Bodycount
Resident Crackdown: Solid.
When your game's title music is provided by electro noiseniks Holy F***, some might call that a happy co-incidence. I prefer to think of it as Bodycount's mission statement.
Creative lunatic Stuart Black prefers to think of it as an ode to Lady Gaga. "When that first came up, people were like, what the hell does that mean? What, are you going to shoot crystals and people in jumpsuits?!"
"But I'm like, no, it's about the spirit - though I do love [her] aesthetic and all that jazz. It's not about copying that. It's about that creative energy and that creative spirit and imbuing that in the software. Now, when I play [Bodycount], I feel that infused at all levels, whether it's shooting the gun, or the front end, or the way the operative speaks and what-have-you. It all has that pop cultural freshness to it."
Bodycount also has the flagrant thieving magpie mentality of a Noel Gallagher, where riffing on other people's brilliant ideas is part of the aim, or indeed the whole point. Take the game's chaotic 10-minute E3 demo, based on a relatively early part of the African portion of the game called The Freeway Underpass. Within the first few minutes, Bodycount is wearing its long list of influences like a badge, with loving, wide-eyed homages to Resident Evil 4, Metal Gear Solid and Crackdown in gleeful evidence.
"We want to fantasise the world in the same way that they do in the Resident Evil games, or Crackdown," nods Black. "I'm a particular fan of Crackdown, and it's great to see Dave Jones back making games again, so the orbs [that burst out of fallen enemies] are a little bit of a homage to that. We've also got exclamation marks on our target structures, as a little nod to Metal Gear, so we've seeded little things in for the people who've inspired and influenced us."
Perhaps the most striking of all these homages to gaming's most iconic scenes is the moment the fearsome 'Psycho Tank' comes bursting out with all the gusto of the terrifying Leatherface, or the fearsome Gatling Gun Majini in Resident Evil 5.
Was that Resident Evil reference intentional? "Exactly, that's the kind of tip that we're on," admits Black. "We have a few moments like that in the game, where class-based NPCs like the Psycho Tank, with a 50-calibre gun comes bursting through walls at you and does these big sweeping arcs of fire that you really want to stay out of the way of."
Although Black stresses that these high-powered foes aren't classed as 'boss battles', they certainly take a concerted effort to bring down, especially given that they're backed by a posse of trigger-happy grunts appearing from all angles. It's breathless, and offers the first glimpse of how Codemasters is going to deliver on its many bold claims.
While all the chaos is kicking off around you, the ongoing narrative exchange between the lead character Jack and the 'operative' who communicates with him over the headset is certainly an interesting dynamic. But rather than have three distinctly different female operatives chatting to you at different times, the focus is now down to just one to avoid, as Black says, "spreading ourselves thin".
"The story naturally seemed to lend itself that way," he says. "I'm much more interested in characterisation and character arcs, rather than plot machinations, and in the writing of it I found a really strong voice for a version of an operative.
"It became a little bit more about cultish indoctrination: the way Melanie calls you John instead of your name Jack, the way when you join a cult they give you a new name because they want to supplant your old identity and therefore a new personality based upon that."
What's more than apparent - even from the brief demo - is the overt flirtatiousness from Melanie, as if she's getting some sexual kick from your killing prowess. After one rather intense encounter, she chimes in with, "You're still hot, John," while later she appears genuinely affectionate. "I'm here for you, I need you to come back to me," she purrs.
If this is the kind of 'cultish indoctrination' that the agency deals in before they've even met, what on earth happens when they do? "I don't want to reveal where their relationship goes just yet. She oscillates between flirtiness and a bit of severity and some irony, and a little bit of sarcasm mixed in there as well," Black says.
"The relationship between Jack and Melanie when you're out on the battlefield is quite business-like, but flirty, [and] they develop a more personal relationship with each other as they're going through the game. There are reasons behind some of the interchanges that go on between them that we're going to reveal later on in the story, that the player will be able to replay and see that interplay and relationship from a different perspective." Intrigue.
Outside of the intensity and carnage, Black promises that there will be an ebb and flow to the story arc, which is "modelled on a typical HBO season, where you get 13 episodes, 40 to 50 minutes per episode". Although not shown off at this stage, Black promises that occasionally you'll experience a calmer side to the game in the various safehouses dotted around.
"Safehouses are like chill-out rooms in a club," he says. "If our equivalent of being down on the dancefloor is the shooting experience, and the chill-out room upstairs is nice and relaxed, then our equivalent is the network safehouse, a very calm, very soothing environment, waving cornfields, floating clouds on screens, very tranquil, lovely music, like our start-screen music, as a contrast to the action."
These safehouses will also give Jack and Melanie a chance to develop a more personal side to their relationship. "Eventually there'll come a point when she will reveal herself to you, and that will obviously be a significant moment for them as characters, and there are a couple of other key moments of things that happen that signify a change in their relationship as you go through that first seasonal arc."
In technology terms, it's pretty clear that the game still has a way to go to fulfil Black's oft-stated ambitions of a real 'visceral kick', but even at this point there's cause for optimism. "In terms of our bullet impact effects and the destruction of the world I think we're about 60 to 70 per cent of the way there," says Black.
"There's a critical mass of intensity to really get that visceral kick. We're borderline on it. There are still some core technologies about some of the shredding that we want to do that have still got to come in. There are some obvious things like glass, and water and cloth that aren't in there that we need to plug in. There's a ways to go to ratchet it up and get that real visceral kick. Anamorphic lens flare is a bit one for us.".
Needless to say, keeping the game "locked at 30 FPS" is one of the key goals. "The more stuff I throw in, the more my coders pull their hair out, but I'm more concerned about getting that visceral emotional connection rather than hitting 30 at the moment. If it all runs at 30 and is all completely stable but it's a bit bland, that's no good. I'd rather have 10 minutes of boom, but have those 10 minutes be really intense to show that that's the level we want to operate at."
With so much evidently needing to go in, isn't is a bit of a risk showing it off to the nasty press at such an early stage? "No, we're pretty happy with the build," Black responds, while admitting that "two or three weeks ago it was an absolute mess".
"It's the mark of a great team if, in that time period, are you able to bring it up to that quality level. So far, fingers crossed, we've been able to keep doing that, and it's great to have these goals to aim for," says Black.
"We're really excited to show the game, right. It's just got to the point where it's really expressing all the values that I wanted to express. Now it's about taking that out and seeing whether that is something people really respond to, or have I just got it terribly wrong? So far, thankfully, most people seem to be really excited about it and respond really well."
Bodycount is due for release in "early 2011" on PS3 and Xbox 360.
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Comments (29) Latest comment 2 years ago
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I'll keep hoping this is great, but as far as previews go this could have come straight from 1up. It allows Black his say without really venturing any opinions ("breathless" aside), other then "are you sure you should be showing this?"
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You can tell its going to be a house but till it's finished you have to wait.
I do question why release pre-alpha footage at all at E3 and not say at GDC or something which would make more sense in a heres our techology kind of way.
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They made the wrong decision to cover it all with music, but I'd imagine they either weren't happy with the gun and impact sound effects or that they aren't at shippable quality yet.
Bit of a shame really.
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Apart from that, it looks to be languishing in an awkward no-mans land between cartoony (a la People Can Fly) and the original Black. Sort of an 18 rated Timesplitters.
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I wonder if that's a reveal in terms of Mass Effect PG intimacy, or reveal as in holy fuck you sounded really hot on the headset but you look like Roger the caretaker?
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and anyway its a bit of a copout as a game with strong art direction will trump the need for tech any day
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Game looks 5 years old and includes innovative features such as exploding crates and destructible beer bottles.
Codies are going to have to ratch it up if they wanna compete with MOH, GOW, HReach & BFBC.
Alas I don't think they will.
Should have never released a video but kept it behind closed doors press only to get the hype going.
But i suspect they actually have bugger all of a game to show.
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Bottles do explode when they're shot, barrels do shred, you criticise a game for that? It can't have these things in it now, it's just dressing, you shoot through it, it explodes and fills the air, you shoot it all some more and it feels good to empty clips and rip somewhere apart.
I'm keen to see it because, like Joe Danger, it does what it says on the tin. It isn't art, it's firing big guns a lot.
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Christ, titles like that really do make my toes curl.
There is nothing worse than polishing an ego by calling it a "lunatic" or similar. Its like someone calling their preppy friend "mental" because they once stole a traffic cone on the way home from a particularly rambunctious night of post lacrosse win celebrations.
Its the "bonkers" version of Apple calling all their 3-day-training-course-gap-year-it-was-this-or-PC-world technical helpers geniuses (don't even go there).
I'm sure he is a very nice chap, and on that basis you avoid calling him a "creative lunatic", because it makes him look like a tit.
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So did reference to Lady Gaga (i.e... once).
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might've been a good idea to place that second paragraph near the end of the article, so as not to put people off before they read about the actual game.
edit: so, yeah, what kangarootoo said.
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Having Lady Gaga as an influence might be "whacky" but lets see a game not more bullshit !
All I've seen so far is fairly crap looking whack a mole gameplay mechanics.
If there is more then don't release a half assed trailer with bugger all in it apart from a few exploding crates and objects.
Been seen and done better elsewhere.
They need a hook and I'm not seeing it yet.
Shooting things till they explode is fun for about 10 mins then you need a game to back it up.
As a first reveal its not done its job and got me excited about making this a purchase or at least considering it.
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Black hints at a storyline threading you through, we'll have to see how it integrates with the action, and whether it's strong enough to carry you into that world. Also, if they can get watertight and epic multiplayer, which is all about the shooting and nothing else, that'll carry them a long way. In that respect I agree there's everything to prove as it's cost of entry in the shooting space, let alone the 'find good ways to stop them trading it in' space
I think the devs had to get something to E3 to ensure there's publicity but it was slightly too early in development. In that respect it's brave to put out a full gameplay demo rather than a movie, but they'd get slagged off for a movie as well. E3 just times badly or well depending on where you are in your dev cycle, but if you're working on a AAA title you can't afford to ignore it.
All genres are competitive mind, let's be honest. The FPS genre has a lot of competition but FIFA vs Pro Evo is highly competitive in its own way and they're the only two games in the space that matter. FPS is just the highest profile genre there is I guess.
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I can compare a game like this to a cake, the shooting gameplay is the sponge and the story line is the doyley you sat the cake on.
What I am really there for is a tasty cake. The doyley shows me you cared enough to sit the cake on a doyley, and I appreciate the thought, but the sponge is the bit I am eating so that is where the deal is won or lost.
In other words, the gameplay of this needs to be ninja tight to win people over in this genre. If that is the case AND the story is good, then the story is a nice bonus and we will all appreciate the extra effort. If the gameplay is NOT ninja tight however, nobody is going to care how good the story is (or indeed, stick around long enough to see it unfold).
P.s. I'm not sure I can spell doyley correctly, but I'll be damned if I'm going to look it up.
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UT: first and better!
edit: doily
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Wow, he did? Well I'll play those old gay disco games over the mindnumbing grey turds they shit out on a regular basis, today.
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In a game where orbs come out of enemies any considerations of plot are pointless because of how gamey your game already is, it's like claiming you can have your cake and eat it then a new cake teleports in so you have another cake handy.
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great now you've gone and made me want a cake teleporter