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Army of Two: The 40th Day

Discussie in 'Algemeen' gestart door DulleNL, 6 mrt 2009.

  1. Cryton NL

    Cryton NL Active Member

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    Je speelt de hele tijd maar met 2 mensen dus waarom zou je dan nu in een keer met 4P kunnen spelen? Het is Army of Two|:-
     
  2. Crazy Killa nl

    Crazy Killa nl Active Member

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    Lijkt me erg leuk worden, heb me goed vermaakt met deel 1..
    Laat dus maar komen :)
     
  3. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Enlisting in Army of Two: The 40th Day
    Big trouble in big China.


    March 13, 2009 - A flooded city, a government conspiracy and a myriad of bullets – when players last saw Elliott Salem and Tyson Rios, they had been busy battling their way through Army of Two, Electronic Arts' co-op action game. The two mercenaries faced incredible odds and battled their way through a number of seemingly impossible situations, including the sinking of an aircraft carrier and a major hurricane that obliterated an American city. It seemed as though the two frequently found themselves in the wrong place in the wrong time. But now, thanks to the recent announcement of Army of Two: The 40th Day, Salem and Rios will find themselves under siege, avoiding wide scale destruction and tracking down a mystery that threatens to destroy them both. At a press event in Montreal, I got a chance to check out the upcoming title to see just what the new title will be about.

    The first Army of Two game was a large departure for EA Montreal, both in the since of the franchise being a new IP and the heavy focus on co-op play. While this was commercially acclaimed, the title would up being savaged by some critics, something that Alain Tascan, the Vice President and General Manager of EA Montreal wanted to make sure was addressed. "What are the core elements that made people like it, and what where the core elements that made some experts not like it? We added a few things that were just a distraction to the game – for some people it was the taunts, for some people, it was the setting, for some people, it was the level of polish. We definitely said, 'Okay, we want to keep our fan base and not disappoint them and not go in a direction that is different,' but we also want to make sure that we're showing the sequel to critics that will appreciate it this time."

    As a result, the team decided to focus on two key elements of gameplay as they started working on the development of The 40th Day. The first facet was to keep and even improve on the co-op aspects of gameplay, providing a new and organic method of approaching the gameplay at any time. Whereas the first game had a limited amount of tactics that you could employ as you moved through environments, Army of Two will provide players with a large number of cooperative tactics that can be used at any time as you battle through the game. These tactics will dynamically update and change as you move through each environment, further giving players a new way to approach the various situations they'll face in the game. To ensure that all of the player's orders would be followed, the team spent time also overhauling the AI, which fans and critics alike called as robotic and somewhat inattentive. Now, if you're playing a single player match, your partner will feel much more like it's being controlled by another human being instead of the computer.


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    Salem and Rios, back again to wreak some havoc.​


    The other area the team wanted to expand upon was the sense of placing players into an all-encompassing disaster scenario. Regardless of the chaos that was caused during each mission in the first game, both characters were easily extracted and redeployed to a new area of the world. For the sequel, the designers wanted to place the player in situations where disasters are raging around you and yet you remain in control of your actions to see you through. Banking on the exaggerated nature of the Army of Two universe, which is a heightened form of realism, the team wanted to establish a level of danger on par with that of the largest Hollywood action movies. To accomplish this, they decided to focus the game solely within one location, that of Shanghai, and bring it down around your head with a large number of catastrophes that would force you to reexamine your surroundings to survive. "We could have done the same thing with the globetrotting and done the ice level, the volcano level, the cave level – but we thought, you know what, it'd be more interesting to try this and focus the team and make the setting the catastrophic scenarios, because catastrophes are everywhere," Tascan said.

    While EA was keeping many of the details of the story tightly under wraps, there were some aspects of the plot that were freely provided. The 40th day will take place some time after the first title has ended, with Salem and Rios having established their own private military corporation, TransWorld Operations (or TWO). Following the success of their PMC and a number of missions that both men run for their company, they take a routine job in Shanghai and manage to complete it when all Hell breaks loose. A rival PMC proceeds to attack and destroy a large amount of the city, trapping Salem and Rios inside Shanghai and forcing them to try to fight their way out to survive. As they try to escape, the two soldiers also try to piece together why the other PMC is attacking. The game will take place over a short period of time spanning a couple of days in and around Shanghai, and will tie in the 40th day as a key aspect of the mystery surrounding the gameplay. The team likened the journey to that of the movie Cloverfield, where both men are forced to react to different disasters as they come up and attempt to survive each as they occur. "It's really more of a survival story, and about what happens to you when you're there. Salem and Rios are on a routine mission in Shanghai and all hell breaks loose. We want to tell a story about what happens while you're there," said Reid Schneider, Executive Producer at EA Montreal.

    To demonstrate this, Schneider started up the demo which placed Salem and Rios on a city street that was littered with trash and debris. As they moved down the street, they picked up on two enemy soldiers that were ahead of them. As Schneider mentioned the location of the foe, he talked about a new feature that was included in the 40th day that was being called GPS 2.0. Not only did it perform a thermal map of the surroundings and distances to objectives, but it also listed a number of co-op commands that Salem could give to Rios, like silently shooting the nearest soldier, taking him hostage or performing a co-op snipe. To show off the flexibility of the mechanic, Schneider ordered the hostage option, and Rios slunk towards the first guy, creeping silently towards him before restraining and pressing a gun to the man's temple. This sudden ambush forced his partner to drop his gun, at which point Salem and Rios quickly incapacitated the two enemies and moved on.


    As the two characters traveled down an alley, finer details were pointed out as to the attention to detail the team has taken, such as adding smoke and steam rising from grates, paper blowing around in the wind and destructible objects – all of which weren't present as ambient elements within the first game. Another small detail that was pointed out was the interaction with each character's face shields. During the heat of battle, the face shields are down and locked to protect Salem and Rios' faces from danger, but during downtimes or transitional periods, the characters will raise the face shields and look around. This was done to not only convey a degree of safety in an area, but also to convey a sense of emotion during cutscenes and dialogue.

    The demo moved on to a rooftop, where Rios and Salem split up and moved to separate locations to get a view of the Shanghai skyline. While they tried to get in place, they had to eliminate soldiers that were on the roof, bouncing back and forth from cover to safely eliminate the guards. However, once this was done and they were able to get a vantage point, the view radically changed. A few seconds after they had a chance to view the destruction that had been caused to the city, many of the skyscrapers that made up the skyline came crashing down at the same time, causing a massive amount of devastation. Even worse, other parts of the city were getting bombed by jets as the duo watched. Although that was striking, it was nothing compared to the next few seconds. A jet in the middle of its bombing run was hit by anti-aircraft fire, and spun out of control, crashing into the building that Salem and Rios stood on.

    This carved a large gash into the building and, as Schneider pointed out, gave the player a limited amount of time to get to his partner and save him before he'd get killed –either by environmental hazards, or by rival troops that attempted to show up and rush the two mercs. Obviously, this was a completely new twist to the co-op gameplay, because it was a set piece that highlighted the separation that players will frequently experience as their partner has to go off and accomplish different tasks. It also provides a level of tension because you're being timed to get over to your partner and get him away from that life threatening situation. What was cool about this section was that we got a sense of the new rag doll system that has been improved within this game, as well as the inclusion of blood spatter on walls if you that get shot close to walls.


    [​IMG]
    He never saw Salem coming.​


    From there, Salem and Rios moved to an elevator, where they wound up receiving a call over their personal radios. Alice, the duo's handler, connected them with a potential employer, who had a proposition for the duo. He wanted them to kill a civilian that was close to their present location, and was willing to pay a tidy sum for a successful mission. Salem was actually able to raise the bid with the guy by haggling for a higher price, pitching for a couple thousand extra than what was offered, and took the job to make some extra dough. Schneider pointed out that while this was designed to help cover load times between sections, it was a nice way of including a mini-game for players, which also provided additional perks for the mercenaries. It also brought up a new element within gameplay that players would have to take into account: civilians trapped in the middle of the now burgeoning warzone thanks to the chaos raging around them.

    As the elevator door opened, I was able to see exactly how these two elements would play out in the game, as Salem and Rios entered a lobby and looked out of windows to see a group of civilians lined up, execution style, by a few soldiers. Schneider pointed out that there were a few different options available in this situation: the mercs could run out and either save the hostages or leave them to their fate in the middle of a gunfight, silently take out the enemies and free the hostages, or kick down the door and blow everyone away. Obviously, this left a large amount of flexibility open to the player, and also raised the question of what the two mercs would be thinking if they turned around and blasted innocent people. While Schneider and Tascan weren't willing to talk about any morality gameplay elements, it's probably safe to bet that there will be some kind of good and evil deed meter taken into account at some point.

    After choosing to kick down the doors and watch as the hostages and PMC troops were both obliterated, Schneider reloaded and tried a stealthier approach, sending Salem to sneak behind one of the soldiers while Rios covered him from the lobby. Grabbing the enemy, Salem used him as a shield and took out another soldier while Rios eliminated a third. Using troops as shields weren't the only way that a player could interact with captured enemies. Salem could put him in a headlock, smack up on the head and even tie him up when a gunfight was done to incapacitate him. In many ways, the different things that you can do with an enemy soldier also relate to the new focus with enemy AI, which reacts to you based on the state they happen to perceive you in. This means that they can actually be surprised, become suspicious of noises or go fully alert, amongst other states. That can be used to your advantage if you time it just right, because you can even set up circumstances where you pretend to surrender to alerted troops, putting your hands up and walking towards an enemy. After a few steps, you can fire off a shot and your partner will open fire as well, giving you the upper hand in a small battle for a second or two.

    The last section that was shown took place near a temple and started with a sudden separation of the two characters as a car crashed through a wall and knocked down enough debris to block the team. Fortunately, both characters could operate on their own, and needed to maneuver quickly to get around to their next objective, which was to find and save one civilian that was being held in a secure location that was nearby. Flipping on the GPS, both players were able tag hostiles in their immediate environment and detect where the threats were and where any innocents happened to be. After clearing out the temple grounds and surrounding alleys of enemies, both Salem and Rios set up to take a co-op snipe shot at a nearby building which held the imprisoned man. Thanks to the flimsy nature of the building, both mercs were able to shoot through the walls and immediately take out their targets.

    Once all of the demo sections were completed, I had a chance to get some hands on time with the game to see just how easy they are to control in a generic demo area filled with spawning soldiers. One of the things that stood out to me as I ran around and blasted soldiers was that the developers spent a lot of time simplifying the controls, making it possible to do all of your moves with essentially one button press now. Characters immediately vault or slide into cover depending on when you release the cover button, and performing actions like co-op sniping is much faster to perform. Players won't have to over-adjust for their aim like you did in the first game either. Your aim at a target will frequently be enough to allow you to eliminate most enemies. While the game will still restrict Salem and Rios to three weapons, players will be able to collect a temporary fourth weapon by picking up the gun of a recently killed enemy and firing the remaining bullets in the gun.

    While it was great to see all of the new elements for the game, one thing that seemed to be missing was the banter between the two characters. In the first game, Salem (the wisecracking member of the duo) would break out everything from Wu-Tang Clan references to offhand remarks in the middle of gunfights. This time around, there was a lot of silence. When asked about the subdued personalities of the characters, Schneider said, "I think they still have to be their characters, they still have to be Salem and Rios, but I think that the difference is that we want to make sure their humor or their sarcasm comes across so that it's funny and it has some bite to it, but it's also something that could be interesting for a worldwide audience. I think that one of the things that we were really focused on just thinking about North America, and really what we're trying to do is think about how we make these characters credible, believable and worldwide they could have resonance."

    [​IMG]
    Even wounded, the Army of Two is stronger than most soldiers.​


    That being said, Army of Two: The 40th Day looks and sounds extremely good right now, and the levels that were being shown were months old, meaning that the team has had ample time to improve on and refine each area of gameplay. For instance, the sound designers spent time gathering gunfire sounds at Fort Irwin with an 80 microphone setup to record every single echo from fired rounds. The visual team has spent additional time getting specular lighting on body armor and reflectivity of sweat on each character's skin. "What's cool for us is now that we're working on the sequel, we can differentiate them a lot more than we could in the first one. Even just things like basic proportions -- in the first game, you're really the same size – but now, when you're playing as Rios, you're a much bigger character than Salem," Schneider said.

    Finally, while there wasn't any discussion about the multiplayer elements to the game, I was told that it will play a much larger focus and role within The 40th Day, and will focus much more on co-op play and partnership than the first game did. However, the developers made sure that they highlighted the co-op aspects of play as the final word on the game, especially because their focus on making the first Army of Two centered around co-op play seemed to influence other developers to include more co-op modes in other games. Tascan summed up the hopes of the team when he said, "The best compliment we could have if we execute the second one well would be to have people say, 'you started this seriously, because it wasn't the first game to have coop, and now you're in the driver's seat of the genre,' or the subgenre or whatever it is, the niche. This is our hope. I would say that we will have done something right if people say, 'If you want the best co-op experience, pure co-op, Army of two is in the drivers seat, still not perfect, but still in the driver's seat.' If we achieve that, then we have done something right. If we can be compared to fantastic games that are coming in a positive, equal way, then I'd be thrilled."



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    :thumbs:
     
  4. Cryton NL

    Cryton NL Active Member

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    Tering wat een tekst;)!
     
  5. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Als het teveel tekst is kijk je toch alleen naar de 2 nieuwe screens. ;)
     
  6. Hybrid

    Hybrid Well-Known Member

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    Ziet eruit als MP. ;)
     
  7. Ryu Suyanto

    Ryu Suyanto Ryu Suyanto

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    Ziet er strak uit
     
  8. DulleNL

    DulleNL I'm a little teapot Magic Member

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  9. Remco

    Remco Guest

    Haha dat was echt zo grappig, of elkaar de vijf geven enzo.
    Het mooie was ook dat je je wapens mooier kon maken en al die maskers, ik heb me echt kapot gelachen met een maat van me. We hadden em alleen echt te snel uitgespeeld.

    Maar deze game is gewoon geweldig, nuff said.
     
  10. DulleNL

    DulleNL I'm a little teapot Magic Member

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    [gt]46870[/gt]
     
  11. Remco

    Remco Guest

    Dat van die dialogen vind ik echt een toffe toevoeging. Je kan zelf bepalen of je een aardige of een niet zo aardige gast bent. Tenminste niet dat je opnieuw moet beginnen als je de hostage vermoord.
     
  12. BigSyke

    BigSyke Active Member

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    vond deel 1 erg matig. Als 50 cent cent blood in the sand niet met 50 cent was maar 2p co-op heb je army of two
     
  13. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Nog wat screens:
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  14. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Developer Interview


    WP: Who has the honor to speak with us? State your name, rank, and occupation!

    Alex Hutchinson, and I'm the creative director on Army of Two: 40th Day.

    WP: How long has Army of Two: 40th Day been in development, and how big is the development team?

    AH: We've been in development now for almost a year, and at the moment, it's not a huge development team by modern standards, but we're about 80-85 people, which is cool because when you get really big teams, I think one thing that you lose is your personality and the ability of the team to actually be members of a team. You become the guy who punches the nuts on Wall C. Those 300-person teams, I've been on a few of those teams, but my last game was Spore for PC, and we were also a little team of 80 people. I find that there's just much more of a sense of community and focus, and you're able to get people to agree on the game that you're making, as opposed to, "I don't know, man. I just make the walls! You put the walls wherever you want."

    WP: It's been a little over a year since the original Army of Two came out. Does 40th Day use the same engine as the original game, or has it been updated?

    AH: It's the same core. One thing that we really wanted to focus on with this game was content. We wanted to worry about the game. We didn't want to worry about all of the problems that the first title in a few franchise has, like how much can we render? How many guys can we have on-screen? How long can a load be? All these horrible questions, which suck up a lot of your development time on the first version of anything, we didn't want to tackle again. It's the same core engine, but there have been a lot of focused enhancements. There's a new lighting system, so the lighting's a big step up. There's been a lot of work done to the animation system — secondary motion on all of the characters, there's a lot of cloth now. So there are a lot of bits and pieces like that, but no radical changes.

    WP: What have you learned from developing the original, and what worked and didn't work?

    AH: I didn't work on the first one because I was working on Spore, but I came in, and I think the team has been really good at being honest and critical about what worked and didn't work on the first game. The new title is in an exciting place because people knew going in what they didn't like and what they could improve on. I think everyone felt that the tone could be improved. The original aim for the first game was to hit that Contra vibe from all the arcade games, and to cross that with the buddy cop movie style. Humor, especially humor from the mouths of the avatars in games, is a really difficult problem, so if it's not a great line and the character you're playing says something, it's a great way to make people distance themselves from their avatar. It's a really big challenge, and I think the interesting thing is that it really resonated in the U.S., but the tone struggled in Europe. We knew we wanted to tone it down a little bit — not lose the humor but lose the type of humor — and we always use the example that it should be a line from "Die Hard," not a Steven Seagal film. (laughs)

    In terms of other stuff, I think everyone knew that aggro was a bit hit. Focusing on co-op, not making it called "mode" or an addendum that's co-op was a big hit, and it being really focused on one other player — not eight players or 16 players or 32 players — so extending those features, I think was really cool.

    WP: Can you tell us a little bit about the backstory of the new game?

    AH: The idea is to put you in the midst of a disaster so that the world itself is unpredictable and in collapse, and the only person you can rely on is your buddy. This is the one, this is the rock. When everything else is exploding and collapsing, your buddy is always there. What is actually happening is the core mystery of the game. Who are these people? What is this so-called 40th Day initiative that's happening in Shanghai? Who's running it? What does it mean? What are they trying to prove? They're clearly not invading in a traditional military sense, so there's another thing going on there, and we wanted to position that as an optional story element, so players who are interested in it can find all these pick-ups and explore that and get into it. Players who want to just go through the story and shoot and have fun don't have to worry about the backstory.

    WP: How does 40th Day tie in from the end of the first Army of Two game?

    AH: The end of the first game, if you remember, was the two guys deciding to go into business for themselves. Their business is in Shanghai, China. They start the game with their business, and then everything spills out of that.

    WP: Is the game completely set in Shanghai, or after the initial encounter, are you going to different places on the globe?

    AH: It's all in Shanghai. The great thing about Shanghai is that there's a lot of diversity, so it doesn't mean it's all going to be a street. It was important to us to give you a sense of being in a real place and fully exploring a space, as opposed to globe-trotting or hopping about. I also think that we're focusing in the game on locations that you really shouldn't be firing high-caliber automatic weapons in. We didn't want any docks, warehouse levels, or strange scientist labs. There will be places like office buildings, malls, streets — the sorts of places with a lot of people.

    WP: One of the interesting features in Army of Two was the amount of weapons, the customization and upgrades. There were already a lot in the first one, so what are you doing to step it up in 40th Day?

    AH: It's going to be a lot more. It's not something that we can show, so we're not talking about it much, but it's going to be more elaborate than the first one. I think it's going to be something that people really like. It's going to be connected to the whole scenario so imagine a game where you're scavenging for weapons. We don't want new weapons because the art direction in the game is always about dirty, used and broken, so the weapons are going to feed into that as well. You'll try to scavenge together parts from other weapons, and saving hostages will reward you with parts of weapons, all that sort of stuff.

    WP: Are there going to be weapons that you haven't seen in the first one?

    AH: Very much so. Most of the weapons will be new. There are a few old faithfuls.

    WP: The characters are mercenaries, and as you mentioned earlier, their language is very crude. The first game was known for having a lot of f-bombs. Are you continuing that trend?

    AH: We're going to tone it down a little bit. We feel that we've got the potential to make a great game, and we don't want people talking about that. It's not interesting to just say, "Oh it's that swearing game." They're not suddenly going to be come prudes, but there are going to be fewer f-bombs, much to some people's chagrin.

    WP: The original was a PS3 and X360 game, and with 40th Day, you're adding the PSP. Is it going to be its own game or a port?

    AH: It's going to be in the universe of the main game. It's absolutely not going to be a port. I mean, it's not really even possible, going to the PSP. We want to let that game focus on the strengths of the platform, so it'll be more arcade-y in nature, and it'll be a different experience but in the same sort of world. We're still figuring out a lot of details.

    WP: Why the PSP and not the PC or NDS?

    AH: It just seems like a natural fit for the specific game as it is and the audience. It's an M-rated game and it's an action game, and that just seems to be a better fit for the PSP.

    WP: Shooters are fairly linear in a way, and while Army of Two has side missions that you can accept — blow this up, get information about that — it's still a straightforward shooter. Have you changed anything about that? Have you opened the world?

    AH: I think we've opened the world technically. The problem with high-end development these days is that it's just so expensive to build physical space. That's your biggest expense by far, the actual level creation itself. When you get into divergent physical geometry, you're basically shortening your game because the only way you can do it is to take it out of the length of the game. We wanted to deliver a high-quality experience, so we didn't want to get into that, but we did want to give people choice within the space. It's more about trying to create environments where I could flank one way, my partner could flank the other way, or we could both stay up and snipe, or I could go down and box them in while the other guy snipes. There are styles and ways to play the game, and there are going to be situations, like some of the hostage stuff, where you need to make choices on whether you want to try and do something or not, so we'll get branching on that, but we won't get branching on the physical space.

    WP: You mentioned the hostages, so civilians are a new feature. How do they affect the game?

    AH: There are some big features there, but we're not talking about it right now because we don't have it in the demo to show. I think that the function of the civilians is two-fold. One is as a story piece that you need to decide what you want to do about. Do you even care if the civilians are there? The first game was criticized because the guys were mercenaries. Now the question is for you as a player, who are you? Are you going to go the extra yard? It's much harder, and you have to use more advanced mechanics because you can't just run and gun and save the hostages. If you just open fire, the bad guys are going to execute the civilians. Do you care? Do you want to play through that? It's a question that we sort of throw back at the player.

    WP: Can you tell us a little bit about post-launch support? DLCs are all the rage these days to not only extend the life of the game but to also add revenue, which is always welcome. Are there any plans for DLCs on any of the platforms?

    AH: We're still talking about it. At the moment, we're just so focused on making the core game. Obviously we have to tackle it because everyone's doing it and it's hip, but what does it mean? You've got all kinds of different flavors of that. For instance, just recently, GTA put out extra core content, which was very well received, and you've got Fable, which put out extra core content and was very poorly received. You've got Tomb Raider, which put out extra core content, which was middlingly received, and that's not cheap. The levels are expensive, and it adds up. If some of them are going to get panned, then you have to look at the sales and see what's going on. We haven't made any decisions yet.

    WP: In the same vein, are you planning on releasing a demo on Xbox Live or PlayStation Network?

    AH: That's a really interesting question because again, we haven't decided yet 100 percent. We have to talk to marketing and all those guys and ask them to do what they do, but … I shouldn't talk about that one. (laughs)

    WP: The reason we ask is that with Stormrise, the developer Creative Assembly had a demo ready, but Sega wouldn't release it.

    AH: There have been some studies that show that demos can actually lower sales. They show that there's a certain amount of excitement about not having touched it yet or not having experienced it at all yet that gets bled out when people play the demo. I think some people are a little worried about that. It's also a big development effort. I don't know about Stormrise because if they already have it, then that's great, but usually packaging up a demo and going through Sony and Microsoft is actually quite a big effort. As soon as the game is out, the demo is irrelevant, so do we want to put that effort into a demo? Do we actually want to put it in the game? That's what I care about. At the end of the day, people only care about the quality of the game, so let's put all of our eggs there.

    WP: Army of Two featured the ability to switch weapons, heal your buddy, and do the back-to-back bullet-time thing. What new co-op moves have been implemented in the sequel?

    AH: There are a couple of them. There's the mock surrender and the hostage grab, which allows people to flank and lets you tie up enemies. The co-op snipe is still there. The back-to-back will come back in a new form, which is kind of fun. You can always heal and drag your partner — that's always in there. Because we're obviously doing a lot in broken and busted-up environments, if you walk off a ledge, you'll automatically grab, but you can't hold on forever so your partner has to come and save you and pull you back up. There's a bunch of things like that. We're still playing a few more, trying to figure out the right balance between enough interesting stuff for people to do and just so many small mechanics that people don't actually use any of them.

    WP: Another thing that you showed was that the GPS, which has changed. What can you tell us about it, and why did you decide to change it?

    AH: We're calling it the co-op playbook, which is kind of the code for it. We wanted to make it more of an in-game tool, so it's kind of more of a projected object that you can query the environment. You can project this texture and then look around the world. We wanted to add the ability to tag information and characters so that the other player can see it. For instance, if I'm on one side of a wall and have no weapons and I tag a guy for you, then I can see into the wall and shoot him through the wall. We wanted to add more in-game excuse for why the line's showing you what your objective was, so it's connected to the GPS satellite and navigation stuff. You'll have to look around for it, but you'll see that. It's also generally an information tool. Our art director asked us, "I'm not an advanced player. How will I know to do all of these cool moves?" So we build it into the GPS, so if you target and enemy and query the GPS, it'll give you a list of the things that you can do or at least get some information.

    WP: Can you tell us a little bit about multiplayer?

    AH: We can't talk about multiplayer at the moment, except to say that it's going to be a much bigger and more elaborate affair than the last one.

    WP: Is there anything about the game that we haven't talked about that you wanted to add?

    AH: I think we hit on all the big stuff. It's still a co-op-focused game. There's no other way to play it; that's just what it's about. It's either you with your friend or you with an AI partner. We're trying to nail this new disaster scenario to make it feel fresh. It shouldn't be a world environment that you've explored before. We're just trying to bring the quality up to an A+ and make it a franchise that people really care about.
    Army of Two: The 40th Day will be available for the Xbox 360, PS3 and the PSP this winter.
     
  15. Fiasco

    Fiasco Big Stepper XBW.nl VIP

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  16. Michel V

    Michel V Xbox 360:)

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    Deeltje 1 was geweldig, alleen vond ik toch dat er een beetje saaie en aparte multiplayer bijzat, ik hoopr dat ze er nu gewoon een 2 vs 2 teamdeathmatch bij doen om het in de mp ook leuk te houden, online co-op met vrienden veel te veel gedaan eigenlijk, vond het zo goed. Alleen die 2 levels die je gratis kon downloaden nog niet uitgespeeld :p
     
  17. DulleNL

    DulleNL I'm a little teapot Magic Member

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  18. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Army of Two: The 40th Day Preview: Total Fistbump Destruction

    [​IMG]

    We got a chance to go hands-on with EA Montreal's follow up to the original Army of Two a few weeks prior to E3, a chance to strap on the Kevlar vest again.

    The two private military contractors players controlled in the first are back in Army of Two: The 40th Day, a game that looks to have addressed some of the concerns and criticisms levied against the first. This one's just as big, loud and gunfire-filled as the first, but looks to turn the mercenary buddy-system into something a little more strategic. EA Montreal is even adding a little karmic strategy to the game, with light character progression that might add a little personality to the game.

    Is that a good thing? We preview the second Army of Two to find out.

    What Is It?
    The Xbox 360 and PlayStation 3 sequel to the first Army of Two, a third-person shooter that focuses on cooperative play. Army of Two: The 40th Day is at least partly set in Shanghai and features the main player characters introduced in the first. EA Montreal has expanded on the concepts of the first, adding new two-player strategies, refined controls, and a new "playbook" interface to aid in communication between players.

    What We Saw
    We were given a guided tour of Army of Two: The 40th Day's new features with a pair of EA reps, who showed us two of the game's levels. They explained how to "tag" enemies and hostages with the updated interface so that the player with line of sight on the action could We were then let loose on the game with a non-EA employed buddy, who helped us shoot lots of people in the face.

    How Far Along Is It?
    The game is slated for a "Winter" release, which could push it into 2010, but what we played looked solid, even if not 100% polished. We definitely guided our character into areas that were still untextured, but the game ran well for something that might still be six or more months off. We didn't hear much in the way of wisecracking or one-liners from the game's stars, so there's clearly more work to be done.

    What Needs Improvement?
    The Playbook Interface: It felt surprisingly barren, lacking in some of the information one might expect from a playbook, but maybe I was expecting something a little deeper, something more along the lines of what we'd find in a Madden NFL game. And that's about the least kind thing I can say about the game at this point.

    What Should Stay The Same?
    The Bright, Brash And Bold: Army of Two: The 40th Day is gorgeously over-saturated, with brightly lit level design and some fantastic looking set pieces. There was nothing dull or dreary about the demo version of the game we played. Even the two main characters, Rios and Salem, are more enjoyable, in part because they're more humanized than the characters introduced in the first game.

    Event Levels: The latter of the two areas we saw during our preview was set in a giant skyscraper ripped in two. We watched as the ceiling of an office complex was torn from above, debris raining down on our character, then took great delight in scaling down the side of that building, now at an angle that made it possible to walk across. Proud EA reps likened it to a scene from the movie Cloverfield. It was awesome.

    Simplified, But Deeper: The control scheme is whittled down to the essentials, making weapon switching and finding cover "snappy and dynamic," easier than ever. Players can now sprint, a la Gears of War, and can upgrade and customize weapons more to their liking. There's some "light RPG" stuff and a "morality system" that will be better explained at E3, which we're looking forward to.

    Smart Use Of Coop: The enemy and civilian tagging system is brilliant stuff, the kind of thing that will make playing with someone else—and hopefully AI-controlled partners—easier. It will also make things more interesting, as we saw the developers line up a blind shot for the character that didn't have line of sight. Shooting through a thin wooden door, one half of the Army of Two took out half the threat while the other emptied the brains of his target. The "aggro" system introduced in the first is still here, but new moves including a fake surrender add a little spice to the gameplay.

    Final Thoughts
    With the exception of the fact that EA Montreal seems hesitant to rename the game Army of Two: Total Fistbump Destruction, there's very little to dislike about the game. The 40th Day was, without a doubt, the most promising game I played at the company's pre-E3 event. I'm looking forward to seeing how the decisions to kill or save civilians will affect the story and/or the player, but mostly look forward to going hands on with the game again to explore the playbook a little further.

     
  19. TopRowhide

    TopRowhide Careless.

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  20. DulleNL

    DulleNL I'm a little teapot Magic Member

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    [gt]50670[/gt]

    edit: Fuck, dat is van de PSP. :+

    :mad:
     
    Laatst bewerkt: 4 jun 2009

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