Object Clipping: Ok, Ok, I know the SMART system will help with movement but I've been impressed with promises of fluid movement before. It's come a long way. However, SMART only applies when the button is pressed. I don't think I'll be sprinting 100% of the time and therefore do not feel like I can rely on SMART all the time. Also, SMART seems to focus on fluid movement over things that are meant to be vaulted/wall hopped/slid under, not the little nook that sticks out of the wall just enough to stop you in your tracks. Small objects also bug me. A pile of trash or rubble may be nice to look at, but if you can't even step over an object ankle high, the value tends to plummet. I say "If it's shin high, I should be able to step over it without a prompt, even if it slows me down".
You don't 'need' to press the smart button - everything that can be done with the smart button, can be done using standard run, jump, and crouch buttons.
Lame "Stealth" Mechanic: Let me start off by saying, I LOVE stealth games. Any FPS that state's some kind of attempt at Stealth, even if not formally stated as such, is on my list for a try at least. Unfortunately, I've found most games that do not focus on the stealth 100% tend to fail all together. Also, stealth never seems to work well with multiplay unless, once again, its focused on 100%. TF2 was close and AVP was closer with their invisible aspects, however, general lag over the internet could lead to unexplained 'spottings'. If Brink can come through on their Operatives class and its ability to "hide in the shadows", I will be awestruck. If the Operative's "stealth" angle is restricted to exclusive access to certain areas, thats ok. I just hope I won't be running around for no good reason, going to places anyone can go, and losing any additional tactical advantage other then the speed. Maybe future gameplay trailers on the Operative in particular can help me understand exactly how they will work.
Operatives don't really rely on stealth - it's more like subterfuge. - They don't hide in the shadows, they disguise as enemies - they don't appear out of nowhere for a quick kill, they fool the enemy into thinking they are teammate and then strike. They way they have it now, it actually requires skill to play as an Operative, rather than just "hiding in the shadows" waiting to attack. If you want that, go play D&D and roll a rogue.
Story: Story is a very important element to me. I can grind through anything if I'm rewarded with a captivating story. This does mean that the story needs to be good from beginning to end. Nothing is more disappointing then forcing your way through a dull game on the rails of a good story only to crash in the end.
this is more of a personal preference, and really has little to no effect on actual gameplay. With that in mind, I think the story will be fine.
Characters: This falls slightly under story but I find I can live with a dull story if I love the characters enough. Final Fantasy X is a prime example. The story was a little stretched but I will never forget the characters.
this isn't an RPG with main characters - the characters are the actual players in the game. If you play with bots, the people in the cutscenes will be standard characters. If you play online, they will be replaced with actual players.
Repetitive: Occasionally, I will grind. Occasionally, I may even find it enjoyable. In general, though, I find constant change to be the most exciting.
You don't really 'grind' in an FPS. You're not going on quests for NPC's, or killing low lvl creatures...you're playing objective FPS vs another team. You're choosing classes, and you work towards a goal - you're either on the attacking team or the defending team...just play the game.