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Mike Glover is back in BODYCAM: Locked & Loaded for Part 2, and this time we’re focusing on something most tactical shooters get completely wrong: sound.

Gunshots indoors don’t sound like they do at the range. The concussion, reverb, echoes, distance, direction and sheer sensory overload can completely change how you perceive a gunfight.

Mike breaks down the audio in BODYCAM through the lens of his experience as a former Green Beret and government contractor, looking at how the game recreates weapons fire, indoor engagements, environmental acoustics and the chaos of fighting inside confined spaces.

How realistic is it? What does BODYCAM get right? And where does the game still fall short of the real thing?

It’s a video game. It’s not training. But the sound design in this game gives us plenty to talk about.

If you want Part 3, drop the next scenario or tactical game you want Mike to break down in the comments.

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