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Bodycount: Difference between revisions
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[[Image:Bodycount-TAR-1.jpg|thumb|none|600px|The Operative holds a CTAR-21 as he makes his way through a fishing village in "Asia."]] | [[Image:Bodycount-TAR-1.jpg|thumb|none|600px|The Operative holds a CTAR-21 as he makes his way through a fishing village in "Asia."]] | ||
[[Image:Bodycount-TAR-2.jpg|thumb|none|600px|While reloading, The Operative ponders who they think they're fooling by calling it "Asia" when there are giant red stars everywhere. Note the short barrel.]] | [[Image:Bodycount-TAR-2.jpg|thumb|none|600px|While reloading, The Operative ponders who they think they're fooling by calling it "Asia" when there are giant red stars everywhere. Note the short barrel.]] | ||
[[Image:Bodycount-TAR-3.jpg|thumb|none|600px|Zoomed-in view of the CTAR-21. Note the black dot inside the rear sight; this is a graphical artifact, and is always visible inside the circle.]] | |||
==FN Minimi SPW== | ==FN Minimi SPW== |
Revision as of 23:12, 7 September 2011
Bodycount is a 2011 first-person shooter video game for the Xbox 360 and Playstation 3, developed by Ego and published by Codemasters. While touted as the spiritual successor to Black, the lead designer of the latter game, Stuart Black, departed Codemasters partway through production. The plot concerns a soldier called "The Operative" who works for an agency known as "The Network," as he goes on a series of missions in a war-torn nations to take down an enemy simply known as "The Target."
The following weapons appear in the video game Bodycount:
Overview
Bodycount features a standard two-weapon system, though with the twist that the player cannot simply pick up weapons they find; the only way to get new weapons is at drop points typically located at the start of each level. Weapons are unlocked as the player progresses through the story, with more powerful guns becoming available in later levels.
The game features a single generic pickup for all types of ammunition; precisely how this is possible is never gone into. As with Black, the "iron sight" function actually just zooms the screen in slightly without using the sight itself; in Bodycount's case there are no exceptions to this rule, since the game features no weapons with scopes or working iron sights.
Weapons
SIG-Sauer P226R
A suppressed SIG-Sauer P226R is the fourth weapon available to the player and the only suppressed weapon in the game. It is shown with a 15-round magazine, and follows the common videogame "magic slide" rule of having the slide lock open by itself when the magazine is released.
Heckler & Koch USP Tactical
A suppressed Heckler & Koch USP Tactical pistol icon appeared in an old version of the HUD in one of the gameplay trailers. This could be either a severely incorrect icon for the final game's P226R, or a weapon which was scrapped during development. The final HUD design has a radar where this icon was shown.
Beretta 87FS Target Pistol
A fictional heavy pistol called the "CQB.45" is unlocked once the Africa missions are completed, it closely resembles a Beretta 87FS Target Pistol but with the slide-mounted safety of a Beretta 92FS. It has a 10-round magazine and can kill most regular enemies with a single shot; slightly odd behaviour, since even the game itself only claims it's a .45 and has a .45 SMG which doesn't do anything like as much damage. As with the SIG, the CQB has a magic slide which locks open by itself when the magazine is released.
Heckler & Koch MP7A1
One of the weapons initially given to the player, the Heckler & Koch MP7 is shown as good for "shredding" cover, but has limited range and is not particularly powerful or accurate. Is is shown with a 55-round magazine.
TDI Vector
The TDI Vector, called the "KRISS" in game, becomes available once the Africa missions are complete. It is shown with a 50-round magazine.
Benelli M4
The second starting weapon in the game, the Benelli M4 is called the "Super90" (with no space). The weapon is shown with the stock collapsed, and is correctly shown as semi-automatic. It does surprisingly little damage to scenery for a shotgun, and is shown with a 9-round tube magazine.
Heckler & Koch G36K
The G36K is available from the beginning of the second level; the weapon is shown with the rail top carrying handle, but has four vents in the handguard, meaning it is not a G36C. As with the G36C in Black, the weapon fires in fullauto with the fire selector on semi-auto, and the reload features the traditional pointless pull of the charging handle. Like the MP7, it has a 55-round magazine.
IMI Tavor CTAR-21
An IMI Tavor CTAR-21 is the fifth weapon available, fitted with a RIS rail mounting iron sights. Despite being the compact version, it is described as the longest ranged assault rifle. The CTAR is able to fire in single-shot mode with a short pull of the trigger; a longer pull will fire in fullauto, but the weapon will stop firing after three rounds.
FN Minimi SPW
The FN Minimi SPW, noted by the shorter barrel, retractable butt-stock, and missing carrying handle and STANAG adaptor, is the last weapon made available to the player, and is called the "Minimi" in the game. As with the real weapon, it has a 100-round drum magazine.
Unknown/Fictional Heavy Machine Gun
In "The Psycho Boss Gets Fired" CGI trailer the Psycho Boss fires an HMG.
M61 Vulcan
In one of the Target bases, fictional attack helicopters are seen suspended from futuristic gantries, armed with M61 Vulcan cannons in their chin installations.