Nieuws: Bodycount developers Interview
Een game waar ik nu ondertussen al jaren op zit te wachten is Bodycount van Codemasters, een First Person Shooter die is gemaakt door enkele mederwerks achter de zwaar onderschatte Xbox 1 klassieker Black. Nu heeft de website Worthplayer dit interview gehad met Stuart Black (hele aardige kerel ooit ontmoete met de BCD sessie van Black) en deze verteld ons meer over deze shooter die als er niks tussen komt over een maand gaat verschijnen.
Q: How much destructible is the game world and are the enemies shreddable in any way?
A: The environment is destructible in all the key strategic ways, particularly cover. It’s less about watching set pieces in the distance that you can’t be part of, Instead you will see lots of shreddable objects dotted around in the environment. The idea of that is you drill through that stuff to get through to your opponents, and they can do that to you.
We allow you to shred through a lot through the walls. Anywhere you see AI hanging around, walls, behind walls, doorways, interior walls, windows, places like that. That’s where we put shreddable elements. So you can make new routes around the environments.
As for enemies, we give you special abilities to help you defeat them. One of those is an explosive strength bullet. The first level causes the enemies to die in one hit and throws them into a stunt death far into the distance. The second level is a shreddable bullet which makes them disappear almost instantly in a puff-cloud of blood. It’s is a bit grim, but weirdly amusing.
Q: What separates Bodycount from other FPS out there?
A: First are the guns! Everything is built around the gun experience, the feeling of squeezing the trigger and how powerful it is. What happens if that bullet hits something? And what happens even if it doesn’t hit something shreddable? We want a big fat chunky decal so it looks and feels like you’ve caused massive damage to the environment. So we’ve really focused on what if feels like to fire these weapons, and we’ve got a lot of experience in the studio to help with that.
Secondly the shreddable elements make a really big difference. We’re not doing it in a blow everything up, take everything down, and leave nothing left kind of way. We’ve done it in to give you cover in and around buildings that, as they’re destroyed, will force you to move about and change your tactics.
Finally the art style steers well away from something grey and brown, grim and gritty, and we’ve actually made something colourful and vibrant.
Q: What game modes does Bodycount support?
A: The single player campaign, a score based ‘Bodycount’ mode, and two competitive online modes; ‘Deathmatch’ and ‘Team Deathmatch’. We’ve also got a horde based 2-player coop mode where you fight off waves of AI. We’ve got lots of different class types like medics, scavengers, and psycho tank characters that have allowed us to construct the waves in different ways to change the pace and difficulty of the game.