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Check Out Bodycount Review

There’s definitely a place for Back to Basics Arcade marksman, but the reality is that games like Call of Duty have already covered this area of the genre-even successful attempts like Bullettorm failed to get eaten in the Call of Duty audience. Codemasters ‘ recent Crack, Bodycount, is basically about blowing up weapons and blowing things up, while the most basic story takes you from one action zone to another. It might have been nice if the action had been exciting, the destructive genre in the lead and the strong graphics, but nothing that is offered here is remarkable in some way-Well, the title screen and music are pretty cool, but that’s it.

It is almost useless to mention the plot, because it seems so insignificant, but one tries to attract it to the network world – a company whose Slogan is: “modern problems require modern solutions.This means ” finishing as many people as possible, while a number of not-so-large special abilities can be used in a variety of boring environments before Tron-like data centers are finished-again and again.”

To be fair to Bodycount, gun striking is handled decently. You can only carry two at a time, but weapon stations are littered to change Arsenal and equip previously unlocked weapons. There is the usual range of machine guns, shotguns and pistols, although I do not understand why you want to use a pistol. Grenade throwing is also well done here, with Standard timed explosives supplemented by percussion grenades (double tap on the button instead of a single tap), which are fired more directly at enemies than traditional loop bows and explode on impact.

Unfortunately, good things end here. While Bodycount’s weapons are decent, the effect they have on enemies is felt. Enemies do not react realistically to ammo, which often leads to strange falls into passed away or strange tumbles. In addition, the proposed knife melee strike is a complete waste, which often does not make an accurate link and does not give an impression of impact – a big mistake in such an action-packed game.

AI is also horrible, with waves of enemies doing little more than going to their Position or trying to sniff them out. Sometimes they won’t show any sense, just back to you while you take the time to send them, but for the most part the game causes problems by combining bare numbers and a heavy control scheme.

Bodycount tries something else with its Zoomed View mode by offering two options for a trigger. Hold down the target trigger completely and you get a zoomed-in view of the action, but you’re rooted in place, so you can just bend over and take cover. However, if you half press the trigger, you get a zoomed view and can move around. True, it sounded good on paper, but in practice it creates endless Frustration in the heat of a action – especially since Bodycount action are among the most explosive. I did not find the system practical at all, and I could not master the mechanics of the half Press.

In addition, countless enclosed arenas with spawning enemies offer terrible levels of difficulty, with the explosive nature of action proving too difficult – to make matters worse, some checkpoints are cruel and it’s often easier to sprint straight through the levels to reach waypoints or switch from cover to cover while waiting for a countdown to be completed.

You will undoubtedly be able to cope with enemies thanks to a quartet of special abilities: adrenaline, explosive ammo, WMD air strike and target pulse wave. Of these, the ability to adrenaline is the most useful, which gives them an increase in speed and temporary invulnerability for ammo, and the explosive ability of ammo is useful from time to time, but the other two are so rarely used that they do not need to exist or are almost useless.

The idea is that you collect Intel (leaved by fallen enemies)to power these abilities, with accurate, explosive or impressive hit chains rewarding you even more, but the payout is rarely worth it. Much more useful in most situations are your mines, on which enemies like to go and send you and your close friends to an explosive passed away.

It’s also a little confusing that Bodycount uses the same engine that powers the gorgeous DiRT 3. Although a completely different Genre, one would think that something of this beauty would rub off, but it really did not. The best thing to say about the visuals here is that the game is colorful, but it’s also terribly textured, glitchy, unoriginell and sometimes just plain hideous. Codemasters has increased destruction (or grinding, as it is gladly called), but it is frankly years behind the curve – even the original Bad Company made it more impressive.

Had the base game been solid, the included Highscore and multiplayer modes would have been nice inclusions, but only those who manage to find a little fun in the faulty mechanics will want to take a look at it. In Bodycount mode, you can repeat completed levels for high scores, while there is also a two-player survival cooperative mode, as well as a 12-player deathmatch and a team deathmatch.

Bodycount is not a good game. This might offer a few hours of enjoyment if you’re interested in basic direct recordings, but the controls and dodgy AI are likely to scare most gamers. Nothing exciting comes from the special abilities and the visuals are disappointing despite their bright appearance. This, along with the admittedly better but still fairly standard modern Version of the Operation Flashpoint series, suggests that Codemasters should stay in the race.

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