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: 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.
Conclusion: Vous l'aurez compris, Bodycount ne propose pas vraiment d'arguments favorables, et cela se s'arrangera pas au niveau de son mode multijoueur. Il faudra compter sur deux modes compétitifs ultra classiques : deathmatch et team deathmatch. Ces deux modes permettent – s'il y a suffisamment de monde connecté – de jouer jusqu'à douze sur seulement quatre cartes. De plus, le jeu a tendance à ramer de façon incroyable lorsque trop d'éléments s'affiche à l'écran.
Pros: Défoulant ?
Cons: IA désastreuse, Gameplay mou et lourd, Techniquement dépassé, Niveaux recyclés, Multi sans intérêt, Durée de vie limitée
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: John McTiernan’s Predator had guns, muscles, attitude, explosions and was situated in a jungle. That’s already a guaranteed 7/10 before the movie even begins, and an example of how to do it right. So how did Codemasters manage to make a video game about blowing shit up so average? Well, I’ll tell you the how. The story is, at best, tenuous and easy to ignore.