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First Person Shooters (Games) Graphics Games

An Early Look At Next-Gen Shooter Bodycount 238

If you ask fans of first-person shooters what feature they'd like to see in a new game, their answers — now and for the past 15 years — probably involve destructible environments. Game developers have tried to satisfy this demand with scripted events, breakable objects, and more crates than you can shake a rocket launcher at. However, Bodycount, an upcoming game from Codemasters Guildford, is aiming to deliver what gamers have wanted for so long: the ability to blast apart whatever you please. Quoting the Guardian's games blog from their hands-on with the game: "... it's not just about effect, it's about access. In Bodycount, you can blow chunks out of thinner interior walls, allowing you to burst through and catch enemies by surprise. You can also brilliantly modify cover objects – if you're hiding behind a crate and want to take out enemies without popping up from behind it, shoot a hole in it. Bingo, you've got a comparatively safe firing vantage. The difference between this and say, Red Faction or Bad Company, is that the destruction isn't limited to pre-set building sections. It's everywhere. This should, of course, grind the processor to a halt, but the team has come up with a simple compromise to facilitate its vision. 'The trick is that we're not running full physics on everything,' explains lead coder, Jon Creighton. ... This is tied in with one of the best cover systems I've ever seen. While in a crouching position (gained by holding the left trigger down), you can use the left analogue stick to subtly look and aim around your cover object, ducking and peeking to gain that perfect view of the war zone. It's natural, it's comfortable and it's adaptive, and it will surely consign the whole 'locking on' mechanic to the graveyard of cover system history."
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An Early Look At Next-Gen Shooter Bodycount

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  • by Opportunist ( 166417 ) on Tuesday April 20, 2010 @04:05AM (#31907324)

    Will this also be available on a system with an input controller suitable for shooters? Like, say, a mouse?

    Else, pass. No matter how good the effects, if I can't control my character, I don't need it.

  • Re:Space Invaders (Score:2, Interesting)

    by Leonard Fedorov ( 1139357 ) on Tuesday April 20, 2010 @04:14AM (#31907370)

    Also, reading the sales brief for a previous game (also named Bodycount, funnily enough) one notices a few.. marked similarities:
    http://www.mobygames.com/game/operation-body-count [mobygames.com]

    Quoting:
    "OBC also features a near fully destructible environment; the Flame Thrower can set bad guys, scenery and the level itself on fire, which could make movement extremely hazardous for the player, especially as the fire randomly spreads. The Grenade launcher meanwhile can destroy any wall (with some hard coded exceptions)."

    Which sounds just like what we have here. Except this game was released in 1994...
    "Next Gen" huh?

  • by Bugamn ( 1769722 ) on Tuesday April 20, 2010 @05:10AM (#31907598) Journal

    Well, from the summary I infer that it wasn't fully:

    The difference between this and say, Red Faction or Bad Company, is that the destruction isn't limited to pre-set building sections.

    But Wikipedia [wikipedia.org] says different:

    GeoMod allows the player to alter (and destroy) the environment so significantly because of the way it designates altered (or "GeoModded") areas. Whereas other game engines would have to modify the shape of the altered object to create a similar effect, GeoMod creates special objects which represent empty space.

  • Not being seen (Score:3, Interesting)

    by bareman ( 60518 ) on Tuesday April 20, 2010 @08:36AM (#31908544) Homepage Journal

    Cover can serve multiple purposes such as armor or camouflage. Cover that you can shoot a hole through is not going to make for effective armor, however it may serve effectively as camouflage.

    And for those who've forgotten the importance of not being seen...

    http://www.youtube.com/watch?v=idXgVLpB6bY [youtube.com]

  • by Anonymous Coward on Tuesday April 20, 2010 @09:29AM (#31909044)

    2. When using a weapon as a suppressive tool

    I've never seen this actually work in a game. Not against AI, not against humans. In real life, a single stray bullet can easily ruin your day, so caution is obviously smart. In a game, someone firing in your general direction is unlikely to hit anything, and even if they do, no big deal.

  • Re:Paradox? (Score:2, Interesting)

    by dskzero ( 960168 ) on Tuesday April 20, 2010 @11:09AM (#31910456) Homepage

    *shrug* call them whatever you want, I guess. There's shooting, it's from a first person perspective, and it's fun. But I wouldn't want that to stop you from trying to shit all over someone else's enjoyment with your pointless sass and trash talk.

    Which is exactly what you're throwing up on the keyboard?

    Console is good for platforms, sports, driving, adventure.

    PC is good for strategy, MMORPG, and FPS.

    Plain and simple.

    If you're feel so insulted by pointing that out, well, I think you would do well to the world hiding under that fucking rock.

  • by Fwipp ( 1473271 ) on Tuesday April 20, 2010 @12:18PM (#31911786)

    A mouse? No, you have a mouse instead of a right analog stick. Instead of the left analog stick that allows you to walk or run at different speeds in more than eight directions, you have WASD, and maybe a sprint or crouch key.

    I'll take being able to walk where I want regardless of where I am facing over being able to play "click on their heads" any day.

Gravity brings me down.

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