Joystiq impressions: Army of Two: The 40th Day

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Executive Producer Reid Schneider was on hand to act as our tour guide, but much of what we saw really did speak for itself. Particularly about how this game is already anything but a minor improvement over the first.
Gallery: Army of Two: The 40th Day
Right off we found that it's really good looking -- in fact, the screens EA has released don't really do it justice. As Schneider spoke, we watched Salem and Rios standing idle in the middle of a street, while all around them subtle effects brought the world to life.
Steam rose from sewer grates, tarps waved in a gentle breeze, bugs scurried around piles of trash bags and debris -- torn paper, leaflets and the like -- floated down, indicating that, not far from their location, Shanghai was been torn apart. But by who (or what)? We'd soon get a partial answer.
Schneider explained that, while Salem and Rios are still mercenaries, the goal of this game isn't about taking down any one person or organization -- it's simply about getting out of Shanghai alive. To this end, he told us the tone of the game is more or less morally ambiguous. There are definite enemies, but there are also civilians. You can help the latter, but you're never forced to.
So, about those enemies. We were first shown a major new mechanic in the game: a tactical overlay a la Metroid Prime. When this is brought up, you can move your reticule over enemies to see pertinent data on them (threat level, etc.) and, more importantly, the context-based commands available to you.
In this scenario, a pair of enemy soldiers was patrolling the street ahead. Schneider brought up the tactical overlay and pointed towards the more skilled of the two. He commanded his partner to stealth grab the enemy. The second enemy quickly turned, realized he was outnumbered and dropped his gun. Schneider could have -- along with his AI teammate -- zip-tied the pair at this point, but he opted to kill them.
The threat eliminated, the two characters raised their iconic masks. This is, we were told, done for two reasons: to allow for more character to come across in conversations and to indicate all nearby danger has been dealt with.
We were next taken to a rooftop setting and shown the game's new cover mechanic. Walking (or running) up to any potential cover causes your character to assume a cover stance. From here you can blind-fire by pressing the fire button or lean out for a more accurate shot with the aim button -- but you're never "locked" to the cover. The next change we saw involved vaulting over (and sliding into) cover. To vault an air conditioner, Schneider simply ran at it (there's a very Gears of War style "roadie cam") and his character slid across it (think Stranglehold). To run into crouching cover, he pressed the crouch button just as he reached it, and Salem slid in.
It was at this point we found out the extent of the catastrophe Shanghai was in the midst of. While his partner ran to one corner of the rooftop, Schneider went to higher ground, affording him a lovely view of the highly detailed city far below. Without warning, what looked like meteors struck several of the largest skyscrapers, causing them to implode. A squadron of fighters flew past, striking another. Then, what looked like a jet hit the building he was standing on, carving a pit between the two teammates ... and enemies started pouring out.
Who are these enemies? The dev team isn't saying specifically, only confirming that they're part of a group called the "40th Day Initiative." In fact, Schneider told us that elements of the plot will go unexplained, leaving it up to the player to speculate. He stressed escaping Shanghai at all costs is the main plot, and the who and why of what's happening won't all be revealed through major cutscenes.
After running down a major street, buildings crashing down all around them a la Cloverfield -- cited by the team as one of its inspirations -- the characters came upon enemies preparing to execute a group of civilians. As they approached, a voice came over the radio, asking if the pair of mercs would be willing to assassinate someone. A dialog popped up where a fee could be entered. Schneider chose $20,000, which the man on the radio balked at. He dropped it to zero and the voice seemed stunned, but gave credit for their ruthlessness.
As we were told, this mechanic will crop up often, but won't always involve assassinations. Moving back to the situation at hand, we were shown two of several possible ways of dealing with it. The first was to simply storm in and take out the highest ranking enemy. This caused his subordinates to pull the hostages to their feet and threaten to kill them. Schneider then simply shot through the hostages, killing them and the enemies, while demonstrating the game's heavy use of realistic bullet penetration.
The second, less barbaric approach was to enter the area slowly, take the commanding officer hostage, then tie up the other soldiers. The duo received thanks from the freed hostages, something we were told will affect bonuses such as weapon part unlocks (the weapon customization from the first game is returning).
Having dealt with the hostage situation, Salem and Rios found that the next area was crawling with enemies. Demoing a new use of the first game's Aggro system, Schneider commanded his partner to "mock surrender." Rios walked up to the enemies, dropped his gun, and put up his arms. As the soldiers approached him, Salem was able to pick them off with a sniper rifle.
The pair ran through the cleared out area, only to have a burning car come hurtling down an alleyway, separating them. Their attention was directed to a nearby hostage situation -- two enemies were about to execute a civilian inside their apartment. Salem could see the enemies from where he was bur Rios couldn't.
Bringing up the tactical overlay, Schneider was able to "paint" the enemies red and the friendly green. Rios could then see where the bad guys were via his tactical overlay. Using this info, the duo was able to simultaneously snipe both enemies (Rios' shot penetrated the apartment wall). Schneider ran forward a bit and the camera panned up to a rooftop billboard for the Shanghai Zoo -- with an actual lion staring back from in front of it.
Schneider wrapped things up by explaining that the game won't have the genre's stereotypical assortment of dock or warehouse "levels," but will instead play out in locales you'd find in an actual city -- a shopping mall was given as one example. All in all, the experience was riveting. We're already sold on the atmosphere and more organic approach to combat scenarios -- we just hope that the entire game isn't the same handful of situations repeated ad nauseum.
This game isn't about taking down any one person or organization -- it's simply about getting out of Shanghai alive. |
Schneider explained that, while Salem and Rios are still mercenaries, the goal of this game isn't about taking down any one person or organization -- it's simply about getting out of Shanghai alive. To this end, he told us the tone of the game is more or less morally ambiguous. There are definite enemies, but there are also civilians. You can help the latter, but you're never forced to.
So, about those enemies. We were first shown a major new mechanic in the game: a tactical overlay a la Metroid Prime. When this is brought up, you can move your reticule over enemies to see pertinent data on them (threat level, etc.) and, more importantly, the context-based commands available to you.
In this scenario, a pair of enemy soldiers was patrolling the street ahead. Schneider brought up the tactical overlay and pointed towards the more skilled of the two. He commanded his partner to stealth grab the enemy. The second enemy quickly turned, realized he was outnumbered and dropped his gun. Schneider could have -- along with his AI teammate -- zip-tied the pair at this point, but he opted to kill them.
The threat eliminated, the two characters raised their iconic masks. This is, we were told, done for two reasons: to allow for more character to come across in conversations and to indicate all nearby danger has been dealt with.
Without warning, what looked like meteors struck several of the largest skyscrapers, causing them to implode. |
It was at this point we found out the extent of the catastrophe Shanghai was in the midst of. While his partner ran to one corner of the rooftop, Schneider went to higher ground, affording him a lovely view of the highly detailed city far below. Without warning, what looked like meteors struck several of the largest skyscrapers, causing them to implode. A squadron of fighters flew past, striking another. Then, what looked like a jet hit the building he was standing on, carving a pit between the two teammates ... and enemies started pouring out.
Who are these enemies? The dev team isn't saying specifically, only confirming that they're part of a group called the "40th Day Initiative." In fact, Schneider told us that elements of the plot will go unexplained, leaving it up to the player to speculate. He stressed escaping Shanghai at all costs is the main plot, and the who and why of what's happening won't all be revealed through major cutscenes.
After running down a major street, buildings crashing down all around them a la Cloverfield -- cited by the team as one of its inspirations -- the characters came upon enemies preparing to execute a group of civilians. As they approached, a voice came over the radio, asking if the pair of mercs would be willing to assassinate someone. A dialog popped up where a fee could be entered. Schneider chose $20,000, which the man on the radio balked at. He dropped it to zero and the voice seemed stunned, but gave credit for their ruthlessness.
The camera panned up to a rooftop billboard for the Shanghai Zoo -- with an actual lion staring back from in front of it. |
The second, less barbaric approach was to enter the area slowly, take the commanding officer hostage, then tie up the other soldiers. The duo received thanks from the freed hostages, something we were told will affect bonuses such as weapon part unlocks (the weapon customization from the first game is returning).
Having dealt with the hostage situation, Salem and Rios found that the next area was crawling with enemies. Demoing a new use of the first game's Aggro system, Schneider commanded his partner to "mock surrender." Rios walked up to the enemies, dropped his gun, and put up his arms. As the soldiers approached him, Salem was able to pick them off with a sniper rifle.
The pair ran through the cleared out area, only to have a burning car come hurtling down an alleyway, separating them. Their attention was directed to a nearby hostage situation -- two enemies were about to execute a civilian inside their apartment. Salem could see the enemies from where he was bur Rios couldn't.
Bringing up the tactical overlay, Schneider was able to "paint" the enemies red and the friendly green. Rios could then see where the bad guys were via his tactical overlay. Using this info, the duo was able to simultaneously snipe both enemies (Rios' shot penetrated the apartment wall). Schneider ran forward a bit and the camera panned up to a rooftop billboard for the Shanghai Zoo -- with an actual lion staring back from in front of it.
Schneider wrapped things up by explaining that the game won't have the genre's stereotypical assortment of dock or warehouse "levels," but will instead play out in locales you'd find in an actual city -- a shopping mall was given as one example. All in all, the experience was riveting. We're already sold on the atmosphere and more organic approach to combat scenarios -- we just hope that the entire game isn't the same handful of situations repeated ad nauseum.

















Reader Comments (Page 1 of 2)
oddworld @ Mar 16th 2009 3:29PM
sounds stunning. i really liked the first one (faults and all) and if this can hit during the summer drought again, i bet they'll have a winner
SoCoolCurt (PSN: KillaKornbread - XBL: SoCoolCurt) @ Mar 16th 2009 7:11PM
the first one was fine as long as you had an actual friend playing with you. only thing that kept it from being great were the bugs late in the game and length of the campaign. so far this looks to possibly fix at least one of those problems so color me intrigued.
Anticrawl @ Mar 16th 2009 7:56PM
I'm not sure what problems people had with the first one over the major review sites taking the game far too seriously and taking points away for the idea of privatized military being glamorized. The sliding into cover and vaulting over cover was superb (and something I was hoping would be added into Gears of War 2 when it came out) and never being locked into cover was a nice idea (though sometimes it was a little buggy). I loved the lame B action movie plot and dialogue and the over the top cinematics that randomly appeared when you had to open a door that could only be opened by two dudes at once.
The partner AI honestly was usually more competent than the humans I played with honestly. I'm not sure what people were doing wrong but so long as you directed the AI he was great. I know it saved my ass more than any human player ever did. I just think because it was EA and that gamespot and ign were ready to dismiss the game at its conception that the majority of gamers just followed suit as the vast majority of people always do for anything in society. Sure there were some flaws that needed to be fixed, but it was a fresh take on shooters, something new and the game didn't take itself seriously (which was very refreshing around the time of release). I'm not saying it's worthy of any awards but it certainly doesn't deserve the amount of negative press surrounding it.
MLC (PSN ID: Myke-Myke) @ Mar 16th 2009 3:31PM
The first was ok. I woulda bought it if I didnt beat it when i rented it oh well. I guess we'll see how this turns out..
baby sea tuna @ Mar 16th 2009 3:31PM
I hope they can really nail that delicate balance between passive racism and frat-boy homoeroticism like the last one did!
The Dark Wayne @ Mar 16th 2009 3:36PM
i dont remember any racism
Freeze @ Mar 16th 2009 3:39PM
Like what for example for racism? I understand the homo eroticism.
Dirty @ Mar 16th 2009 3:42PM
The guys with bombs strapped to them shouting "alalalallallallallla".?
baby sea tuna @ Mar 16th 2009 3:50PM
What he said.
The Dark Wayne @ Mar 16th 2009 3:56PM
oh, haha, I had completely forgotten that, along with almost everything else besides the homoeroticism
Neuromancer @ Mar 16th 2009 3:57PM
Yeah you're right, there's no such thing as Islamic suicide bombers. What was EA thinking?
The Dark Wayne @ Mar 16th 2009 4:00PM
what?
xFenixKnightx @ Mar 16th 2009 4:03PM
My main thing is the language, you guys are really nitpicking on non-issues about racism and...homoeroticism? Nah! My thing is there was just too much cursing in there for no good reason. I could also do without the "hey whats your fav rapper?", during a crucial firefight.
Dave @ Mar 16th 2009 5:52PM
You're absolutely right, every ethnic group should have been represented as suicide bombers. C'mon EA, you need to be more sensitive! Also, just think how many suicide bombers will cry themselves to sleep over their portrayal in this game.
Erluti @ Mar 16th 2009 4:21PM
The real winner for unnecessary swearing goes to 50 Cent: Blood on the Sand.
Everyone in the cinematics swear. It plays a ton of 50 Cent songs uncensored. And the "taunt stick" is really the "cuss arbitrarily" stick. And if those were to gentle for you, you can use money to upgrade the cursing to 5 stars.
But luckily they reigned it in when they censored the lyrics in the music videos.
Jack_Jackington @ Mar 16th 2009 4:36PM
you played the 50 cent game? why?
The Dark Wayne @ Mar 16th 2009 6:45PM
because it';s awesome that's why
player66 @ Mar 16th 2009 3:33PM
So, you're telling me I might actually play all the way through this one? I think I stopped playing Army of Two: One after the aircraft carrier mission. I think I had it with the sloppy shooting and the overall Bro-ness (Bro-osity, Bromination?) of the whole thing.
andrew @ Mar 16th 2009 6:55PM
Wasn't the aircraft level the last level?
spritethirstman @ Mar 16th 2009 9:41PM
I believe the word you are looking for is 'Bromance.'
player66 @ Mar 16th 2009 11:08PM
Bromance. Yes, that's the special sauce.
BlaqueBeird @ Mar 17th 2009 1:28PM
Mansauce, to be specific.
aggrazel @ Mar 16th 2009 3:34PM
Is that a beer keg in the background of the first pick takin a shot at some baddies?
baby sea tuna @ Mar 16th 2009 3:36PM
I would not be remotely surprised. Spring Break: Cambodia '09! Woooo!
Bac0nator @ Mar 16th 2009 3:35PM
The first one was a lot of fun. Hopefully the second is just as fun. CANT WAIT!!
The Dark Wayne @ Mar 16th 2009 3:35PM
wow, that sounds really good. I cant say how glad I am that EA has really turned over a new leaf. It's funny because I was just wishing I hadn't sold the original
xFenixKnightx @ Mar 16th 2009 4:07PM
Traded my 360 version for a PS3 version. Yeah, they dont go near my 360 :) I was done with it but damn do my kids love it. Co-op FTW! Every now and then when I see them playing it I'll get my air guitar on. Overall, its a fun title.
Danjer @ Mar 16th 2009 3:35PM
I'm really excited about this one. I loved the first game.
epsilon343 @ Mar 16th 2009 3:36PM
This was a fun buddy game for the summer months but it was so repetitive and short. Hopefully this one will fix that.
j.howlett @ Mar 16th 2009 3:36PM
they should release this as a discounted double pack to get friends into it
The Dark Wayne @ Mar 16th 2009 3:37PM
that's a really good idea. So many times I have to miss out on good co op games because all my friends are too cheap
FemaleOrca @ Mar 16th 2009 4:55PM
Thats actually a fantastic idea. By the time my friends all get the good co-op games I have I am long bored of them.
Valve should do a 4-pack of L4D discs. Its really not the same experience otherwise.
blue ocarina @ Mar 16th 2009 7:06PM
I did that with the first one anyways. Just waited to snag it until it was pretty cheap and bought two copies for ~$20-30
dariste1 @ Mar 16th 2009 7:35PM
They already do that on L4D on PC and its only $150 :D
John @ Mar 16th 2009 3:37PM
where the F@#$ is the wii version?
The Dark Wayne @ Mar 16th 2009 3:40PM
in the bargain bin?
Longhorn4Life (PSN MariusElijah) @ Mar 16th 2009 3:41PM
lol, buy a real system
coffins outside the door @ Mar 16th 2009 3:46PM
Army of Two - On-Rails?
devilsei @ Mar 16th 2009 3:51PM
Don't you know? The Wii is for kids and old people.
The 360 and PS3 are for Bro-mates though, and this game seems bro-tastic!
So either shut up and play some more wii-sports, or get a man-date and get this game.
mgsrocks1 @ Mar 16th 2009 3:55PM
It would have to be dumbed down for the Wii. Seriously, whey don't you buy a next-gen console? That way you enjoy both worlds.
Dirty @ Mar 16th 2009 4:06PM
I dont think this game can get any further dumb downed.
Paul Kemp @ Mar 16th 2009 3:37PM
Looks awesome! Definitely a must-buy.
Dirty @ Mar 16th 2009 3:40PM
This sounds promising.
baby sea tuna @ Mar 16th 2009 3:48PM
I saw more Arabic-screaming suicide bombers on one level than I've read about in the news over the past 5 years.
It's not overtly racist as it is callous in its portrayal of Middle Easterners. And honestly, it probably wouldn't have bothered me if it wasn't such a shitty game.
baby sea tuna @ Mar 16th 2009 3:49PM
Ugh, that was supposed to be a response to myself.
Where's our "edit" button Joystiq? Still waiting...
JohnHype @ Mar 16th 2009 4:47PM
1. You probably don't read the newspaper much.
2. It might have been silly to suggest suicide bombers would toss themselves at two random mercs (instead of a busload or mall full of civilians), but it wasn't racist to include the mechanic anymore than it was racist to have arabs shooting at you at all.
Vcize @ Mar 16th 2009 6:21PM
Yeah, and I was playing that WW2 airplane/naval game a while back, and some of the Japenese planes would just try to suicide crash into the ships!! That's so racist the way they incorporated a tactic that was legitimately used by them at the time into the game!!!
Oh yeah, and then I watched Body of Lies the other day and some Arab guys suicide bombed right at the beginning! It's a good thing that it was so racist that it kept it out of theaters altogether!
Jeff @ Mar 17th 2009 12:52PM
The difference between the bombers in the game and real suicide bombers is that real bombers wouldn't bother with this. It's an inaccurate portrayal.
It's fun to shoot them when they run at you, though, so I'm glad they're in the game :p
xFenixKnightx @ Mar 16th 2009 3:56PM
I certainly looks stunning just from those pics. My main concern is the weight and movement of the characters and the sound and feel of the guns. They need to re-record all of the guns and adjust the fire rate. Its like there were a lot of diff guns but they mostly all sounded and felt the same. Someone needs to learn from Infinity Ward. If they can fix these two gripes I had with the 1st game I'm good to go! :)
The Dark Wayne @ Mar 16th 2009 3:57PM
God yes, that was what really turned me off from the game. I was really excited about it but when I started playing, the guns were just so limp. I didn't feel like I was firing at all, not anything like firing a mounted machine gun in CoD or something. I was surprised by how much that mattered