With Army of Two, EA Montreal believes it's struck on something that even the best co-operative shooters - like Gears of War and Rainbow Six Vegas - are missing out on: designing for co-op from the ground up. What that gives you is systems like Aggro - borrowed from MMOs, Aggro is the concept of drawing enemy attention in order to let your partner slip around unmolested. We managed to track down lead designer Chris Ferriera, whereupon he told us how the game's seemingly disparate co-op systems, customization options and level design themselves co-operate to give players an experience that not only encourages them to play together, but gives them more combat options than anything we've played before.
Comments (1) |
Permalink
1