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    Bodycount

    Game » consists of 8 releases. Released Aug 30, 2011

    Described as "Gun-porn 2.0," Bodycount is Codemasters Studios Guildford's arcade style first-person shooter for the Xbox 360 and PlayStation 3.

    Count Those Bodies - Bodycount Demo Impressions (Xbox 360)

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    natetodamax

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    Edited By natetodamax

    Bodycount, developed by Codemasters and set to release on August 30, is a first person shooter that borrows some elements here and there from other first person shooters. Sound familiar? It should. In order to survive in today's competitive market, FPS games that derive some or many elements from others often need to either present those elements in better ways or put a unique spin on them. During the brief demo for Bodycount, I didn't get the impression that the game was trying to do either of those, instead opting to simply appeal to those who enjoy shooting guys and getting points from it, regardless of whether it had been done before.

    The lack of iron sights is relatively disappointing
    The lack of iron sights is relatively disappointing

    That's right, you get points in Bodycount for your kills. The game features a skillshot system akin to the one seen in Bulletstorm, but it's a lot more simple and less creative. Headshots, grenade kills, and blowing guys up who decided that the logical place to stand in a firefight was next to explosive barrels are all considered skillshots. You won't be flinging guys into man-eating plants or catapulting them off a cliff, nor will you be dropkicking them in the nuts. The simplicity of the system makes me wonder why it's there, considering that it doesn't encourage any creativity or imagination when taking guys out. Chaining together skillshots will build a combo that helps you achieve a better grade at the end of a level.

    But what would a skillshot system be without some shooting, right? The actual shooting in the game leaves much to be desired, mostly because of the incredibly sluggish controls. There was a noticeable lag in the turning speed, which is especially alarming considering I have zero lag in all other games. Furthermore, there is no iron sight aiming (the camera just zooms in slightly when taking aim), and you have to hold down LT halfway in order to move while aiming. Holding it down completely allows you to duck, lean, and peek around corners, a feature that I'm sure some people have missed in this genre. If anything, at least the game runs at a pretty solid 30 frames per second.

    In addition, the A.I. doesn't seem to be too interested in taking cover. An alarming amount of enemies I encountered preferred to either stand in place while shooting or slowly walk forward while shooting. Any cover that they may occasionally take usually goes away fast, since wood and concrete can be shot apart.

    Always love it when wooden guard towers explode when shot
    Always love it when wooden guard towers explode when shot

    Some different features were hinted at at the obligatory "here is how to play" screen, such as an Adrenalin mode and airstrikes (both activated via D-Pad), but the only one available in the demo was explosive bullets. These actually run on a meter that you fill up using orb-like objects that enemies drop. As you might expect, they increase damage and send enemies flying when hit.

    As I mentioned before, the demo was pretty brief, and the objectives I completed were pretty standard. I assassinated a high ranking militia officer, activated a radio, and blew up to guard towers at a gate. The objectives are given to you by Cortana.... or at least, the voice actress for Cortana.

    The short demo unfortunately was enough to leave a pretty negative impression of the game. The clunky controls and movement speed are probably the weakest aspects of what I have played, yet the action isn't particularly stunning either. Play the demo and decide for yourself if you'll be checking out the final product on August 30.

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    natetodamax

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    #1  Edited By natetodamax

    Bodycount, developed by Codemasters and set to release on August 30, is a first person shooter that borrows some elements here and there from other first person shooters. Sound familiar? It should. In order to survive in today's competitive market, FPS games that derive some or many elements from others often need to either present those elements in better ways or put a unique spin on them. During the brief demo for Bodycount, I didn't get the impression that the game was trying to do either of those, instead opting to simply appeal to those who enjoy shooting guys and getting points from it, regardless of whether it had been done before.

    The lack of iron sights is relatively disappointing
    The lack of iron sights is relatively disappointing

    That's right, you get points in Bodycount for your kills. The game features a skillshot system akin to the one seen in Bulletstorm, but it's a lot more simple and less creative. Headshots, grenade kills, and blowing guys up who decided that the logical place to stand in a firefight was next to explosive barrels are all considered skillshots. You won't be flinging guys into man-eating plants or catapulting them off a cliff, nor will you be dropkicking them in the nuts. The simplicity of the system makes me wonder why it's there, considering that it doesn't encourage any creativity or imagination when taking guys out. Chaining together skillshots will build a combo that helps you achieve a better grade at the end of a level.

    But what would a skillshot system be without some shooting, right? The actual shooting in the game leaves much to be desired, mostly because of the incredibly sluggish controls. There was a noticeable lag in the turning speed, which is especially alarming considering I have zero lag in all other games. Furthermore, there is no iron sight aiming (the camera just zooms in slightly when taking aim), and you have to hold down LT halfway in order to move while aiming. Holding it down completely allows you to duck, lean, and peek around corners, a feature that I'm sure some people have missed in this genre. If anything, at least the game runs at a pretty solid 30 frames per second.

    In addition, the A.I. doesn't seem to be too interested in taking cover. An alarming amount of enemies I encountered preferred to either stand in place while shooting or slowly walk forward while shooting. Any cover that they may occasionally take usually goes away fast, since wood and concrete can be shot apart.

    Always love it when wooden guard towers explode when shot
    Always love it when wooden guard towers explode when shot

    Some different features were hinted at at the obligatory "here is how to play" screen, such as an Adrenalin mode and airstrikes (both activated via D-Pad), but the only one available in the demo was explosive bullets. These actually run on a meter that you fill up using orb-like objects that enemies drop. As you might expect, they increase damage and send enemies flying when hit.

    As I mentioned before, the demo was pretty brief, and the objectives I completed were pretty standard. I assassinated a high ranking militia officer, activated a radio, and blew up to guard towers at a gate. The objectives are given to you by Cortana.... or at least, the voice actress for Cortana.

    The short demo unfortunately was enough to leave a pretty negative impression of the game. The clunky controls and movement speed are probably the weakest aspects of what I have played, yet the action isn't particularly stunning either. Play the demo and decide for yourself if you'll be checking out the final product on August 30.

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    Video_Game_King

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    #2  Edited By Video_Game_King

    Wait, this game is coming out on my birthday? I think the last game to come out on my birthday was The Guy Game. Why do all the good games get shoved back a day away from my birthday?

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    Surkov

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    #3  Edited By Surkov

    Is the song "Bodies" by Drowning Pool in this game? 

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    natetodamax

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    #4  Edited By natetodamax

    @Surkov said:

    Is the song "Bodies" by Drowning Pool in this game?

    Not sure, but I almost put it in at the end of the blog.

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    #5  Edited By Progman9000

    It's a shame the demo was not very good, because that LT ducking/cover/aiming mechanic is probably the most exciting control thing that I've seen come out of an arcadey shooter in a long time.  Having analog control over your cover and leaning position is something that I've been wishing for, so I hope someone can take that mechanic and make it work in a better, more widely recognized game.

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