Army of Two: The 40th Day Hands On Preview - Just the Two of Us
Written Saturday, September 26, 2009 By Dan WebbView author's profile
Army of Two: The 40th Day, or Army of Tutu if you want a giggle, is the follow up to the 2008 co-op shooter Army of Two. EA Montreal are looking to build on the foundations made by the original and as the game's Producer, Matt Turner put it, offer a more "organic co-op experience." Earlier on this week we went hands on with the title once again to put it through its paces.
The GPS and morality system make up a few of the game's key additions, offering players a break from the finger-on-the-trigger action you can usually expect otherwise. The GPS allows players to do numerous things like mark targets for your co-op partner, see the status of various enemies and work out the route to the next objective. The GPS is activated by a quick press of the back button and can only be used for a limited time (although the battery power is self regenerative) so that you don't become too dependent on it. The morality on the system on the other hand allows players to make a few decisions throughout the game that will reward players depending on what they choose. These decisions can lead to cash incentives, access to exclusive weapon parts and more. Of course, if that’s not for you, you can simply choose to blast your way through the game with a total disregard for the system and not pay attention to it in the slightest.
When you've made decisions and accumulated cash, the cash can be then spent on your weapon customisation and the system in place is far more robust than the original. No longer are the parts restricted to each gun and the whole system has a "LEGO with guns" vibe about it. You can change barrels, stocks, clips, suppressors, skins, grips, bayonets and shields amongst other things; and this time, the parts are restricted to weapon classes, rather than the specific guns themselves. So if you want to apply a screwdriver as your bayonet, a coke can as your silencer, and a riot shield to your rifle, you can. Hell, you can even make it gold, or pimp it out to the extreme with a zebra print skin if you’re feeling particularly spritely. Obviously, there are more realistic choices as well, but we tend to focus on the outrageous... it's more fun.
EA Montreal are keen to point out that AOT2 is now a more organic co-op experience this time around – allowing players access to co-op moves whenever they want to use them, rather than having specific set pieces set up for specific moves. You will have access to use the usual "step jumps," etcetera throughout, but this time, there is more choice and variety of when and where you use them.
The one unpolished aspect of the hands-on relied firmly on the enemy AI which was sporadic to say the least. At times the enemies will work together to flush you out; flanking you, charging at you, and flipping tables for cover to make things harder for you. But there are other times when they just seemed to miss you totally. It's clear that this is tied in to the game's "aggro system" where one person can attract the attention of enemy fire through constant aggression and extended periods of fire, but it didn’t really seem to be greatly implemented. That being said, it's a similar build to the one we saw in Germany, and so a lot may have changed in that time, and I'm sure this won't be the first time EA Montreal have heard this concern.
The demeanour of Salem and Rios has changed somewhat from the first and according to Matt Turner; they’re more like Bruce Willis in Die Hard now, rather than over-the-top like Martin Lawrence in Bad Boys. The humour is still all present and correct though and we didn’t see enough of the game to see how this change of attitude would affect the makeup of the pair. Watching them play "rock, clobbers & scissors" for the first time, or watching them punch each other is great from a camaraderie perspective and will prove to be a big hit between friends. The two won’t be faceless souls this time either as they’ll both flip up their masks when the area is clear or during cut scenes.
From a control perspective, everything is as you would expect from a third person shooter such as this. The aiming is simple, yet responsive, and the cover system works as it should. On the zoo level – the same one from the walkthrough in Cologne – there were a few instances where it would be awkward for either of the pair to make it up a set of rocks, but other than that, there were no alarming moments. I did find it relatively difficult to determine when I was close to death though, especially in the thick of a rather large fire fight, and I hope this is something that EA Montreal can tweak in the run up to the game's release.