Bodycount
isn't bad, let's make this clear from the start. The Xbox 360
definitely possesses two fists full of worse first-person shooters to
punch you in the face with.

The
cover system is not like most FPS options either, left trigger will
sticky-tape you to the nearest available surface and from wherever
you may be, you can poke your head out in pursuit of further ravenous
intel gathering. Don't stay still for too long though as Bodycount's
stock in trade is 'tear apart the environment'. Most things you, or
your enemies, can hide behind can be blown to the rafters. Whether
bricks and mortar, wood or glass, almost everything in Bodycount is
fair game, an overt nod indeed to Bodycount's spiritual predecessor,
Black. This makes for some frantic run and gun action while keeping
you on your toes.
Exactly
whose toes is unclear as you play a faceless (and unnamed), non
gender specific agent working for a mercenary contractor known as
'The Network'. Your mission: to enter assorted war torn fascias and
remove key figures via the medium of shooting them in the face lots.
You
emerge in Africa amidst guerilla militia conflict with the local
peace keeping forces. There's no one to tell you who is good or bad
and that's fine as they are all more than keen to shoot you on sight,
best act in kind then. Guided by your equally mysterious female
companion, always in the local but never seen, you'll cut a swathe
through any and all that stand in your way.
Each
level gives you the option to interchange primary and secondary
weapons through a weapons cache and more are unlocked as each level
unfolds. It's an unusual selection however. Firstly, it's limited to
a stomach cramp-inducing ten guns (plus your ever ready blade) and
second it's restricted to pretty much two types of weapon, shotgun
and assault rifle. Pistols are available too but why (oh why?!) is a
mystery. Dropped into china mid-game you start with a silenced pistol
and nothing else. Amid noticeably more subtle audio and the cover of
night this feels like a welcome change of pace. That is, however,
until you whistle your pea-shooter produce at far off foes only for
them to return maximum impact explosives at you with interest, it
could make you feel a little inferior.
The
visuals in the game are nice in two of the three environments you
traverse. Africa is lit with a warm sunset glow and China's moody
night time backdrop provides something different. Unfortunately, they
are punctuated with a progression strangling, drug fuelled bunny hop
off a cliff, straight into a world of what I can best describe as,
leather-clad techno towers.
An
appealing set piece, such as a Chinese train yard will suddenly and
inexplicably be torn asunder by random, gargantuan black towers,
bursting skyward from the sub-terrain. Upon entering the base of the
offending structures, imagine the 'Crystal Maze -Future Zone' bathed
in brilliant white light. Now imagine Richard O'Brien gave you a
fully automatic weapon to negotiate it with. That, admittedly, sounds
pretty good and it could be forgiven until the tower spawn make their
bow, all dolled up like the Knights Templar took a day off from their
busy Assassins Creed schedule to have a dust up with you at an
eighties night in Shoreditch. It devalues any visual credibility
maintained previously.
It's
an extreme example, but there is no reason to pull you out of these
semi-believable environments just so you can navigate what is
ostensibly the same level six or seven times before the 'fun' is
over. The sense of progression is significantly hampered by building
to a climax only to pull the rug from under you again and again.
It's
a reoccurring theme. Gun toting, frantic action but only ten guns.
Awesome special moves yet two of them barely get used. Some lovely
lighting and visuals but only three different backdrops to display
them. Futuristic change of pace in gritty settings but no story to
make any real sense of it. The flaws grow and grow as you go on. Most
levels feel like ticking boxes and going through the motions. There
is no story or means to identify with your character, not even if you
really wanted to. Online is limited to four modes and finding a match
takes some real patience. Oh and lastly, it is about six hours
long...six.
Bodycount
also has a 'Bodycount mode', where you can replay levels to achieve
high scores. If Halo had a 'Halo mode' I would be really annoyed.
That aside, it just isn't enough to encourage any kind of real
re-playthrough.
Oh and
don't forget the boss battles. You'll come up against the 'Queen of
the Shoreditch Templar' – Nemesis, twice. The first an entirely
forgettable affair and the second a more memorable yet equally
uninspiring jaunt aboard a giant rocky prison not unlike a tiered
Alcatraz wedding cake. Visually, it's one of Bodycount's genuinely
appealing moments but these moments are certainly all too brief.
Refer
back to the start of this review, this is not a bad game.
The thing is it's not great either. Good in parts, appalling in some,
confusing in others and frenetic throughout. In spite of this game's
obvious shortcomings, it's hard to fault the basic, rough and ready
gameplay principles on which this game is built. It is however, very
easy to fault almost everything else.
MECHA
SCORE: 6
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