Bodycount co-op: missions, but director wanted campaign

Recommended Videos

Bodycount creative director Stuart Black is a self-professed “big fan” of co-op, and he badly wanted to have the game’s entire campaign playable cooperatively. But the story had other ideas:

It became really obvious — and it pained me — that there were key moments, two or three key moments, where it was absolutely vital that you were by yourself to feel that sense of isolation. […] And I was really like, ‘Oh no, I can’t believe this!’ and I tried to think, ‘How can I get around this?’ and it was like, story-wise…I can’t. I have to have [those moments] that were too important to drop. So that was a bit of a bastard.

Still, Black was determined to include co-op in Bodycount, and his solution was to have distinct full-scale co-op missions, like the scenarios in Uncharted 2 or the Spec Ops mode in Modern Warfare 2. (He noted that the co-op missions in Bodycount will be longer than the average Spec Ops jaunt.) And the story offered an opportunity to use co-op as a way to expand on the narrative:

…there’s a lot of story about what the Network and the Target are doing that we can’t tell — because he [the game’s protagonist, Jackson Delgado] doesn’t know it. So we thought [that] it would be quite nice in co-op mode, then, if we can’t do it in part of the main campaign, to set [the co-op] in the parts of the world where Jack goes, but set it before and after he’s been there.

In the single-player campaign, Jack might not have a lot of information about a location that he’s visiting. But the co-op missions — which you play through as a generic Network or Target (enemy) agent — can provide backstory to fill in the details.

There’s still more to be seen from my interview with Black, so keep checking back in.

About The Author
Samit Sarkar
More Stories by Samit Sarkar