Demo Blog

Army of Two: 40th Day

by Dark Angel on Nov.22, 2009, under


I find it a bit odd that, after finishing Army of Two: The 40th Day's campaign, what I remember most isn't its co-op mechanics, or its cast of mask-wearing musclemen. Sure, I eventually think about that stuff when I put my mind to it, but in all honesty, what I remember most about my experience with The 40th Day is the handful of choices I made during the story, and how some of those choices made me feel like a terrible person. (Such as you save a woman from being raped only to find out that she's a hired assassin to kill everyone who works for SCC {the group you work for})

The 40th Day maintains the "modern day third-person shooter focused on co-op" formula of its predecessor (right down to the goofy Aggro system where one player glows orange when enemies are focused on him, while the other player glows white to signify his current stealthiness). In fact, it generally improves on said formula (I would have personally given the original game a C+). And the "Partner A.I." of your buddy when playing single-player? Not nearly as dumb (for comparison, I probably died three times total from having the A.I. try to revive me in a dangerous place, as opposed to three times in a single level).

A cover-based annoyance is that you're required to click in the Right-analog to switch shoulder perspectives. This means that if you're moving back and forth in cover, you have to consciously switch shoulders, which can get annoying, unless you don't mind creeping left while facing right, as opposed to automatically turning left and moving. There've been times where, because I didn't click to shift shoulders, I accidentally backed my butt into the line of fire rather than turning and shooting (That was on contractor difficult might i add).
3 comments more...

3 comments

  • ksanford

    I find it fascinating what you remember about the game, that is, the times when you were actively making choices (whether they had positive or negative conclusions) and the way you are talking about the choices, obviously you are really involved in the story and upset about the way the choices took you in the game. Would that type of choice make you less interested in the game in the future?

  • Dark Angel

    Not at all! The choices in the game made me upset at sometimes, intrigued, and just overall interested to see what was going to happen next. After each choice you make it plays a small cut scene showing what your choice has done. Instead of just saying "you did ***** your good/bad" it tells you if your choice was good or bad then shows you the effect. It was one of the contributing factors into why i enjoyed the game enough to post a review about it!

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