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EGM Review:
Bodycount

By
Posted on September 1, 2011 AT 10:23pm

Strong, silent, and kind of murder-y

The problem with low-budget shooters is, no matter how much you do right, you’re still gonna be compared to the Call of Dutys and Battlefields. Bodycount does a lot right, focusing on quick, straightforward objectives with hordes of armed maniacs blocking your way. Take cover, kill them, and move along.

There’s an amusing—if somewhat fluffy—story to propel you through Bodycount’s campaign, but the experience mostly boils down to the following: shoot guys (or explode them), complete your objective, and go kill some more. Really, the name says it all. Your ultimate goal? Rack up a huge body count.

There’s nothing here you haven’t seen before, though. Your character can wield two guns at a time and must find a weapons cache to swap them out. Fortunately, you’ve got enough room in your flak jacket for some grenades and antipersonnel mines to even the odds a bit. You’ll also gather Intel, which fills up a special power meter. Throughout the game, you’ll unlock abilities like incendiary ammo and airstrikes to spend your Intel on. Dead enemies leave behind Intel and ammo, but you can’t grab any of their weapons if you want a quick switch. There’s always enough ammo to get you through, however, so no worries there.

The graphics are clean and the environments varied, which keeps the campaign feeling fresh. But the enemies look a bit stiff, and the shoddy AI makes it easy to predict how any given enemy will act. Once you’ve got the patterns down, the only time you’ll have a problem is when the baddies pop out of nowhere.

The game brags about its “shreddable” environments, but this boils down mostly to destructible cover. Far too often, I tried to blast my way through a window or cheap wooden door, only to be blocked by an artificial barrier. Still, the fast-paced campaign kept me engaged through my playthrough, though it clocked in at less than 10 hours.

I was hoping multiplayer would give Bodycount an extended life, but with only three basic modes—deathmatch, team deathmatch, and co-op—it feels short as well. Both deathmatch modes support up to six players, but co-op maxes out at two. Co-op features no campaign, only waves of enemies like the standard Horde mode; it’s fun for a while but gets old in an afternoon. Additionally, the low number of multiplayer maps and complete lack of player progression won’t hold your interest for long.

So, in the end, Bodycount definitely suffers from those inevitable Call of Duty and Battlefield comparisons. While you might enjoy playing through the campaign and spending an hour or two with the multiplayer, you’ll forget the experience within a weekend and ultimately return to the bigger-budget playgrounds.

SUMMARY: Bodycount suffers from a short campaign and very limited multiplayer options. Not a bad game—but more suited for a weekend rental.

  • THE GOOD: Enemies attack from all sides, making for frantic firefights
  • THE BAD: Too few multiplayer maps and modes
  • THE UGLY: Grenades that bounce back in your lap

SCORE: 6.0

Marc Camron, Senior Editor
Marc Camron somehow survived E3. The crowds were big, the games were loud and somehow he managed to get a sunburn on the top of his big, bald melon. Yet, despite all of this, he had a blast, seeing people he only sees once a year, playing all of the new games, and staying up way past his bedtime. Next year he might even have a beer.

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