Monday, January 16, 2012

Bodycount Review, Cheats, Secret, Cheat Codes, FAQ, Unlockables, Walkthroughs, Guide for Xbox 360/PS3




















The announcement by Bodycount (BC) in early 2010 was listening to the majority of the editors. Because in the Codemasters Studio Guildford to evolving game, a certain Stuart Black is responsible. And has developed a few years ago in the service of Criterion's a console shooter, who coined the term "weapons porn". The name of the game: Black. As we all know, tradition bound, I had the hope that similar to the BC almost simultaneously announced and the time underestimated Bulletstorm developed into an entertaining arcade shoot-. But then on the proposed events: the 'creative director' Stuart Black stressed the sails and broke away from his project - the only clue is found on him in the game, is a small thanksgiving almost at the end of the credits. To what extent was influenced by him, the concept changed to the final version, altered or shelved, can not be determined in retrospect. It remains, however, that Bodycount in this form has difficulties to differentiate itself from the shooter monotony.

It all starts very well: a female computer voice says one, that the world needs a hero again near future. Heroes that can not only follow from the pile of fancy talk, but also acts to avenge the injustices in many areas of the world. Say: heroes like you who are for an organization called "The Network". Bodycount is the name can be seen quite ambiguous. On the one hand, he promises, of course, exactly what one would expect from a shooter: A high number of casualties caused by weapons players. But while the team is using this issue to provide a kind of moral justification for use against terrorists and other forces. For it is sold only in areas of conflict, in which the relevant responsible government to an equally exorbitant number of fatalities has.

While one device with a high-tech landing capsule on approach to the first target area of a scrape after another, and the voice similar to GLaDOS always friendly and confident down praying the chances of survival, one has hope that this can sarcastic approach to talking about the whole game experience. But soon one realizes that the developers have obviously not dared to follow this path and rely on only a few exceptions to conventional ballistic action.


They do not even particularly far wrong. That means the reverse is not, unfortunately, that they make it much realistic. Most developers just walk along a path, paved the other titles already. That one e.g. only two weapons carry with you (and replace at specific points in the game) can be, at least since Halo 1, a known tactical move - which is, however, led in this case at the latest ad absurdum, if one for each of the two groups of enemies (mercenaries and any has counterparts in futuristic metal armor) have a suitable blunderbuss here. Additionally, you can still throw grenades or mines in order to create hope and most successful that the already existing sparingly AI fall into the trap.

Anyone who has played one of this country indexed Crackdown parts, you knows orbs, which you can collect and the "pop" noise when collecting them. The difference here, give the following a hit or shot at the opponent's undistributed symbols that are out for some reason as "Intel" (ie information that you collect) no experience, but to invite a special display or ammunition to fill the the stop. Collected Intel (downed opponent lose intelligence?!) You can use to activate a total of four special abilities in two stages, ranging from temporary invulnerability of explosive projectiles up to a blanket carpet bombing. These applications are for a tactical arcade shooter actually uncommon and can decide in an emergency of life and death. However, this component is not sufficient to bring to BC and to only partially close the action reference.

This also applies for the combo chains, you can accumulate and the only one function with respect to the grade mark for the final settlement of each mission have. In theory, the chains will probably ensure that you focus on explosive interaction with the environment, grenades, head shots and other ways of killing off the standard lies. But since you get no reward within the mission and it is therefore only good for one's own ego, if one tries to break the chain can not, the potential is completely wasted here. This Bullet Storm has yet shown how to work effectively, a similar principle and that it will undoubtedly impact on the entertainment value.

Shooter standards can be reached at quite successful cover system. As usual, all sides of the rear sight to the left trigger and grain-view is used. There are however two stages: Considering the key by half, you can move further into the target view - but only slowly. If one instead of all, it will be nailed in place and can move over to the left and right lean out from cover. Although it takes a few minutes and intense fire in order to use this control mechanism effectively, but this system is the most elaborate element of the Bodycount game experience. The rest is banal average fare. After all, you have the global conspiracy relatively quickly behind him: the nearly 20 missions, an African from a small town in rainy Asian district and futuristic bunker in the Tron-style, each lasting 15 to 30 minutes. This has resulted in about six to eight hours to geballert through the credits and out every now and then even entertain.



However, BC can not conceal that was implemented almost every element in any other shooter better. And this is where the scenery is no exception: Based on the two systems which differ only slightly, moreover, is the in-house universal EGO Engine, which is used not only in the racing game from Codemasters, where it demonstrated its strengths. Even with the recent Operation Flashpoint titles she was used and was able to provide atmospheric environments. Enriched by the visualization of the animation system morphemes of Natural Motion, including the also in the football spectacle Backbreaker Enslaved or was used, and together with the nVidia Physx usually provides pretty good results. But here is off the body reactions to explosions all so ordinary as a piece of toast. This is partly due to the very enemy Klongegner fixed design, however, the more manageable range of animation.

In those environments, the designers have more flat out, but they can not even shine. Everything looks passable and produces a consistent, albeit a bit too colorful and the bottom line is sterile image - even though many elements can be completely disassembled in the game world as it did in Black. But the destruction is not nearly so exuberant presented, the staging remains brittle and ordinary. Safe: If one Black one to compare, one finds that the shooter as such has developed even further in the field of weapons of porn. But during the five-year-old Black still has its magic moments, which are based not only on a tarted memory of the "good old days", is condemned to hang Bodycount little worthy of remembrance.

The sections are mostly linear, and stuffed with triggers that cause an enemy attack. After all, there is no "endless spawn" so that you can eventually even enjoy the calm before the next hail of bullets. Where "enjoyment" is a relative experience, because when you walk through backtracking and lack of variation in the "Tron"-sections through the same scenes again and again, the pleasure will fade quickly. Whether this is the reason that we find for the standard online modes (Deathmatch, Team Deathmatch) no opponents/teammates, we can say hard. However, the most current Internet lag-shoot-mode ensure that Bodycount was able to escape before the total crash - if you actually find allies.

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