Co-Optimus - News - Army of Two: The 40th Day - Community Event

Army of Two: The 40th Day

  • Online Co-Op: 4 Players
  • Couch Co-Op: 2 Players
  • + Co-Op Campaign
  • + Co-Op Modes
  • + Combo Co-Op

Army of Two: The 40th Day - Community Event - Page 4

Jason’s comment overall was that the game handled like Gears of War, which is pretty accurate. The camera positioning, the controls…all of it has a familiar feel when compared to other third-person stop-and-pop shooters.  The aggro system is still here, and functions just as well as it did in the first game; unfortunately, the particular level we played didn’t involve too much stealth, so we didn’t test out the aggro too rigorously.  We did, however, put the cover mechanics through their paces, which have undergone some improvements since the first game.  The cover system can best be described as "smart sticky"; move up to a corner and your character will automatically lean into it and stick to the wall.  Move away from the wall even slightly and your character will move away without feeling like you're tugging them off of a glue-covered surface.  We were also surprised at just how many objects could be used as cover.  The demo level was a demolished zoo – dead animals and all – and at one point I took cover behind a hippo carcass. What made this moment even funnier was when Jason suddenly vaulted past me and did a Dukes-of-Hazzard hood slide across the dead hippo.

We can't show the system, but imagine Salem and Rios decked out with hearts.

We were also treated to a preview of a new feature that was revealed for the first time here at PAX.  In addition to being able to customize and create your own gun, 40th Day will provide players the opportunity to create their own mask and armor designs through the Army of Two: 40th Day website.  Players familiar with Skate 2 will recognize the system they're putting into place as it uses much of the same mechanics with just a few improvements.  We can't say much more, but we were told that the system would go live before the game does and that anything you create will be available when the game launches.

In closing, we'd like to thank the folks at EA Montreal once again for giving us a chance to get more hands-on with the game before it hit the show floor today.  We were told throughout the session yesterday that the game is a huge departure from the first in terms of features and polish, and while that's certainly true, there are two things in particular that excited us: the controls and the co-op gameplay.  They're both there, they both have been improved, and we like it!

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