The lights are on
Earning cash has always been an important part of Army of Two games, as it’s your means of acquiring new weapons and modifying your current ones. Suppressors, stocks, and attachments were available in spades to make that assault rifle or grenade launcher even more deadly. While you’ll still be able to tweak your loadout in Army of Two: The Devil’s Cartel, the team at Visceral Montreal has made some smart changes to how you’ll be earning your cash.
In the previous two games, players could lone wolf a level and rack up more cash rewards than their partner. You’re still rewarded for kills in The Devil’s Cartel, but both players will benefit if they work together. If you use team tactics such as flanking, both players will receive a cash bonus as well as more Overkill points (which eventually activates a timed sequence in which you’re nearly unstoppable).
Working together benefits the team, but there will still be opportunities for individual greed. “There might be moments where players are splitting up to do something, and when they make the choice to do it, one gets a certain amount of cash and the other gets a different amount of cash,” says executive producer Julian Beak. “You can almost imagine the organization writing up the work order for how much work you did, and they’re like ‘That’s way harder!’ and they pay you more money.”
Players could also earn cash in the past by finding it in hidden places, but Beak isn’t sure if he wants it to be a focus point in The Devil’s Cartel. “[Picking up cash] isn’t out of the realm of possibility, but it’ll become something for fun. You won’t feel like you’re at a huge disadvantage if you don’t do it.”
When it comes time to spend your money, the process will look familiar to fans of the series. You have access to three different weapon slots (primary, secondary, and special), and you’re free to deck them out with as many attachments and cosmetic additions as you’d like. Visceral Montreal is shooting for a mature tone for this game, but they’re not quite ready to get rid of the flashy weapon designs. “We won’t choke out the flashiness,” says Beak. “I think that if the main campaign is really an experience that makes you think ‘Oh man, this feels great,’ and you’re playing afterwards with a buddy who wants to get all blinged up, it’s like ‘Hey, look at this!’ You can do whatever you want to your mask. You’ll be doing some things that are just fun for you. They’re maybe not as serious as the tone of the game, and we want to keep that as an option for the players in all types of customization.”
You can still tweak your guns to your heart’s content, but the team wants to make sure you’re not interrupting firefights to do it. Instead of being able to customize at any time, you’re now forced to exit out to the main menu if you want to switch to another loadout. The game saves your most recent checkpoint if this is the case, so you shouldn’t lose much progress.
The Devil’s Cartel isn’t wildly overhauling the customization system, but they still want to foster a connection between the player and their favorite guns. “As you progress through the game, your weapons become quite dear to you because you’ve sunk a lot of money into them,” says Beak. “You’re also more powerful, so you’ll be really happy when you’re pulling out your tweaked-out sniper rifle or assault rifle.”
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I thought the currency and upgrade system was great, though the incredibly oversized and blinged guns do seem an odd choice for a more serious tone. Then again, it would be weirder to totally remove them, and freedom to pick what I want is nice.
the system was confusingly nice .. it did provide me with a lot of choices but I couldn't just pick one and get out ..
so many modifications - nice though- they wouldn't change anything
I think the only cash Rios and Co. need is the blood of their thousands of killed enemies... ;-)
This looks good...I'm thinking of getting it...
What about if your not playing actual co-op, with a friend? I remember in the last game it took forever and several play throughs to get descent amount of cash. While I enjoyed playing, collecting cash became more of a hassle. Would be nice if it's just one player, they could gank all the cash...or the AI helps in some way. I still agree on the team work. Get more for it. Still No one has said nothing if your working with the AI. Will you get the same perks? Fingers crossed that won't byte me in the A://output, as 40th did. Don't know about anyone else, I basically had to do it mostly myself.
Also fingers crossed, If its not already I'm sure a future dlc with new campaign could have the 408 cheytec rifle. Doesn't matter which one. Besides scope, no customization needed.
Forgot to mention. One thing that was truly nice about the last one was, while not in a fire fight, you find a nice spot and if you just collected enough cash for the load out you want, you could buy it. Also if you decide you all of sudden become board with your paint job, can change it. I know some things are being kept secret, I understand, are some parts going need to be found?...good attachments. Not the best, but not mediocre ones either.
I love the gun creation in this game. This game is sounding better then the first two already.
Sounds great I can't wait for this game I have beaten 1 and 2 and I'm ready for 3.
This is pretty much the only reason why "I" gave these games a glance in the first place. It's good to see that they are still keeping the customization.
Cool. I'm leaning towards getting this now.
I think they should have just made weapon boxes next to checkpoints. That would have served as a loadout/weapon option.
dude the first two games were good dumb fun, i enjoyed it but i'm glad they're switching to a more mature tone