Army of Two: 40th Day (catch all)

Is there a catch all for this yet? Nothing came up in search or going back a couple months. Since the demo just came out, I'm a little surprised.

Played the demo last night with a buddy. We didn't finish, there was one spot that was kind of frustrating so we decided to play something else for a while. Overall, though, it seemed like a fun game. Neither of us had played the original Army of Two, so it was all new to us. I'm definitely interested in the game now, and it makes me want to seek out a cheap copy of the original, too.

I haven't tried the demo yet but am anxious to. Stylez and I beat the original Army of Two more than once and we actually enjoyed it, despite its simplistic concepts. I think it has taken more stick than it deserves and from what podcasts have been saying, they've really improved the formula in the sequel.

I tried to but every time I tried to start a public game it couldn't find a partner for me. I tried a few times, waiting as long as 10 minutes and no one came in. I thought it was broken so I uninstalled. I doubt my wife will want to play this local coop with me.

OP needs more self-confidence.

Myself and a buddy went through split screen co-op last night. My quick impressions:

They have tightened up the gameplay from the first Army of Two immensely. Everything feels like it controls so much better. The melee attacks, running, cover systems, vaulting mechanics etc. etc. feel vastly improved to the first. I didn't feel like I was fighting the controls this time around.

They seemed to have toned down the juvenile mentality of the two characters. For me personally, I found the utter immature sh*t the two characters spoke in the first one almost unbearable. In the sequel, they seemed to have "matured", and have more of any angst-y edge to them. Regardless of whether you like angst or not, they are a vast improvement over the previous game. Sadly, it seems that the option to do air guitar solos with one another is gone.

The weapon customization is frighteningly deep. Almost every part of the weapon can be altered in some way, on the fly during the game as long as you are not in combat. Yes, you can still choose the "pimped" color scheme for your gun, but there are a large number of other color schemes as well. But really, why would you run around with anything other than a gold and chrome plated AK-47?

Overall, I am very impressed with what they have done with the sequel. This one went from "meh" to something I am going to keep my eye on. I'm very curious as to what the review scores are going to be.

The original was a meh-shooter that somehow managed to elevate itself with the co-op elements -- my father and I had a blast playing couch-co-op through a good 3/4 of the game together, some of our only (limited) co-operative gameplay experiences, too, so I'm always going to have a soft spot.

That said, and I may come back and edit a better link, the graphic-novel flashbacks for certain story-characters you killed, illustrated by two of my favorite comic artists Chris Bachalo and Jock, sound particularly promising, even if the storytelling conceit reminds me of deleted jokey scenes from the first Austin Powers film.

For those of you who have completed the demo:

Spoiler:

At one point there is a chainlink fence with two plywood boards over it with arrows pointing up. The way to get over is that one guys boosts the other guy over. However, every time me and my friend tried it, the boosting guy was stuck on the original side of the fence, and the guy who went over got blasted with an RPG almost immediately. What's the trick?

Anybody playing this? I have it coming from Gamefly (360 version) because I had told a friend I would play it with him, but he decided after reading reviews to get Assasin's Creed 2 instead (not a bad decision). Before I send it back I might play it a bit this weekend. Not sure I want to waste a lot of time in it by myself, but if there is someone wanting to play co-op, let me know. I'll most likely send it back shortly to try to get Darksiders.

syndicatedragon wrote:

For those of you who have completed the demo:

Spoiler:

At one point there is a chainlink fence with two plywood boards over it with arrows pointing up. The way to get over is that one guys boosts the other guy over. However, every time me and my friend tried it, the boosting guy was stuck on the original side of the fence, and the guy who went over got blasted with an RPG almost immediately. What's the trick?

Spoiler:

The guy still on the original side of the fence needs to snipe the RPG guy off the roof on the top right

MannishBoy wrote:
Spoiler:

The guy still on the original side of the fence needs to snipe the RPG guy off the roof on the top right

Ah. Thanks.

So who has picked this up and played it? I borrowed someones copy and did a little split screen with a buddy (we both really enjoyed the first one). We stopped playing it after maybe 6 hours of play time, the game just isn't as fun as the first one. Also they killed most of the enjoyment of upgrading weapons, by making it all the same. The little things they did add like mock surrender are cool, but not enough to make up for what they changed in other areas.

The one thing that bugged the hell out of me in the demo was the "show objective marker/tag enemies" vision mode seemed to just turn itself off after a while. Annoying. Maybe I just got spoiled by bat-vision in Arkham Asylum.

My biggest gripe is the weapons customization. I don't care if they are fake names or fake parts, but I draw the line at putting the barrel of one gun on any other gun. Its the same gripe I had about the racing games where it was just generic upgrades that looked the same on every car. I don't want my G36 looking like an AK47, if I want an AK I will buy one. Why no shields for the LMG's, those are the guns I expect to have a big plate of steel in front of. Also why only three pistols? I loved running pistols in the first one, at least it had more to choose from. This went from a maybe buy to a not buying in 6 hrs flat. Might still pick up the first one, but I've already rented and beat it three times.

Clearly there is much anticipation for this game (thus the 12 posts before mine).

I really like the demo, but it sounds like this is going to be a really short game. Also, it is hard to justify a full purchase on something where I'd only get to play whenever exactly one other person with the game is available. I can visualize purchasing it and then not actually playing it for a week. Nuts to that.

Unskippable cutscenes in a game where another player's mistake can send you back in time to watch it again? Bad play.

Danjo Olivaw wrote:

I really like the demo, but it sounds like this is going to be a really short game. Also, it is hard to justify a full purchase on something where I'd only get to play whenever exactly one other person with the game is available. I can visualize purchasing it and then not actually playing it for a week. Nuts to that.

It's 5-6 hours maybe. Probably the equivalent to MW2 single player.

Unskippable cutscenes in a game where another player's mistake can send you back in time to watch it again? Bad play.

I don't remember any that required you to see very long cut scenes if you had to go back to a check point. The main thing I've noticed like that is if the cut scene is right before a boss, you have to replay the in game camera pans to intro the boss. But yeah, on a game that seems to want you to replay due to length, weapons upgrades, morality choices, etc...it's pretty stupid to not let the scenes be skipped.

I wouldn't buy it for $60, but I've now played through the game 3x. Once on normal solo when I didn't think anybody on my friends list would get it, then once with a friend that did get it, and because I was screwing around with the hard difficulty, I decided to go ahead and knock out that playthrough as well as I sometimes like a challenge. Suprisingly if you use the tactical AI commands, it's achievable. Not the way I'd recommend playing it, but the AI honestly doesn't annoy me as much as, say, L4D2 AI does at times with bad resource management.

My biggest complaint is that the controls are not very tight. Not in a GoW or even Uncharted kind of way. Adjusting the sliders still doesn't make it feel right to me, but I adapted.

It's a competent but not exceptional game with silly story, but if you are looking for 2 player co-op, you could do worse. If you are thinking about buying, I'd suggest you just wait a couple of months for the invariable price drops.

MannishBoy wrote:

I've now played through the game 3x.

So my friend and I stopped after you get out of the zoo, on the level that starts with pamphlets being dropped. How far did we have to go? If we're close we will force ourselves to finish.

Tigerbill wrote:
MannishBoy wrote:

I've now played through the game 3x.

So my friend and I stopped after you get out of the zoo, on the level that starts with pamphlets being dropped. How far did we have to go? If we're close we will force ourselves to finish.

I think that's past half way. It's 7 chapters, with 6&7 only taking about 30 minutes each if you push. Can't remember which chapter the zoo is. Maybe 4 or 5?

MannishBoy wrote:
Tigerbill wrote:
MannishBoy wrote:

I've now played through the game 3x.

So my friend and I stopped after you get out of the zoo, on the level that starts with pamphlets being dropped. How far did we have to go? If we're close we will force ourselves to finish.

I think that's past half way. It's 7 chapters, with 6&7 only taking about 30 minutes each if you push. Can't remember which chapter the zoo is. Maybe 4 or 5?

I was wrong, the zoo is chapter 3 and right at half way.

Is anyone still playing this? I have it from Gamefly and was hoping to check it out with some GWJ folk.