Seeing the carnage the attacks have caused in such public places is definitely an eye-opener, plus it conveys a sense of really being in the middle of a massive conflict. Levels range from rooftops, to abandoned malls, to one of my favorite scenarios in a game to date: a war-torn zoo. Thankfully that doesn’t limit the appeal of the vistas. Salem and Rios are back, but instead of globetrotting around the world this sequel takes place entirely within one city. There is still a lot to be said for a game that focuses on cooperative actions, and nothing else does it quite like Army of Two. The second co-op experience from EA brings back the camaraderie of the original duo with a more in-your-face storyline and some improvements to the design. Every five minutes buildings are collapsing, bullets are whizzing past your head, and planes are crashing left and right turning Shanghai into a modern day warzone. Visually the big change is that the first game was Axis on realism when TFD has a more "Hollywood" feeling more entertainment, with an exaggerated reality.The equivalent of a good summer buddy movie.Īrmy of Two: The 40th Day is like a summer blockbuster popcorn film that keeps you on the edge of your seat throughout the entire experience. Overall I think the new game is a big step up from the original, so previous fans should be very satisfied and new players should be in for a real thrill. To fit with this, we wanted players to feel like they're fighting to stay alive more than fighting to beat the enemy, which I think gives the game a different feel. So we added a lot of destruction moments that feel more like earthquakes rather than explosions, even though they're triggered by the invading force. We didn't want A02 to feel like a war game, but instead feel more like a shooter trapped in a natural disaster. We also wanted to put players in a fresh environment. We added a bunch of co-op moves that the players can perform whenever they want such as mock surrender, hostage holds and pre-combat, while keeping the best co-op moves from the first game such as aggro and riot shields. We focused on making the through-the-gun experience as powerful and exciting as possible. So we kept that focus and then dialled-up the quality level of everything else as high as possible. The core idea of the first game was to pit a player and his or her best friend against the rest of the world, which I think still resonates very strongly. He pushed the 2D, while I really enjoyed having more time for the 3D part. On TFD I worked with Clement Sauvé, a very talented concept artist, which had the same vision that I had of the game. The big change for me was that on the first one, I was doing the concepts and the modeling on a very tight schedule. When you don't have to worry about the technical issues, it allows you to focus more on the art and to push as much as you can. helped us work faster and in a more efficient way. On the character team side the move from ZBrush 2 to 3.1 has been a huge help. That basically comes from having a more experienced team that learned from the first game and knows how to work together more effectively. If we use that knowledge effectively, then we can make better decisions in the same amount of time that end up making a much better game. Your team knows its boundaries and also understands the game they're making more. ![]() The reason why (unlike movies) most game sequels are better than the originals is that you get a head start on your technology. I think the biggest bonus in a sequel is that you get to start from a solid technical base.
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