
but instead either player must decide while the other player is forced to accept the ramifications of that decisions regardless of what their preference was. The decision is not a vote between two players. At pre-determined points in the game players will be presented with a choice, for example whether they should overtake a security guard and steal weapons or vacate the premises. In Army of Two: The 40th Day players are forced to make moral decisions that affect the story of the game. For example, by performing a mock-surrender the enemy combatants will focus all of their attention (and aggro) on the player that is surrendering. In Army of Two: The 40th Day, additional non-aggressive actions can affect aggro. While one player has Aggro the other is being ignored and as a result can then freely perform actions such as flanking. By performing aggressive actions, such as firing one’s weapon, a player generates aggro and in turn causes enemies to focus more of their attention on that player. Aggro is measured by a HUD element that displays which player the enemy characters are currently focusing on. This is in addition to using Aggro as a mechanic for tactically engaging enemies in the midst of combat.Īggro is a system that allows two players to tactically control the target of their enemy's attacks. For example, players can mock surrender or setup simultaneous sniper shots. Unlike in Army of Two, where cooperative moments were primarily predetermined at particular intervals in the game, in Army of Two: The 40th Day, players can use co-op moves at any time. Bullets will be able to penetrate weaker materials such as wood and sheet metal.Īrmy of Two: The 40th Day expands on and refines the cooperative play featured in the original game. Weapons can now also be obtained from downed enemies, increasing the player's arsenal to four weapons (up from three in Army of Two). The "pimped" option returns with new camouflage schemes. More weapons and upgrades will be available, adding interchangeable upgrades between weapons, such as adding the barrel of one assault rifle to another. Partner AI has also been revamped to be more responsive and intelligent allowing the player to direct their partner into performing specific actions such as stealth kills or feigning surrender.

There will also be a sprint function in the game.

Melee has been mapped to a face button, and rifling through weapons can be done with one hand.

The refined controls now only require one button for any particular action. Gameplay will be further enhanced such as being able to feign surrender in order to outflank the enemy, using human shields, and automated covering.
