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Bodycount

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Codemasters has today confirmed the development of Bodycount, an upcoming FPS that promises to deliver "genre-defining gun play" that comes "alive in an orgy of bullets and destruction". This new IP is in production at Codemasters Guildford studio.

 

Designed by Creative Director Stuart Black (co-creator and designer of Black, 2006), Bodycount is being created by an all-star development team using the EGO Game Technology Platform, and is scheduled for release in Q1 of 2011.

 

“Our core focus for Bodycount is to deliver best-in-class gun play that places the gamer at the heart of the experience,” said Executive Producer Tom Gillo. “From the jaw-dropping devastation caused by firing into enemies or shredding the world around you in a hail of bullets, Bodycount will crystallise that moment of pulling the trigger into an exhilarating sensory overload of action.”

zmogus kuris dave mums gerai zinoma Black ,nuejo pas Codemasterius,nes jis uzkniso juodai visi tie nuobodus FPS,ir jis mum duos kazko naujo manyciau. :thumbsup4:

 

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In Bodycount players become ensnared in a clandestine global power struggle as a powerful combat asset with a green-light to eliminate enemies known only as ‘Targets’ on behalf of the ‘Network’. Equipped with a mouth-watering selection of contemporary weapons, players and opponents tear through destructible cover to execute explosive kills in a shreddable world where operatives are encouraged to leave no witnesses. Complimented by online multiplayer and co-operative game modes, Bodycount will blast outrageous action and spectacular fire-fights from both barrels.

 

“We’re all massive FPS fans,” said Stuart Black, Creative Director on Bodycount “and believe that there’s room for a refresh of the shooter experience. If Race Driver: GRID™ was all about the purity of racing, then everything in Bodycount is absolutely centred on the bullet and its impact on the world. Our shredding tech enables us to create a different kind of gameplay, where players and AI can’t hide behind indestructible cover and rely on whack-a-mole mechanics. Here the environment is constantly changing as the game world is shot to hell; it’s going to be a huge amount of fun.”

 

“By investing extensively in our people and tools, we have attracted an exciting team of development talent to Codemasters Studios Guildford, empowered with a mandate to create innovative, original games using award-winning technology,” said Gavin Cheshire, Vice President, Codemasters development. “As our first internally produced new IP for many years, Bodycount will deliver a fresh FPS experience powered by intense combat, compelling narrative, advanced AI and engaging online multiplayer game modes.”

 

Bodycount is in development for the Xbox 360 and PS3.

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Black, bent jau man buvo ispundingas grafikos prasme, net sunku pagalvot kaip mano senukas PS2 isspaude tokia grafika :D

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black tai kietas buvo, bet sitas kazkaip.... nevisai uzkabinanciai man atrodo. reiketu daugiau screenu ar kazko kad nuspresti tvirciau

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Black, bent jau man buvo ispundingas grafikos prasme, net sunku pagalvot kaip mano senukas PS2 isspaude tokia grafika :D

butent ..black buvo ziauriai ispudingas grafikos prasme palyginus su kitais ps2 FPS zaidimais,tikrai buvo isskirtinis,aisku tai tik vienas zmogus is to komandos kurie dare black,bet jis buvo dizaineris,tai manau atsakingas uz tai kaip zaidimas atrode,kas ir padare ta zaidima toki isskirtini, na tikesimes idomaus zaidimo. nors codemasteriai naudos vel EGO varikliuka..hmm...po OP2 kazkaip nzn ar tai geriausias varikliukas FPS zaidimam,na gal jis bus kazkaip kitaip panaudotas ir zaidimas nebus toks open world kaip OP2 tai gal bus kitaip,ir kaip matosi bus destrukcija.

manau tai nebus daug mastymo reikalaujantis zaidimas kaip matosi is screenu.

 

Stuart Black is a man who created a pioneer FPS. Black was a game with immensely interactive environments; a player was encouraged to blow up a guard tower rather than kill the guards inside; because they could, and it was fun. Almost everything in the game was destructible, or interactive. The graphics were great, and it featured game play that still sticks out in this writer’s mind.

 

Bodycount’s interactive environment can be summed up by the following: “Take a gun to a wooden weapons crate, and it will slowly, believably disintegrate, the wood chipping away to reveal a more stubborn metal frame and within an ammo box that sits atop a bundle of straw - shoot the ammo box and as you'd expect it's fireworks time. None of which may sound thrilling in itself, but here's the thing – this extent of destructibility extends to nearly everything in Bodycount's world. Spray a vending machine with bullets and it'll begin to tear itself apart convincingly until all that's left is a metal skeleton and a pile of broken glass. It's a first-person shooter with an exacting eye for the explosive.”

 

If that doesn’t have you interested, please check yourself for a pulse. Bodycount’s single player follows main character John Doe as he blows up, shoots apart, and kills everything he (you) can. The game boasts an intriguing, mysterious story driven by testosterone through what will become one of the best game environments to date. The main character, John Doe, is “dragged out” of retirement by a shady organization named simply “The Network”. The player soon finds that the Network is not a good place to work, though, as Doe is drugged by the organization; then wakes up free falling from a few thousand feet in the air. A message scrolls across the screen, “Welcome to the Network. Your safety is our concern.”

 

 

Bodycount implements a distinct class system with its enemies, much like Killzone 2, but in more depth. At the top of the bad guy food chain is the tank. As in every game, the tank is a well armed and hard to kill opponent. A great thing about the game is that the enemy ranks are not just broken up by the size of a health bar. For a little strategy, shoot the medic first in a group of soldiers and the rest will be weaker. Shoot an officer and they may become disoriented. Bodycount looks to be a game where a player can do anything. Run through the campaign with guns blazing, or develop strategy for each enemy encounter.

 

The game is also said to feature a chain multiplier that will unlock special abilities such as a minigun, predator drones, and helicopter strikes. How will it work? By the body count, of course. The faster and more you kill, the more points you receive. This feature will also be a part of Bodycount’s separate co-op campaign, but no word yet on whether or not the multiplayer will sport a similar system. Multiplayer and co-op from the spiritual successor to Black; the game looks to be an all-in-one package to redefine FPS once again.

 

The game is also said to feature colorful and beautiful areas, “other networks” with high-ranking agents, an intuitive cover system, and some of the same developers that worked on Black. Look for more news in the coming months, and hold your breath for Bodycount to hit shelves early next year.

taigi kieciausias shooteris su gera istorija,ir nebutinai ibegi,issaudai visus gameplay...hmm ..idomu..skamba tikrai idomiai,destrukcijos lygis tiesiog nerealus is to ka jie kalba.ir visa tai su tuo paciu EGO varikliuku ??!! matyt prisegs vel Havok ,tik si karta isnaudos Havok kaip reikiant.juk Havok gali tokia destrukcija duoti..oho vaikeli..

 

New Bodycount Gameplay Details

 

Stuart Black from Codemasters has recently spoken to the Official Xbox Magazine about their upcoming shooter, Bodycount. He spoke about how the game is pure fun at it's core, what makes great gameplay for an fps, and why Bodycount is just plain awesome.

 

And just like the Bad Company series, if you need an entrance, make one.

 

Stuart Black stated that he and the team feel that controls need to be spot on for an fps, and that pulling the trigger for any weapon needs to be satisfying. From their hands on with the game, OXM says that the one gun they were able to use (a machine gun) had "an instant heft and punch to it." They also go on to state that a gun feels a lot better when it is able to destroy it's surroundings.

 

The environments in Bodycount are straying away from the obligatory color palette, and instead have more of a shine and sheen to it. The levels are taken from real world locales, but have a blend of fiction to them so to speak.

 

"If you chain kills together, you'll unlock more intel. Gather enough intel and you'll unlock new abilities, mini-games, and assassination targets."-OXM

 

 

The bullets will react to the environment in the same way as DICE/EA's Battlefield: Bad Company series, in that bullets will go through and destroy objects rather than just hitting off of them. This makes every piece of the environment you playground, and the game rewards you for using it in creative ways. It is due to this style of gameplay that Stuart Black calls Bodycount "...the antithesis of a realistic military FPS like Operation Flashpoint." And just like the Bad Company series, if you need an entrance, make one.

 

You play the game as a mercenary who is basically out there doing what he loves to do. Once you set your foot on the battlefield, you are given intel on a variety of things via your communications channel. Included with this intel, is information on the various weapons scattered throughout the world that you will want to find to maximize your destruction. Just like with the Burnout series, Black states that he wants every explosion you see to be unique.

 

Let's not forget that the Bodycount team created the smash hit fps, Black, so things are sure to look good in the coming months.

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taigi galybes destruction ,matyt si karta pasimoke kaip panaudot Havoc normaliai.nzn ka jie ten veike su tuo Falshpointu.viskas grazu Codemasteriai eina teisinga linkme.ir ne tik racing zanre. :)

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New FPS ‘Bodycount’ to utilise morpheme engine

 

Euphoria engine creators NaturalMotion announced today that their morpheme engine will be used to animate a new Codemasters Studios Guildford FPS entitled Bodycount.

 

The deal acts as part of a partnership between the two home-grown studios and will ensure NaturalMotion’s technology is used across a variety of upcoming Codemasters games. “The morpheme engine and tools enable fast and compelling content creation, driving Bodycount’s explosive animations to new heights,” claimed Bryan Marshall, Codemasters CTO. “morpheme integrates perfectly with our EGOTM Game Technology Platform, ensuring that we hit our targeted quality levels in terms of visuals and animation efficiently.”

 

Andy Payne, VP Sales at NaturalMotion said in response: “we were very excited about seeing the results of our master agreement with Codemasters, and the latest, highly-praised sighting of Bodycount at E3 demonstrates the talent of the team working on the title.”

 

Bodycount will be released in 2011 on both PS3 and Xbox 360 platforms and is the first game to come out of Codemasters Studios Guildford.

geros naujienos. Morpheme engine labai galingas ir dideliu galimybiu animacijos variklis.na EGO + Morpheme ,gali gautis visai neiko. :)

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..Bodycount's bodycount rises, game delayed to summer

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Following the departure of creative director Stuart Black, the Bodycount team at Codemasters is losing more high-profile talent, this time Codemasters Guildford GM Adrian Bolton, according to Eurogamer. Also out: Bodycount's original spring 2011 release date, replaced by "early summer."

 

CEO Rod Cousens said that the delay wasn't necessarily related to the outgoing developers, but instead is about quality concerns with the game. "He's left, but I don't think the company centres around one person. If I left I don't think the company falls over," Cousens said, noting that "someone will fill the void." The delay happened due to Codemasters' unwillingness to "compromise the game."

na svarbu, kad judama i prieki. malonu

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cia tipo taip atrodys pagrindinis veikejas? toks brick-head?

na viduj matesi juk veidas. siaip manau cia gal tik bosa pristate ,tai ji gal bus bosas,i taves cia net nebuvo isvis.ten bosas kazka nukepe ir tiek. pagal treilerio pavadinima sprendziu bent jau,kad pristate bosa.

bet tas Blackas tai gerulis, na apie kureja kalbu,pradejo kurt su Codziais ir isvare pas City Interactive , dabar su jais kazka kuria naujo su CryEnigine3, bet kad tik nemestu vel darbo ipusejus ir nelektu dar kur nors kitur.

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na toks prikolnas zaidimas atrodo, bet kolkas is trailerio tai tiesiog saudai ir viskas 1x10 issirauni ir nieko. gal ten dar intelektas arba sunkumas neatidirbtas nes pre-alpha. na nebutu taip tas traileris idomiai atrodes jeigu ne merginos balsas ir nebloga muzika ^^

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apie si jau visai buvom ir pamirse. pasirodo jis dar gyvas. ir galetu but visai fun shooteris is to ka apie ji zinom. :notworthy:

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Codemasteriai idomu cia zanra paeme..tikra pasitaskyma be jokios dideles logikos ar story..

 

http-~~-//www.youtube.com/watch?v=cOAV2PLxF10

After being delayed, Codemasters’ spiritual successor to Black, the FPS Bodycount, is finally getting ready to come out this August. Ahead of the release, the British Board of Film Classification has rated the game.

 

The shooter, which has a highly destructible environment that dynamically changes how the game plays, was rated 15 by the BBFC as it “contains strong violence.” Inspired by Lady Gaga, the game will only feature 10 minutes of cutscenes, compared to 70 minutes in Killzone 3, 40 minutes in Modern Warfare 2 and 48 minutes in Resistance.

 

Bodycount aims to do something different, with then-Bodycount lead Stuart Black explaining:

 

We’re not trying to beat CoD. We’re going off on our own path. We have our own values, and our own things that we think are going to be fun for a player. We’re not worried about what other people are doing.

 

As well as saying:

 

If realism doesn’t help the game, f*ck it, throw it away. I don’t want Bodycount to reflect the reality that I’m in, I’ve got enough of that around me. I want to go somewhere else – I want to be lifted up, to forget about my troubles, and escape.

 

I’ve known Codemasters all my gaming life, but I’d never thought about working for them. And when I went up there – I was just really impressed by the attitude towards development. It felt like, here’s a place I can get some creative freedom, some creative control and really develop something I want to develop.

 

Bodycount is set to release on August 26th, 2011.

taigi jau pagaliau ir data yra isleidimo.

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