Monday, July 22, 2013

ARMY OF TWO : LE CARTEL DU DIABLE : Review


Batman and Robin, Tango and Cash, Raynal et Roquelaure ... History has proved it: two, it is always better equipped to face the horrors of life. It is with this almost immutable principle EA Montreal came out in 2008 Army of Two, a playable GST coop 'and gameplay relying on the synergy between the two players.

Five years and more later, "The Army of Two" returns for a sequel developed by Visceral Games, supported by a new duo of heroes, a new graphics engine and a taste debauchery of pyrotechnics. Enough to kill two birds with one stone?

THE OTHER IS ME

Army of Two The saga never really shone through his scenario. And that is not changing development studio that new episode escaped the implacable rule since the pitch of the Devil's Cartel could be summarized roughly the epic two large heavily armed nags who all fart in Mexico background of war against the drug cartels. There are a few twists - visible for miles - and a gallery of secondary characters who will put their two cents but in most cases it will be knock the Latin tattooed sweatpants and paramilitary mustache with a vengeance without much risk the breakdown of neuron. Nothing insurmountable in itself a security-oriented pure action and hard but the veterans will see the 40th day still with regret that the moral choices of the second episode (with small sequence comic illustrating the consequences) are purely and simply passed to you. A nice and rather damn good feature that was once again its place here. Damage.

The other disappointment will focus on two new companions that Cartel Devil. So goodbye Rios and Salem, who were not already an overflowing charisma: the protagonists of this new album is now called Alpha and Bravo - probably the result of a long and grueling brainstorming - embodied by two heroes of the most insipid and Unfortunately, as much as their elders. Nothing serious here much since we spent most of his well hidden behind a ballistic mask look great time. More annoying if the gameplay of Army of Two: The Devil's Cartel is still moving towards the cooperation between the two door-guns, it is somewhat depleted compared to previous episodes.

For if we will still be entitled to as contextual actions when the short scale is made to his counterpart, not to mention the concepts of "aggro" and covering fire, it will give up on the possibility of designating certain targets to his colleague, pretending to go to better capture the enemy or to get back-to-back to send the lead panoramic way. Instead, Army of Two: The Devil's Cartel introduced Overkill mode that will allow Alpha and Bravo literally unleash hell (with great fanfare bullet time and infinite ammo) for a few seconds, once the proper gauge filled, for a result on the set and enemies near the tsunami.


2 BAL 2 DEAD

For it is in its ability to send watts during the seven hours of the campaign lies the main force of Army of Two: The Devil's Cartel. Buoyed by the popular Frostbite 2, the title of Visceral Games is rather pleasing to the eye, without tu peaks provided, while offering destructible environments. Cans of gasoline, tanks, cars ... Little or nothing can resist the barrage of Alpha and Bravo fire show a pleasing easy to resolve disputes under kiloton explosions, all supported by a classic but effective implementation stage, with the exception dubbing in French disappointing, resulting in some moments of bravery and heartfelt situations necessarily over the top.

Each narco-trafficker sent to the other world, the duo of mercenaries garners a small stipend for the player to spend at the end of each act, via the Armory. To buy new Gun we have previously unlocked by leveling up, of course, but also to customize the last of the gun butt, purchase additional outfits and new ballistic masks. For those who feel torn between the artistic side, it is also possible to create your own mask with a gaggle patterns in all genres. Comprehensive and well done, this menu will allow aesthetes headshot customize their spook to great effect. A good place then.


Quarterly

Despite some good ideas and an admirable willingness to eyeful, Army of Two: The Devil's Cartel accuses too many shortcomings to be able to figure in the pantheon of great action games. Indeed, despite a life in the middle of the current standards, the title of Visceral Games proves incapable of offering a challenge worthy of the name, so it will directly start the campaign difficult to hope to meet some resistance. Weapons, if they are heavily sized, have an almost non-existent back, using the target (non-disabled) almost all the work and enemies, but not very many smart, beautiful have come from all sides, impressive ability to collect Alpha bursts with the ease of a Leclerc tank, coupled with the possibility of Bravo come to raise us in a loop that you will often tend to push through, even if s' expose, rather than take advantage of a system of coverage it is true enough clumsy.

Thus, it is sometimes impossible to take cover behind a wall yet large enough to shelter and generally tack of walls in walls will most often a challenge due to lack of flexibility and precision in orders. Finally, it is much better side because if multi Army of Two: The Devil's Cartel can claim to be playable in co-op online, hard not to wince at the lack of system drop in / drop out, become the standard of this kind of segment in recent years, forcing the player to restart the chapter from the beginning in case of participation of a third party. All the more frustrating that working with a human partner is still the best way to break the monotony that settles invariably after a moment, Army of Two situations: The Devil's Cartel really is not a model variety, both in situations in the level design. Not a bad game so far, but still a fair bit about too many aspects to leave a lasting impression. A small price, it can still easily do, especially if you have a friend at hand.



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