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Eurogamer’s reporting that Codemasters Guildford general manager Adrian Bolton has left the studio.
The developer is currently working on shooter Bodycount.
Bolton is the second big name to leave the studio in recent months after Bodycount creator and swearmaster Stuart Black left last month, as revealed to VG247 in July.
EG is also reporting that the OTT shooter is now down for an early summer release. It’s been underground since E3, but will apparently be shown to press before christmas.
There’s more at the link above.
Bodycount, being built from Codies UGO engine, will have you killing baddies known as “Targets” on behalf of the “Network”. The game will also contain online multiplayer and co-op modes.
Meleiz escribió:¡Hala! ¿Qué Stuart Black se ha marchado de Codemasters? Pffff... no tenía ni idea. Mira que enterarme con la salida de otro de los directivos...
Miedo me da el juego en otras manos. Con lo enviciante que era Black...
Bullets have obscene velocity. Some things, like packed earth or concrete, are dense enough to stop one, but most things are pretty squishy. In Bodycount, Codemasters' upcoming love letter to the power of guns, you're given weapons and near infinite ammo, set loose on the world, and given the chance to chisel the world away in a blaze of beautiful destruction.
If you're not familiar with Bodycount, maybe you'll be familiar with its spiritual predecessor?, Black. Stuart Black, the mind behind the PS2/Xbox shooter Black (and, until recently, Creative Director at Codemasters), envisioned Bodycount to be a game that channeled the same "fun with a gun" principle as his famous shooter. Thus Bodycount is all about the ridiculous: super destructible environments, beefy-looking enemies, and damn powerful weapons.
Of course there's also a story, and the team behind Bodycount hopes to wrap you up into the exciting life of an agent working for the Network. The Network operates all around the world, fighting another secret organization known only as Target. Target uses advanced weaponry that's based on future tech, like railguns and the like, and players will have to battle them as well as various militia and army soldiers while attempting to assassinate specific targets.
The story isn't all that unique, but the guns are. The weapons in Bodycount sound heavy and intense, with sound design being handled by the same people who did Battlefield: Bad Company. Firing a weapon in Bodycount feels exaggerated to the point where it doesn't feel real, but it certainly doesn't feel weak -- hearing it over a decent sound system leaves little doubt that you're wielding a mighty death machine.
More Bodycount Videos
Dynamic audio effects make a big difference, but what really helps the weapons in Bodycount feel powerful are the destructible environments. Unless it's made of dirt, steel or cement, the world in Bodycount is vulnerable to the hail of lead being thrown around by you and your foes. One second you're using stealth to get through a mission, the next Bodycount is a cacophony of noise and particle effects as the world is turned to dust around you.
Destructible worlds obviously present a unique challenge for cover mechanics, and Bodycount handles this in an equally unique way. Holding the left trigger down all the way makes you stick to the position, allowing you to use the left stick to adjust their character's height and lean. This means that as cover gets chipped away, your character can lower down into a crouch, or pull to the side dynamically. It takes some getting used to (and don't worry, you can hold the left trigger down partially to aim and walk like a regular shooter), but it does work if you have the patience to learn it. General run and gunning works in Bodycount as well, but you have to be careful because the amount of bullets flying around can kill you in a hurry.
Bodycount's engine and design are made to show off the power of your weapons, but don't expect the battles to be easy or one-sided. The enemy AI also takes cover, and often works together to put you at a disadvantage. A large amount of the enemies you face will just be typical cannon fodder, but you'll also have to watch out for Medics (who can revive fallen enemies), Scavengers (who can collect up the Intel you need to collect for support), and Psychos (your typical I-take-way-too-much-damage-and-have-a-gigantic-gun guys). I'm told that if you're not wise enough to take stock of the larger battlefield it's easy to become overwhelmed by the way that different unit types work off one another, so you have to make sure to take the time to kill special enemies.
Killing enemies isn't just a fun excuse to wield your weapons, it also yields Intel. No, fallen enemies don't spew documents or video tapes, but instead drop small blue orbs that you can collect in order to gain access to special powers like tactical airstrikes. It's a limited resource, but a smart player will be able to turn the tide with these abilities (and also see the spectacle as the world is blown to pieces around them).
With its absurdly powerful weapons, destructible environments, and over the top combat it's obvious that Bodycount doesn't take itself too seriously. Bodycount won't be in our hands until sometime in 2011, but it's already looking like a welcome change to a genre that's filled with shooters trying to make a point, strive for realism or strike a chord with our emotions. Bodycount doesn't want to touch your heart or mind, it wants to give you the tools you need to blast these vital organs out of anyone who dares to stand in your way – cover be damned.
El shooter más alocado e histérico de cuantos hay en desarrollo ahora mismo sigue su producción sin inmutarse por el reciente abandono del proyecto por parte de su ideólogo: Stuart Black. Anarquía. Armas descomunales, entornos destructibles, munición a patadas... ¿Quién necesita un director creativo?
Cuando nos acercamos por vez primera a BodyCount, uno de los ganchos con los que contaba el título era el de tener a su frente a Stuart Black, el responsable del homónimo videojuego Black de PlayStation 2, y uno de los creativos más polémicos e impredecibles de la industria. Su promesa de revolucionar un género shooter "anquilosado" según sus propias palabras, no caló particularmente en unos aficionados ya hartos de escuchar promesas similares, pero sí despertó interés el primer video de material Alpha que se presentó durante el pasado E3.
La acción completamente desmesurada de su propuesta continúa intocable pese al abandono de su líder, y el estilo histérico de su acción sigue siendo su principal característica. Combos de muertes imposibles, infinidad de explosiones y entornos destructibles para uno de los títulos destinados a retomar el testigo de la acción más divertida y descerebrada.
Culto al Armamento
Como ya adelantamos en su momento, el videojuego tiene una historia, tenue y algo tópica, pero una historia al fin y al cabo. Para conocerla a fondo emplazamos a los usuarios a consultar los avances anteriores, rescatando de éstos únicamente que formaremos parte de una organización conocida como La Red, una corporación internacional que lleva a cabo peligrosas misiones por todo el mundo.
En este marco contaremos con avanzadísimo armamento basado en tecnología futura, un arsenal que nos ayudará a acabar con infinidad de enemigos. No resulta particularmente imaginativa la selección de armas, pero sí componen un equipo de destrucción realmente apabullante. Apabullante hasta tal punto que el manejarlas parece cualquier cosa menos real, resultan tan explosivas y arrasan de tal manera a nuestros enemigos y a los propios escenarios, que nos sentiremos poco menos que un poderoso ser sobrenatural escupiendo fuego y metralla sobre los oponentes.
El reto espectacular, como decimos, se deriva directamente de cómo se ven afectados los decorados por el grado de interacción que podemos llevar a cabo con ellos. Hasta tal punto es así que esta interacción no es meramente cosmética como en tantos otros títulos, sino que tiene directas implicaciones en la faceta jugable. ¿En qué sentido? Principalmente en el que nos tendrá siempre atenazados por el miedo de unas coberturas que pueden deshacerse ante nuestros ojos bajo el fuego de las armas de los rivales.
Todo a nivel estético, de hecho, está firmemente planteado para sacar el máximo partido de su poderío visual en todos los sentidos; así como una inteligencia artificial que sacará partido de todas las flaquezas y fortalezas del escenario. Principalmente por lo que hemos podido ver habrá infinidad de oponentes descerebrados y directos en la más pura tradición del shooter más histérico y alocado, sin embargo también habrá otros tipos de retos. Los médicos, por ejemplo, revivirán a los enemigos caídos, mientras que los psicópatas responderán a su acertado nombre con descomunales y gigantescas armas a su servicio.
Cada enemigo que abatamos dejará caer una serie de orbes azules que recogeremos para obtener habilidades especiales como pueden ser, por ejemplo, la de localizar a nuestros enemigos o lanzar ataques de apoyo aéreo sobre posiciones estratégicas. Esto, que el juego llama elementos de "inteligencia", se convertirá en uno de los grandes caballos de batalla por los que luchar, y es que incluso habrá una clase de enemigo destinado a robárnoslo del campo de batalla.
Meleiz escribió:Ufff... qué cerquita, ¿no? Joder, tanto juego y tan poco tiempo...
“Destructibility seemed too long…” grins Max Cant, Art Director on Codemasters’ new first-person shooter, Bodycount. Apparently, that’s why the game’s biggest selling point – the ability to literally tear huge chunks of the environment to pieces with gunfire, explosions and sheer brute force – is known as ‘shredding’.
Thankfully, Bodycount’s Experienced Level Designer Andrew Parsons follows up with a better explanation: “It’s a good way to sum up the destruction in the game, because it’s a gradual erosion of everything around you rather than this instant vanishing act.”
He’s got a point too. After all, short of nuclear explosion-levels of vapourisation, very little simply vanishes when it’s destroyed – there’s debris, rubble, splinters, whatever. And just as that’s true in real life, so it’s true in Bodycount too; a few guaranteed safe spots aside, pretty much everything in the environment around you is open to wanton destruction from the smallest wooden crate to the largest free-standing building.
If we’re honest, it’s this kind of freeform carnage that makes Bodycount one of the most enjoyable FPS games we’ve played in a very long time. Too often these days, modern first-person shooters feel like queuing up for the post office: it might look like you’ve got a lot of space to explore, but you’re really only going back and forth in a straight line guided by those stretchy material barriers. Blame the meteoric rise of things like Call Of Duty for that – we know we do.
Bodycount, however, is different. Yes, each level has checkpoints that it guides you towards via an on-screen marker, but aside from a few interior-based stages that are more straightforward, how you reach those checkpoints is up to you. And that doesn’t just mean that you can sneak around and pick enemies off or storm in with guns blazing, even though the wide range of weapons available make it possible to play in a variety of ways. No, it also means you can make your own path to a degree – even if that path happens to be blocked by something like a building.
It’s this kind of freeform carnage that makes Bodycount one of the most enjoyable FPS games we’ve played in a very long time.
Take a particular experience we had playing one of the game’s later levels, an Asian fishing slum that’s essentially a maze of wooden shacks and corrugated tin rooftops. After flipping a switch inside a hut at checkpoint two, things go a bit haywire; we’d watched an earlier playthrough by Cant and Parsons, so we knew that a huge cluster of troops along with a heavy-duty machine-gunner known as a Psycho were waiting for us outside. The obvious answer would be to hide by the doorway and pick them off but, since the hut’s wooden, that cover would soon be cut to ribbons and we’d have to leg it. Basically then, we were trapped.
Or we were, until we turned 90 degrees, tossed a few grenades, blew a massive hole in the side wall of the hut and made a dash for it out of our newly-created ‘door’.
Granted, it’s still got its limitations – not everything can be destroyed, purely to prevent each level becoming a barren wasteland – but it’s still impressive that Bodycount allows you to do such things, providing you can think of it as an option. It’s all about being aware of your surroundings and thinking outside the shreddable box, we guess; for instance, as the aforementioned Psycho chases you round through the narrow alleys, you might notice through a hut window that he’s about to run past a wall that has an electrical generator on the other side. Time a few well-aimed bullets right and BOOM, the generator erupts, sending the wall flying outwards and catching the Psycho in the explosion. It certainly worked for us.
But then, that was our game, our experience – thanks to the reactive AI (no scripted movement here) and the way it lets you bring your own gameplay style to the table, it almost certainly won’t be the same for you.
Bodycount’s first developer diary – guns, guns, guns.
We spent much of our time crouched down, sneaking around a dock with long-range guns and strategically picking off explosive barrels, before taking an impromptu route across the rooftops. Other journos present opted for more powerful short-range weaponry, cutting through in-land buildings like butter and setting off huge chains of explosions regardless of whether anyone was nearby or not. And a few more played it like a traditional shooter, forgetting everything that Bodycount does differently. That is, until they died repeatedly when the enemies started using all those differences to their advantage.
The thing is though, Bodycount isn’t a traditional shooter – at least, not in the sense that been defined by Call of Duty, Gears Of War, Crysis et al. Cover isn’t sticky or particularly definable – it’s just there and as such, pretty much anything is a potential means of preventing yourself from getting shot until it gets destroyed. Explosions, multi-kills and other ‘trick shots’ are encouraged, since they’re all linked to a glowing blue combo meter. Pick-ups don’t blend into the background until you walk over them and get an on-screen prompt, because they’re brightly coloured in neon blues, yellows and reds. And all the while, a huge score meter looms in the corner of the screen, demanding that you rack up huge numbers to be shared on the online leaderboards.
In short, and despite the believable locales, character models and devastation, it’s not intended to be realistic in the slightest. It’s an arcade game and, even better, that’s exactly what Codemasters planned all along.
It’s an arcade game and, even better, that’s exactly what Codemasters planned all along.
“If we’d gone down the real world route, what would you get?” asks Cant. “You’d have a pile of dead soldiers all dropping incompatible ammo clips that no soldier worth his salt would pick up, because they wouldn’t fit his gun or guns he wouldn’t trust because it’s not what he’s been trained with. The idea of realism in games is a spurious claim, really – how many military campaigns have you seen where people run around a battlefield, getting in vehicles randomly? The concept of fun is far more important and a lot of the FPS games out there today are all starting to feel the same, so we wanted to create something that you could just pick up and enjoy without having to take it too seriously.”
As you might expect, the ‘shredding’ concept extends through to Bodycount’s multiplayer modes, especially the co-op mode which we also had the opportunity to play around with. Interestingly though, co-op here isn’t what you might expect it to be; where most games simply rehash the single-player mode with an additional body or offer up slightly different versions of the same levels, Bodycount’s co-op puts a twist on the popular Horde concept to offer gameplay completely different to the main game.
E3 gameplay trailer.
Yes, so it’s essentially wave after wave of enemies coming at you in relentless clusters, becoming increasingly harder to deal with as time goes on. Hardly anything revolutionary, we have to admit. However, the addition of ‘shredding’ means you can’t just blast away at anything that moves; you need to be mindful of your surroundings, lay traps where possible by using the environment to your advantage and ensure that blasting a massive hole in a wall isn’t going to leave you in peril later on. It’s a brave move given people’s expectations for co-op modes these days, but one that’s got method behind the madness.
“As I see it, there’s a lot of replayability already in the single-player – it’s not on-rails, you can explore to your hearts content, find new paths and so on,” says Cant.
“Because of that, we just wanted to deliver a different experience again for the co-op. We were aiming for something that felt a bit more like Zulu than Behind Enemy Lines, essentially you and Michael Caine versus the world, people just pouring in at you all the time while you make your valiant last stand, back to back. The difference, of course, is the shredding: because you’re fighting in the same location for a prolonged period of time against increasingly tough enemies, the tactics to ensure you’re not destroying too much of the environment and exposing yourself to attack change greatly.”
In trying to bring some fun (not to mention wanton destruction with a purpose) into the proceedings, there’s no denying that Bodycount is trying to forge its own path through an otherwise cookie-cutter pack of FPS titles. Sure, there’s definitely a place for the Hollywood realism, poe-faced respect and historically accuracy that dominates first-person shooters these days. For us though, we’ll take laughing maniacally at ridiculously-exaggerated explosions any day of the week.
Langdon escribió:Por las imagenes no pinta nada mal.
Lo dicho,en cuanto baje lo pillo fijo,ahora vienen tiempos dificiles,mucho juegazo junto
Langdon escribió:Aqui se apunta con R2(como en el Black,la mira se acerca un poco,pero no como en los COD) y se dispara con L2(decir que al apuntar con R2 no te puedes mover del sitio,solo puedes mover el arma hacia los lados y arriba y abajo,el juego esta hecho para ir a lo loco sin apuntar ).
PoderGorrino escribió:Langdon escribió:Aqui se apunta con R2(como en el Black,la mira se acerca un poco,pero no como en los COD) y se dispara con L2(decir que al apuntar con R2 no te puedes mover del sitio,solo puedes mover el arma hacia los lados y arriba y abajo,el juego esta hecho para ir a lo loco sin apuntar ).
Eso no es cierto, en el hilo de 360 bastante gente comenta lo mismo. Volved a jugar la demo y daros cuenta que apretando el R2 del todo apuntas y haces coberturas dinamicas, pudiendo asomarte por arriba o por los laterales de un objeto manteniendolo pulsado y volviendo automáticamente a una posición segura en cuanto sueltas el stick. Si dejas el botón a medio pulsar puedes moverte perfectamente mientras apuntas. Al principio parece lioso, pero creo que es una novedad muy buena y una forma de meter coberturas en los FPS que más trabajada puede dar bastante de sí.