Army of Two Review
It takes two to tango, whiskey, alpha, tango.
Version tested: Xbox 360
A few campaigns into Army of Two, and mercenaries Tyson Rios and Elliot Salem are lugging their risible body armour, pimped hand-cannons and mismatched names towards their next encounter with a bunch of insurgents who look like a street gang, in an army base that looks like a skate park, in an Iraq that looks like the outskirts of Denver. Rios (bald, scarred, The Serious One) is being Basil Exposition, wondering aloud to Salem (tousled, tattooed, The Impetuous One) whether a mole might be betraying them to the enemy.
"Don't know don't care," barks Salem, and the mindless killing begins once more.
In case you hadn't guessed from the getup that makes its supposedly macho heroes look like camp, sado-masochistic, medieval ice hockey goalies, Army of Two doesn't take itself all that seriously. This co-op-focused, third-person shooter is no Tom Clancy's Advanced Military Anorak Fantasy. Why are we killing these men? What's the plot again? Which third-world country are we blowing up next? Don't know, don't care. In the middle of one firefight, Salem starts banging on about who the best rapper in the Wu-Tang Clan is. It's practically self-parody.

Yes - that is a codpiece with 'Merc' written on it.
It's a good thing, too. The light tone helps you get past the drab locations, dodgy politics, dumb machismo, clumsy dialogue and production-line plot of this superficially standard action game, and focus on what it does well: tactical AI, weapon customisation and superb two-player co-op dynamics.
For all that it revels in shooter cliché, the fact that Army of Two was designed from first principles for two players makes it quite an unusual beast. The core of this is the "aggro" system that splices the cover-and-flank tactics of a squad shooter with the threat management mechanics of an MMORPG, and then telegraphs it to the player with all the subtlety of a sucker punch. When one of the pair of "private military contractors" is shooting at the enemy, he draws their fire and glows red. His partner fades to transparency and can move to a flanking position unmolested, the better to take out the enemies behind cover, in body armour, or at machinegun posts. Or to not die, if he's the one under fire already (a "feign death" move also allows you to instantly drop aggro when your health is low).

Versus mode lets you play as any enemy character.
As if the visual cues weren't easy enough to understand, there's an aggro meter at the top of the screen, showing you where things stand. It might seem like overkill, but the absolute clarity of the aggro system is Army of Two's greatest strength. It makes it supernaturally easy to fall into the game's steady, swinging rhythm, and means that EA Montreal has been able to notch enemy behaviour a few levels above blind and brain-damaged without making the game frustrating to play. Your opponents frequently attack from two sides and use cover properly, blind-firing and falling back when threatened - but since they can always be outsmarted and outflanked by using the aggro system, you've always got options.
The game is best enjoyed by far with another player, and supports split-screen play as well as a robust drop-in drop-out mode over Xbox Live or PSN. But the AI that takes control of your partner when you play alone is surprisingly capable, too. It's not that it's outstandingly clever, believable or error-free - rather that the command system is elegant and effective, with directions on the d-pad allowing you to toggle between passive and aggressive versions of advance, regroup, and hold-position. Between this and the aggro system, it's simplicity itself to manipulate the AI to get you out of thorny situations.
Whether alone or with a friend, progress in Army of Two is consistently effortless, without being dumb. Outright deaths will be rare, thanks to the healing system that allows downed players to keep firing while their partner drags them back to cover for a heal. There's a clear GPS overlay to point you to the next objective if you get lost. And despite not requiring any button presses to stick or unstick you, cover works seamlessly and intuitively, giving firefights an easy flow.
These are the only things that really matter, even though it's unfortunate to find not everything in Army of Two works so perfectly. There's a whole plethora of other co-op mechanics built into the game, and the majority of them are mildly pointless and prosaic in their implementation. Boosting up to high ledges, simultaneous co-op sniping, pre-animated feats of twin strength, and the scripted moments of back-to-back, slow-motion massacre all feel rather forced and flow-breaking.
The swear-filled camaraderie commands - press X to play air guitar, pull trigger to butt shoulders - just make you cringe. The hovercraft sections are devoid of challenge (or any discernible handling model), although parachuting in with one player controlling the 'chute while the other snipes enemies has a dash of daredevil cool to it. Best of the bunch - and also the most overtly homoerotic touch in a game that's not exactly short of them - is the riot shield system, which allows one player to use a shield or car door as portable cover while the other cuddles up close behind and dispenses "lead" from his "iron".

There's nothing like the love of one Mexican wrestler for another.
Virtually all of this comes into play in Army of Two's cunning and original Vs. mode. Wisely, EA Montreal has realised that without co-op and aggro, there's nothing to distinguish Army of Two from a very run-of-the-mill shooter, so it's enshrined these in the competitive multiplayer, too. Two teams of two are dumped in one of four large maps, crawling with AI enemies and a series of rolling targets. They compete for the cash rewards, vying to be the first to down a helicopter, kill an armoured enemy, or escort a wounded contact to an extraction point. The varied objectives, race-against-time feel, and the busy firefights on two fronts make this an original blast, but it must be said that the performance during our demo session on PSN was on the laggy side compared to standard co-op play.
Army of Two's guns feel dismayingly flat at first, but time reveals this apparent oversight to be a stealthily smart move. It encourages you to shop around and customise in the game's tantalising armoury (access is given midway through each mission), tuning your weapons for aggro, accuracy, ammo capacity, damage and ludicrous, gold-plated looks. Initially bland guns can develop a lot of character and tactical function over the course of the game, and you'll find yourself developing strong attachments to some of them, and swapping with your partner to try others. There are also some OTT super-weapons like a minigun and rocket launcher to unlock for a second play-through.

Mummy, those boys are laughing at us!
But that second play-through is Army of Two's Achilles heel, its sticking point. The campaign is short, painfully anti-climactic, and (with the exception of a memorable attack on an aircraft carrier) it lacks any imaginative spark in its level design or set-pieces. It's just room after corridor after cave after factory after canyon after room full of cover points and shouting terrorists and rattling guns. There's not much in the game's presentation to draw you back either, with its graceless, gawky animations, blanket over-lighting, ugly art, wallpaper music and desolate lack of atmosphere.
The fine-tuned excellence of Army of Two's co-op gunplay will easily sustain you through one run through this gutsy, broadly enjoyable game. But the desire to revisit it is weak, and for a game that's designed with social online play in mind, that's a big problem. Any level of the current co-op king, Halo 3, has more spectacle and incident packed into it than the entirety of Army of Two; more that you'll want to relive in company over and over again. Bearing the strong Vs. mode in mind, it would be wrong not to warmly recommend this as a smart twist on a stupid shooter, but perhaps it should have taken itself a little more seriously after all.
7 / 10
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Comments (100) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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This game hasn't interested me from day one, I figure if you're going to do a milatary shooteer, it either needs to be serious a la Clancy, or a 100% piss take; a combination of the two leaves me cold.
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"one player to use a shield or car door as portable cover while the other cuddles up close behind and dispenses "lead" from his "iron". that made me laugh.
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SOLD
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Though ODB's Shimmy rocks socks
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Brilliant!
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You didn't find T.W.A.T funny?
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You didn't find T.W.A.T funny?
Perhaps if you'd replied: Lima Oscar Lima.
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lol wut? really?
heard 10 from somewhere else, but I normally play on the harder difficulties anyway
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Genius
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Sorry, I thought that was just your version of F1RST LOLZOOOOROFLCOPTOR!!!1!!!
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But, none of this is a dealbreaker if you play in co-op I imagine. Since I have no friends, and no desire to play with strangers, I'll never know. On the other hand, it's the production values that might be this game's downfall, not the gameplay. It's not that it's HORRIBLE but after the gargantuan success of Call of Duty 4 I'm afraid that average military look just doesn't cut it any more for many casual players (presumably the ones supposed to get this one rather than UBI's Tom Clancy shooters). Also, sounds... Guns sound too much like peashooters which, again, is not something I'd normally complain about but this is a game that probably needs all the style it can get (and tries hard with those buddy moves mentioned) because I suspect that its tactical component is simply not a deciding selling point.
Edit: Grammar
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Its not 10 hours by a mile 5 is absolutely max. And you have to complete it on normal to play it on proffesional.
Personally i liked the length of the game and the multiplayer is very fun so completing it 2 times and playing multiplayer give the game a good 20+ hours.
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Shhhh....you don't know what you are talking about, you have embarrassed yourself and your family.
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Was holding out for this title.
What a anti-climax to what looked like a real solid good fun MP game.
Will still give it a blast I reckon...
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Don't miss these game just because of a review... at least give it a try.
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You are reading WAY too much into that.
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Metacritic avg is 80 so far and according to most reviews the game (having been on my watch list for ages) seems to do what it says on the tin so I'm happy
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introducing the ghostface killaaah!
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Phew, agreed
Me avoiding.
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queers of war?
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You mean you feel you have to get every 9/10 and 10/10 game so you don’t miss out on a great game?! I know countless of games with that score that I’d gladly would have missed out on (Oblivion being the most obvious example). Scores shouldn’t matter. Read the text. If it doesn’t sound appealing to you you’re better off not playing it, even if the score is very high.
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I'm sorry you have to play it.
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You could always have waited a few months till it's platinum or discounted or whatever and see by then if you're into shooters again...
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Waldo: I'm sorry you have to play it.
He might not have to play it but he does have to put up with it plastered all over the web and can feel dejected that hunk of shite jingoistic crap like this seems to be the pinnacle of the industry these days.
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Waaaaaaaaaaaaaaaaaaaaaaa.
I mean come on. I agree with the negative points, but I think we are getting rather too sensitive if we start whining about the meer existence of games we don't like. "Plastered all over the web" is pure exageration and you know it.
And for the occasions on which you do find youself confronted by some small snipper of AoT info, I've got the medicine. Its called "closing your eyes and moving along".
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You must be constantly amazed with the modern world!
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I agree, it would have been genius if the full sentence had made sense as well. Now it's merely funny.
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All those things aside, I am having fun playing it. Mowing down some arabs and then playing air-guitar on a big gun is just the kind of thing that tickles my fancy, and tilts the game towards an 8 for me.
An the homophobic undertones of the review remind me of that scene in Grease where John Travolta and Jeff Conaway hug then act all tough. Seriously EG, lay off the "large burly men shooting things together = gay" theme, it's not really funny.
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It is funny, and it's also accurate.
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Don't be put off by the silly machoism as it's clearly taking the piss out of itself.
I'd say if you were ''ummming and ahhhing'' about whether or not to get it then go for it!
Any game that within the first 10 minutes has a guy poking another guy's eyeballs out with his thumbs and then goes into a setpiece where crazy suicide bombers are running at you and you have to shoot 'em before they blow, must be worth a look.
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GZA
Raekwon (When paired with Ghostface).
Dead Heat!!
Honourary mention Inspecta Deck - For the mosts explosive opening verses of the Clan
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Well then you'll really have to explain that one to me.
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/retires as I will never better that in any aspect of my life
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I'm no Halo fan, but what games have better co-op than Halo? Couldn't name one (but then again, I don't play co-op games).
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Wait. No LAN play? So if you have 2 360s in your house (I don't, this is just an example), such as 2 brothers both owning them, they both have to be on Xbox Live Gold just to play, even if they're only in bedrooms next door to each other? That's an awful oversight.
Still, irrelevant as I have no interest, but a co-op game without the option to system link seems like a strange thing to forget.
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might still check it out
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Thoughts.
1. Agrro system works really well, especially because you can give you partner passive or aggressive variants of each order. It ends up being quite by the numbers, but feeling like you are in control is a good thing.
2. Other co-op type stuff like climbing and co-op sniping (which with an AI controlled partner is doubly pointless) is hollow and feels like it during play. Back to back is tolerable, but to be honest its not really much fun to be forced out of cover in a game that is based around cover. Parachuting feels the same, tolerable but not really much fun.
3. The exception is the portable shield, which is a lot of fun, and would be even more so in co-op mode (as a human player would probably choose sensible targets to shoot).
4. The whole slapping on back or kicking in nuts stuff is utter bollox. I tried it once or twice, found it utterly without reason, and forgot all about it. I wouldn't feel grumpy about it, except that I know the manhours spent on all that tosh could have been put to better use elsewhere to polish up something of substance.
5. The plot is thus far somewhere between shite and offensive, but I always knew it was going to be. It doesn't bother me, I just hum to myself during the cutscenes. No doubt people will rattle on in years to come about the plot being great, the way they do with MGS games (though let it be said, the plot in AoT is far worse).
So it would seem that the co-op stuff you can use anywhere is good, and the stuff that relies on scripted set pieces is shite. No big surprise there really.
Overall I think the review is about right. I am surprised, as I expected it to be worse after seeing recent movies. But I'm still playing it, which is a good sign. One final note, the control system and UI is pretty poor and below the bar set by EAs more recent work. Like I said, not played it co-op with another person yet, and I expect that to increase the fun somewhat.
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GRAW1&2 (these two games have 16 player co op)
Splinter cell conspirousy theory
Gears of War
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hmm.. see what you made me do.
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Only one gold account is needed for split-screen.
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Its local. Running on a single console. Nothing to do with networks of any kind. What if you don't have internet access; does split screen co-op then not work?
That sounds bloody ridiculous, surely some confusion has slipped in here, can someone clarify?
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plus there was one rap where he said he was standing with a dynamite stick with no pants on +1
i cannot actually beleive games have got so lame the characters would discuss such tripe, shamefully i am still considering buying it after this, as long as there is no rap in it it could still be Ok
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As you own the game, it should be quite easy to find out, no?
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Thanks for clearing that up!
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I have been playing the PS3 version.
@JSPOOLE
If you don't know what someone has done, or why they are shooting at you, how do you know if they are a terrorist? Or is it enough to know they are wearing a turban?
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lolea
also, almost every game is gung-ho, except farenheit, which was subtle.
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What?!
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also, almost every game is gung-ho, except farenheit, which was subtle
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But you have a 360 as well?! What made you get the inferior version?
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Yes it looks pretty, tho I found their use HDR lighting was overkill and got damn annoying pretty quickly. The dialogue was so-so, the plot was, hell... I forgot what the plot was. Stopped playing after a couple of hours because I was bored. Can't remember where in the world I was fighting, who I was fighting or why.
The cover system was damn annoying, the hit detection suspect, and the co-op AI seemed to do some damn stupid things. For a game that's "borrowed" so much from Gears of War you think they would have least implemented a decent cover system!
I'd rather they'd have spent the man hours they wasted on the pre-rendered cutscenes (with an in-game engine that looks as nice as it does were they really necessary?) or the cringe-worthy air guitar stuff, in fixing the obviously broken aspects of the single player campaign.
But, since this is a multiplayer game plain and simple I guess they didn't really play-test the single player mode. Or at least thats how it feels to me. The whole experience is just rather bland.
7 / 10 seems like a fair review, maybe a little too high for me, or maybe I'm just being too harsh because I've just finished Half-Life 2: Episode 2... again. (now that's how you do an action game.)
Put it this way I turned Army of Two off to play Timeshift, which I picked up for £14, and found to be much better value for money!
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Personally I prefer this cover system to Gears of War as it's much more subtle. The GoW one screamed "Gameplay Mechanic!" everytime you used it, whereas this one is simply intuitive and perfectly functional.
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I borrowed it.
Seriously though, if the PS3 version is inferior, I'm not sure in which way. It ran just fine, I saw no frame drops or tearing (could just be my shite eyes of course), and unless you compare screens side by side I'm not sure anyone could tell the difference.
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I ignored the comment because I wasn't really sure there was any point in having a discussion with you about war or the world stage. It was a sideways dig at you, knowing how you would react. A throwaway comment designed purely to annoy.
You've made it quite clear numerous times in the past and now that you are a blinkered machistic Fox news loving war monger, who didn't get enough hugs as a child and now sees the world in binary terms, dividing everyone into either being a manly bomb-droppin' hero of "freeeedom" or a liberal terrorist loving pussy (people that use the word liberal as an insult make me laugh, every time).
I am neither a nursery nurse, nor a psychologist, so I can't really help you either way.
Brutal rebuff indeed, puleese.
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TBH it makes me want to cry... Just like people using the word conservative as praise. What on earth is good about ignoring progress?!
Btw, the 'inferior' comment was an attempt at being funny and in anticipation of EG's next face-off article...
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First thing that went through my mind when I discovered the A-button does the "High 5" and other silly moves like slapping your partner over the head was: Rios' and Salem's MOST EXCELLENT ADVENTURE COOL!
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If the demo is anything like the main game, would be a 6/10.