as there are many users there offering objective and helpful information on a dialy basis. Just do a quick google, you'll find it in no time.
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Please don't pay too much mind to the 1* reviews here if you think Brink looks like a game you might enjoy. Yes, there are frustrating issues with the game such as ATI cards lacking support, reported consistent lag on the 360 version, and texture popping in a little late, but most of the other complaints are exaggerated and highly subjective opinion being thrown around as absolutes.
Do try the game first if you can as the OBJ based play will not be for everyone, but /do/ try it if you can. Brink is the most fun I've had in a long time online, and I'm a highly critical gamer who expects a lot from their products.
Splash Damage /will/ patch this game to smooth out the techincal issues, they have the reputation for me to print that in confidence, and the foundation of Brink is slick and highly enjoyable. I'd recommend, and if support remains as good as it has been I'll be playing for a long while to come.