News

Bodycount is pure gun porn

Posted by: Nathaniel at 8/1/2011 2:47 PM
Codemaster has released a new video for their upcoming game, Bodycount, the spiritual successor to last-gen's gun porn gem called Black.  The video is called Behind the Bullets Part 1: The Guns.  In it, the devs talk about the work that went into making Bodycount the most visceral first person shooter ever made.  They also talk about the game's new cover system which promises more freedom during firefights than the traditional sticky cover so many shooters employ today.  Bodycount hits store shelves on August 30th.  You can find complete details after the jump.

I thoroughly enjoyed Black when I played back in 2004 or 2005.  The environmental destruction was really impressive and fun to play around with.  Hopefully, Bodycount will do all that Black did in that regard, only better.


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Development Team Reveals How the Shooter’s Guns Blast Fun from

Both Barrels at http://www.youtube.com/bodycountgame



Los Angeles – August 1, 2011 – Set to make players fall in love with firepower, the first in a new series of Bodycount videos goes “Behind the Bullets” to reveal the gun experience that’s right at the heart of the shooter’s design. The new video features explosive gameplay footage as key development talent reveals the game’s focus on weapon design to deliver perfect gun play and is now showing at http://www.youtube.com/bodycountgame.



The new “Behind the Bullets Part 1: The Guns” video explores how the core gunplay experience is central to Bodycount’s outrageous arcade firefights. As Codemasters’ Guildford Studio team members discuss the way in which gun handling, VFX and level design combine to deliver a “crazy, over the top” experience, the video shows players shredding through cover, blowing enemies through walls, spectacular stunt deaths and Bodycount’s innovative cover-lean system in action.



“FPS fans are going to enjoy Bodycount because it actually feels impactful to fire a weapon. It’s got a consequence, something always happens. We’ve spent a lot of time crafting that and making it feel really violent,” says Andrew Wilson, Game Director.



“Firing a weapon in real life is a visceral, dynamic experience,” adds Chris Healy, Weapons Designer. “We try to emulate that as best we can through synchronization of things like rumble, pumping the field of view, raising the camera during the recoil. Really trying to get that sense of that punch in the weapon coming through the TV, through the pad.”



As the shooter that blasts intense arcade firefights from both barrels, Bodycount will blast into retail on August 30th for the Xbox 360® video game and entertainment system from Microsoft® and PLAYSTATION®3 computer entertainment system. Sign up for the latest news, screens and videos www.facebook.com/bodycountgame and www.twitter.com/bodycountgame.

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ABOUT BODYCOUNT

Bodycount puts the fun back into the gun with a focus on exhilarating and stylish arcade gunfights. Gamers battle class-based enemies who work together to chase the player down as they hunt the mysterious ‘Target’, a relentlessly evil enemy who manipulates world events under the cover of civil warzones. From the chaotic battlefields of Africa to the dangerous streets of Asia and monolithic Target bases which the player must infiltrate, Bodycount’s gameplay comes alive as gamers shred their way through destructible cover and carve a unique wave of destruction through each level.



Equipped with a mouth-watering arsenal of weapons, grenades, mines and airstrikes players rip through cover and enemies as they leave no man standing. By performing skill kills, chaining kills and collecting intel dropped by downed enemies, players can unlock a series of upgrades and abilities, including an adrenaline shot, explosive bullets and radar. Every bullet and every body counts, with replayability extended by the scoring of a player’s skill in each level which can be compared against online leaderboards in the game’s Bodycount Mode.



Bodycount’s high-octane campaign is complimented by online co-operative and competitive modes where destructible killzones create new options for defense and attack.

About Codemasters

Codemasters, the award winning games developer and publisher, has a 24-year heritage and annual revenues in excess of US $150 Million. The company’s dominant brands include DiRT, GRID, and Operation Flashpoint; the company retains the exclusive worldwide video game rights to FORMULA ONE. Codemasters operates three UK development studios – one at its Warwickshire HQ with further sites at Guildford and Birmingham. An additional art studio is based in Kuala Lumpur, Malaysia. In 2009 Codemasters won the coveted Grand Prix Award at the 2009 Develop Industry Excellence Awards, an award bestowed on the company felt by Develop to have contributed the most to the games medium in recent times. Across the group, Codemasters employs over 450 people. In March 2010, Reliance Big Entertainment Ltd. (RBEL), a part of India’s Reliance ADA group, acquired a 50 per cent shareholding in the company, alongside existing investor, Balderton Capital, the leading European venture capital firm that first invested in Codemasters in 2005. For more information on Codemasters’ product portfolio, please visit www.codemasters.com.