I honestly tried to find something positive to say about Bodycount in this review. But after playing the game for a week, the reality is that Bodycount botches just about everything you could imagine, from its shamefully repetitive level design -- which literally recycles several maps and passes them off as "new missions" by placing you in a different spot on the map -- to its utter lack of identity, and slew of severely underwhelming features.
Bodycount, while mechanically sound for the most part, is all over the place. It has absolutely no idea what kind of shooter it aspires to be. On one hand, it's trying to be an arcade-style shooter in the vein of Bulletstorm with stylised kills, but it fails to do anything interesting or remarkable with this feature.
There aren't even many stylised kills you can perform aside from headshots, kill streaks, kills with specific weapons, and a few others. It makes me wonder why they even bothered with this feature (not to mention naming it the exact same thing as Bulletstorm's vastly superior "Skillshots").
Bodycount's "shreddable" environments are another aspect of the game's action movie flavour it fails to capture. Despite what the game's box claims, there are disappointingly few structures in Bodycount that are actually destructible. Only about 30% of your surroundings are shreddable. Sometimes less depending on the specific level you're playing.
But these are minor quibbles compared to Bodycount's atrocious level design and lack of story. While you probably shouldn't expect a spellbinding narrative from a game named after the total number of deaths during a gunfight, Bodycount doesn't try to make its world seem even remotely interesting.
The game plops you in the middle of South Africa, where a civil war is brewing between a militia and a faction of ridiculous-looking warlords armed with face paint and machine guns. There's little explanation as to who you are exactly and why you've been sent on these missions aside from the 50 word mission descriptions that pop up on the loading menu in-between levels. To make matters worse, the campaign literally forces you to replay maps by having you take alternate routes through them, and reach a different target destination.
Missions mostly consist of going from point A to point B, and typically involve defusing explosives or interacting with/retrieving some sort of special item. Bodycount supports multiplayer, too, including shooter staples like team deathmatch and survival, but the modes are pretty unremarkable for the most part. There's also a serious lack of variety among enemies and weapons (for some reason, you can't even swap guns out with others you find on the battlefield).
In terms of what Bodycount does right, there are a few shining moments in the campaign.
Highlights include the futuristic underground weapons facility, which is infinitely more interesting than everything else in the game. At one point, you must escape from the collapsing fortress before it self-destructs and buries you alive with it. But moments like this are few and far between, and as soon as you reach an enjoyable moment in the game, another issue rears its ugly head, like the game's atrocious A.I.
The list of Bodycount's shortcomings go on, but you get the point: Bodycount is largely an awful shooter. And instead of trying to do everything and failing to deliver virtually anything worthwhile, Bodycount probably would have been much more successful if its design was simplified by focusing on one or two key features it could attempt to do differently. But it didn't, and the end result is not pretty.