Bodycount (XBOX 360)
Computer Science Term Paper A few years ago Criterion Games who are probably best known for their work on Burnout released Black, a high action FPS for PS2 and Xbox which was praised for the high levels of destruction within the game environment. Creative differences between Criterion and EA stopped the development of "Black 2" however as is often the case in the games industry some staff movement saw key staff from the Black development team end up at Codemasters Guildford studio and they have created Bodycount.
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As we progress we are taken to various locations around the world in an attempt to work out who The Target is and what their end goal could be, creating as much carnage as possible as we go. This carnage is one of the key gameplay elements in Bodycount as we rip through a destructive environment which is partially used for some great visuals and often used as a gameplay device. The majority of the time a burst of fire from our gun, or a grenade explosion will set of a chain reaction of larger explosions which take out enemies or structures but there are sections where getting to our objective (always marked on our HUD) is easier if we blast through a wall. Then on other occasions where it might be advisable to blow a hole in the wall next to a door so we can aim through it and use the rest of the structure as a shield while we take out our enemy from a distance.
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http://www.pssgpcshop.com/?who-to-write-an-essay Who To Write An Essay Speaking of levels, Bodycount has a rather different take on the design, splitting missions into much smaller chunks than is normal for a game of this type. In the Africa missions for example we can play through a mission in a few minutes with one or two objectives given (e.g. defuse explosive, find operative etc) before being taken to a completely different area via a mission outline/story screen but the whole "level" takes around 1.5hours to play through. In many ways it feels like online multiplayer where the time limit is set low and we get short bursts of action with a lobby between games.
Those are the essential points of the single player experience, cause mass destruction and carnage as we progress through the story… and those elements play quite a large part in multi-player too. There are three main multiplayer modes in Bodycount and these are Co-Op, Deathmatch and Team Deathmatch. As normal DM and TDM are a battle between individuals or teams towards a kill limit, the first to reach this wins. In co-op we play with another player trying to survive wave upon wave of NPC’s. Codemasters have also added in a fourth mode, Bodycount mode, where we replay unlocked missions from the campaign trying to achieve better scores for comparison with our friends.
Cheapest Professional Writing Service While the controls are responsive and the level design decent the visual aspect of Bodycount varies in quality throughout. In some areas we have bland structures and textures which are very low-res in their appearance and in others the game looks rather impressive. It screams a lack of polish in development and as with many titles some extra time given to the art department would really have helped add some extra sheen to a game which does in-fact use a decent engine (the same used for the Colin McRae/F1 games).
Find Someone To Do My Essay As well as suffering from some less than great environments which can be repetitive in appearance there is also a real lack of variation on the enemies we fight. They are incredibly samey, other than key characters such as mini-bosses, and this really is noticeable given the number of people we kill along the way. We also noted that the game’s field of vision is a little claustrophobic for our liking and it would have benefited from being a little wider… and of course there is some slowdown to add to an already disappointing situation.
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