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Preview: Army of Two: The 40th Day photo

The original Army of Two was a very successful game. I mean, two million copies sold is nothing to sneeze at. However, it left a lot of people with an odd taste in their mouths. From the ridiculous fist-bumping and tampon-stuffed bullet wounds, to the not-quite-there co-op experience, and the eye-raising last-minute three-month delay, Army of Two was a flawed game, to be sure. That’s not the best impression the new studio, EA Montreal, wanted to make.

So when I got a hands-off demo of a very early build of Army of Two: The 40th Day, the very first thing Alex Hutchinson and Reid Schneider, Creative Director and Executive Producer, respectively, wanted me to know is that this is a very different game than its prequel.

These two are adamant that they’ve taken the criticism to heart. The gameplay is going to be streamlined, the “bromance” tone is being reworked, and I’ve been promised this is the game that will throw the Army of Two franchise into AAA recognition.

Hit the jump for my impressions.

Right away, Alex and Reid really want me to know that Army of Two: The 40th Day is going to be made a little differently than the first game. Alex himself has just come from Maxis, fresh off of Spore, and they’ve brought on developers from all over the place, such as Ubisoft Montreal and Criterion, to work on the title. With a complete understanding of all the platforms they are working with (looking at you, PlayStation 3), and a complete set of assets, Army of Two: The 40th Day is, for them, going to be as streamlined and polished as possible.

So what has changed with this game? Well, the team is really trying to make the game much more “fluid”; the goal is to make our bosom buddies, Rios and Salem, transition a little more evenly between all of the things that they can do. This is most apparent in how you scan enemies, hostages, and your partner, which brings up a playbook. Say you scan some guard down the alley in front of you. The game will list options and commands for dealing with him, and coupled with the D-pad command system, you can make sure your AI-controlled partner does what you want.

The scanning-system works even better in co-op. At one point in the demo, Salem and Rios become separated, but in a room across a rooftop, a hostage is being held at gunpoint by two guards. Salem can see both, but Rios has a wooden shutter in the way. So the Salem player brings up the playbook, and marks the guards pink and the hostage green. Now Rios can see all three, and with a quick countdown, both snipe the guards. Salem has a true line of sight, and Rios just sends a bullet right through the shutter (bullets now go through wooden panels and people, among other things).

Aggro is also back, but it’s been updated to be more realistic. Obviously, shooting a stream of bullets at enemies is going to attract their attention, but now, passive actions will gain aggro. For example, Rios could walk up to some enemies with his hands up. All the aggro is going to turn to him, giving Salem a chance to snipe a couple enemies while they are distracted.

Graphically, the game really holds promise. Shanghai, the location of Army of Two: The 40th Day, is positively supersaturated with colors and motions, with little bits of dust, paper and particles floating around. Little bits of motion, like fans and smoke -- while far from original ways of making things seem realistic -- keep the city feeling alive and busy.



Rios and Salem themselves look great too. They are still burly guys with insane facemasks and tattoos that would make a spring-breaking co-ed proud, but their motions and personality also shine through. Alex pointed out some neat bits of tech being applied to them: when they stand on stairs or little mounds, their feet will stand accordingly with their height differences. It’s something hardly noticeable, but pretty cool when pointed out.

Also, whenever these guys are just standing around in a safe area, up go the masks. As somebody who didn’t get very far in the original game, seeing the faces of our heroes without any fanfare is surprising, but I was told it’s all part of a way to make the guys a little more likable.

What’s more noticeable than Rios or Salem is the disaster elements of the game. Army of Two: The 40th Day takes place in the middle of all sorts of military attacks, and Rios and Salem are initially looking to make it out of the city alive. And look out they will. At one point in the demo, the pair becomes separated on a rooftop. Meanwhile, the adjacent building blows completely to hell, and fighter jets start buzzing all over the place, shooting other buildings left and right before sending a rocket right at you. If Salem doesn’t haul ass, he’s toast. It’s a pretty startling and in-your-face, that’s for sure. Reid pointed out that Cloverfield is a primary inspiration for many of the story and gameplay elements of Army of Two: The 40th Day. So when stuff goes down, it goes down in a big way, and you’ll be right in the middle of it.

Now, while the buddies are going to trying to simply survive Shanghai, they also have the opportunity to gain some cash along the way. Occasionally, they will receive a call to make a kill, and then a bartering system will pop up. It’s kinda like the bartering system in Freshly-Picked Tingle's Rosy Rupeeland, where you have to find a balance between asking for to much money or not enough. Ask for too much, and they’ll pass on you. Ask for too little (or nothing) and they’ll take you up on your offer, but comment on your bloodthirsty nature.



However, once the hit has been established, if you don’t want to make the kill, you don’t have to. It’s not exactly Fable, but there is a good/bad distinction here. You can be a royal bag of douche and run right into a group of enemies, shoot right through their hostages you could be saving, and follow it all up with a hearty round of fist-bumping and buddy-lovin’. Classy. Or, conversely, you can smartly take out the leader of some baddies, save the hostages, realize that the guy you were told to kill is a defenseless man and let him live, and remain an upstanding hero of Shanghai.

All the sillier stuff of Army of Two: The 40th Day is more optional now, so if rhinestone-encrusted AK-47s aren’t your thing, it’s easy to ignore. Both Alex and Reid showed trepidation when asked about these elements of Army of Two, and it’s clear that, while still in the game, that’s not necessarily what they want Army of Two: The 40th Day to be known for.

Little details have been changed, too. Reticule speeds are boosted and enemy kills are punchier, for example. Gone are multiple uses for one button, and the characters will do more stuff automatically. Instead of hitting “A” to go into cover, you’ll automatically go into cover or when you are running and an object is in your way, your dude will just vault right on over.

While I didn’t see any multiplayer, other than the co-op, I was promised that they have a lot coming down the line -- specifically, E3 -- so keep an eye out for that.

Ultimately, I came away very impressed with what EA Montreal is trying to do with their sequel. They’ve acknowledged serious problems with their franchise, and are working hard to make the game critics would want to play. It’s still early, but Army of Two: The 40th Day is certainly a game holding just a lot of promise, and if EA Montreal can follow through and make a complete, polished game, Army of Two: The 40th Day should be a game well worth some attention.


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26 comments | showing # 1 to 26

Leviathan902's Avatar - Comment posted on 03/16/2009 08:22
Leviathan902
U know, the original army of two caught a lot of flack for all the bromance and "bling"-ed out weapons, but that stuff was relatively easy to ignore. Overall I thought the first one was a lot of fun to play with a buddy and I look forward to the sequel!
Yukai's Avatar - Comment posted on 03/16/2009 08:33
Yukai
Having just finished the original. (picked it up for £5 in blockbuster) It was an enjoyable if infuriating experience most of the time. They may have their work cut out for them but i'm hoping EA manage to make this a co-op game worth playing from release.
notdryad's Avatar - Comment posted on 03/16/2009 08:39
notdryad
I still think that the criticism wouldn't have been as harsh if it wasn't by EA.

That said, all I'm hoping for is another good buddy game.
Chronic Logic's Avatar - Comment posted on 03/16/2009 08:51
Chronic Logic
PFFT... Co-op is old news, they're going to have to make it 4 player co-op, the new game will be called Army of Four!
moshakirby's Avatar - Comment posted on 03/16/2009 09:01
moshakirby
BUMP-MAPPING!
Char Aznable's Avatar - Comment posted on 03/16/2009 09:04
Char Aznable
Alright, I thought that said "Rob Schneider" at first, and almost fled in terror.
Demtor's Avatar - Comment posted on 03/16/2009 09:24
Demtor
I loved the first one, not sure they really need to change all that much besides the level design which was pretty atrocious. Sounds like they could possibly be over reaching with all the changes as the "playbook" thing sounds pretty fucking terrible. We'll see.
Corak's Avatar - Comment posted on 03/16/2009 10:49
Corak
Never played the first one, heard mixed stuff about it, maybe if I find it bargin bin I'll give it a go. Looks interesting so far and at least it seems like they are trying. Problem is I rarely have a "buddy" to do the co-op stuff with online so I normally skip games like this.
SephirothX's Avatar - Comment posted on 03/16/2009 10:53
SephirothX
The first game was alright, but the gameplay felt like a poor mans Vegas or Gears... I hope they're serious about fixing the problems via the sequel. If so this game will shine.
Tdiddy9182's Avatar - Comment posted on 03/16/2009 11:09
Tdiddy9182
I really enjoyed the first Army of Two as a Co-op game and am really looking forward to this one as well
Usedtabe's Avatar - Comment posted on 03/16/2009 12:21
Usedtabe
I liked the first one, but the multi-player was horrible. The campaign was fun as tits though.
Professor Pew's Avatar - Comment posted on 03/16/2009 12:23
Professor Pew
Bleeeeh, all this scanning and communication bullshit. What happened to just going for the quad and raping people because you were actually able to point and shoot at something?
Usedtabe's Avatar - Comment posted on 03/16/2009 12:46
Usedtabe
@professoe Pew: The same thing that happened to Gears. For some reason people keep trying to turn these "fun" games into a more tactical experience. Hopefully you will still be able to run and gun if you want to in this one.
Dexter345's Avatar - Comment posted on 03/16/2009 14:03
Dexter345
I was never interested in the original, but this makes me at least a bit more into it. Still not going to buy it, of course.
FoolsGold's Avatar - Comment posted on 03/16/2009 14:49
FoolsGold
I think the tactical stuff is optional: the game is astill an ction shooter at its core, so I'm sure you'll be able to be as tactical as you want. It's not going to turn into Rainbow Six...
Maxxthepenguin's Avatar - Comment posted on 03/16/2009 14:54
Maxxthepenguin
You referenced Freshly-Picked Tingle's Rosy Rupeeland in a preview for Army of Two 2.

I just had to point that out, because my mind was blown.
Brock Samson's Avatar - Comment posted on 03/16/2009 16:16
Brock Samson
I thought all the stupid stuff about the first game was awesome. Maybe in a "So-stupid-it's-funny" kind of awesome, but still.

Also, the ending to the aircraft carrier level was one of my favorite moments of last year.
Ben PerLee's Avatar - Comment posted on 03/16/2009 16:18
Ben PerLee
@Maxxthepenguin:
I do my best. lol.
Jabberwalk's Avatar - Comment posted on 03/16/2009 16:38
Jabberwalk
I'm with Brock, I thought the silly over the top idiocy was really the games charm. "Kill hundreds of people for vague reasons so you can buy a golden AK-47!", how could you go wrong with that? There is no shortage of serious games that deliver a deep narrative experience at the moment and I could stand a little pop corn entertainment now and then.

Anyway, I can think of a few areas they could improve in the sequel. They should really clean up the melee system which was way too clunky in the first game but showed some promise. Given the whole fratboy aesthetic complete with goalie equipment and playbooks, you might has well have them tackling dudes and throwing shoulder checks all over the place. Melee weapons like knives and such could be another fun money sink to upgrade and pimp out. Add spikes to your shotgun, draw some shark teeth on your knife! It all makes about as much sense as a shield or another gun strapped to your gun!

Also, flame thrower. This is a sequel after all.
Steel Squirrel's Avatar - Comment posted on 03/16/2009 17:12
Steel Squirrel
You're the man now, dog!
Tactix's Avatar - Comment posted on 03/16/2009 18:35
Tactix
I found this preview through a link from Penny Arcade.

Just saying. :P
B-Radicate's Avatar - Comment posted on 03/16/2009 20:11
B-Radicate
I liked the first title enough to warrant a rental and playthrough and this one holds promise if it's as polished as they say. I look forward to it.
Puppy Licks's Avatar - Comment posted on 03/16/2009 23:05
Puppy Licks
I liked the first one, it was a B grade game that had a lot of room for improvement so I am VERY keen to see what they do with this game.
I'm happy EA didn't kill this one :)
GohanGVO's Avatar - Comment posted on 03/16/2009 23:30
GohanGVO
I think the main objection to the "frat mentality" was that it was at odds with the serious tone of private military corporations (and, of course, the usage of 9/11 leading to the usage of PMCs). The context wildly differed from the content, basically.
The Incredible Edible Egg's Avatar - Comment posted on 03/17/2009 02:23
The Incredible Edible Egg
I thought the first one was good n fun, but if they're willing to make it better, I'm all for it!
KaL YoshiKa's Avatar - Comment posted on 03/17/2009 03:04
KaL YoshiKa
I'm with Jabberwalk...they should take custom guys further and more ridiculous...why can't I get Bayonets, tasers and Aliens style tapped guns to mess around with. Adding actual usuable tech to your guns is a fun thing to strive for (just look at the red dot sight in CoD4).
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