Summary: When Black was released in 2006, I found it a most frustrating experience. It was incredibly stylish and looked gorgeous for its time, featuring some amazing environmental destruction and a bold artistic approach. However, something about it just felt ... second rate. The action was uninspired and the story might as well have not been there. When the time came for Black to stand up and be counted, it promptly sat on its ass.
Excerpt: After 35,693 shots fired, 583 grenades thrown and 2,184 bad guys killed, Bodycount's single-player mode lies bleeding before me. All seven hours and eight minutes of it. And I'm happy to report it was damn fun shooting holes in everything. In that respect, it is a big success. However, I was under the impression that the game would really come into its own on repeat plays in the eponymous Bodycount mode – and that's where things have gone awry.
Pros: Fantastically destructive action, OSB works beautifully... online, Very fun when it's all kicking off
Cons: Poor signposting and checkpoints, Bodycount mode is a level select, Highly suspect grading system
Conclusion: by fighting with style. Dispatched enemies explode with a fury of colors showering the ground with collectable loot in a sound-effect storm straight from a 1980’s arcade machine (had to pause for a second after seeing that!). Headshots, flanking to shoot from behind, exploding enemies with the environment – all of these increase the in-game multiplier and therefore the reward for dispatching enemies.
Excerpt: Il est clair que d'empiéter sur le marché des FPS avec une nouvelle licence n'est pas aisé, tant le volume et la qualité d'autres productions sont déjà bien présents. Toutefois, cela n'a pas empêché le studio Codemasters de bâtir Bodycount . Pour situer l'intérêt initial de la production, soulignons qu'elle est conçue par l'équipe à l'origine de Black , FPS plutôt impressionnant sorti il y a quelques années sur PS2 et Xbox.
Excerpt: There's certainly a place for back to basics arcade shooters, but the reality is games like Call of Duty already have that area of the genre covered - even successful attempts like Bulletstorm couldn't manage to eat into Call of Duty's audience. Codemasters' latest crack, Bodycount, is essentially you blasting guns and pretending to blow things up while the most basic of stories leads you from one area of combat to the next.
Excerpt: From the outset, Bodycount seems to be a mixture of elements from action titles of the past. A little bit of Halo plus a generous helping of Soldier of Fortune (with some Red Faction thrown in for seasoning) creates a stew pot that ends up serving gamers a meal that is sharp on flavor but low on nutrition. Fancy metaphors aside, you will recognize many of the trappings present in Bodycount without even thinking about it.
Conclusion: With a short, linear and derivative campaign plus a multiplayer offering unlikely to distract for long, Bodycount just doesn’t have enough going for it to warrant a purchase, even at a bargain bin price. What we’ve been presented with here is the definition of blandness, coupled with exasperating arcade kicks simply begging for a complete overhaul.
Excerpt: If you’re going to compete with the big boys, you better bring the big guns. You can’t just produce a generic shooter with a few intriguing elements, especially when the campaign ends too soon and the multiplayer is relatively bland. The concept is solid and successful skill shots are fulfilling, but it lacks the polish and quality found in the successful shooter franchises.
Excerpt: If I were to use one word to describe how it feels to play Bodycount , I would use “tedious.” If I were allowed to add another, “maddening” is the first that comes to mind. I’d be very comfortable describing it as “mindless.” Despite a thin plot that seems to focus on genocide and violence in the developing world, the questions it raises are far from profound. One that was never far from my mind was, “Why am I playing this?” I frequently asked, “What the fuck?