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Army of Two
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| Army of Two | |
|---|---|
| Genre | Third-person shooter |
| Developers | EA Montreal Visceral Games |
| Publisher | Electronic Arts |
| Platforms | PlayStation 3, PlayStation Portable, Xbox 360 |
| First release | Army of Two March 4, 2008 |
| Latest release | Army of Two: The Devil's Cartel March 26, 2013 |
Army of Two is a third-person shooter video game series developed by EA Montreal. The first game in the series, Army of Two, was released on March 6, 2008 for the Xbox 360 and PlayStation 3 consoles. Focusing on cooperative strategies, Army of Two's main feature is the necessity to use coordinated teamwork to accomplish the game's goals. While the game is meant to be played with another human as a partner, a "Partner Artificial Intelligence" (PAI) is also included and programmed to follow the player's strategies. Dependence on a partner (whether human or PAI) is so pronounced that most objectives are impossible to complete without it. A sequel, Army of Two: The 40th Day, was released in January 2010 in North America and Europe.[1] The third game in the series, Army of Two: The Devil's Cartel, was released on March 26, 2013 by Electronic Arts for the Xbox 360 and PlayStation 3.[2]
Games
[edit]This section needs expansion. You can help by adding missing information. (December 2023) |
| Game | Metacritic |
|---|---|
| Army of Two | (PS3) 74/100[3] (X360) 72/100[4] |
| Army of Two: The 40th Day | (PS3) 74/100[5] (X360) 73/100[6] (PSP) 49/100[7] |
| Army of Two: The Devil's Cartel | (PS3) 58/100[8] (X360) 54/100[9] |
Army of Two (2008)
[edit]Army of Two: The 40th Day (2010)
[edit]Army of Two: The Devil's Cartel (2013)
[edit]Characters
[edit]- Tyson Rios - Tyson Rios originally worked as a mercenary for the private military contractor SSC (Security and Strategy Corporation) with his long-time partner Elliot Salem. They later left SSC to form their own private military firm called T.W.O (Tactical Worldwide Operations). Rios' life of combat eventually came to a tragic end from a car explosion, leading to a badly injured left leg and the presumed death of Salem. Unable to continue to work in the field, Rios commands T.W.O operatives as an executive.
- Elliot Salem - Elliot Salem, together with his long-time partner Tyson Rios, originally worked as mercenaries for the private military contractor SSC (Security and Strategy Corporation) and later founded T.W.O. (Tactical Worldwide Operations). His actions appear by choices in Army of Two: The 40th Day; the ending is chosen from Jonah and is canon for Army of Two: The Devil's Cartel. Salem went insane after a seemingly fatal incident caused his partner and two other T.W.O. operatives, Alpha and Bravo, to abandon him to save hostage Fiona. This caused him to become a villain alongside his boss Bautista in The Devil's Cartel.
- Alpha - One of the two playable characters in Army of Two: The Devil's Cartel . His name is not revealed so that the player may "project themselves into the character a bit more". Alpha is considered the de facto leader of the pair since he is often the one who comes up with the ideas and battle plans. He also keeps his hot-headed partner Bravo in check during tough situations and does his best to steer him in the right direction in order to complete the mission.
- Bravo - The other playable character in Army of Two: The Devil's Cartel. His name is not revealed so that the player may "project themselves into the character a bit more". While Alpha is focused, calm and collected in battle, Bravo is the complete opposite: he's gung-ho, tough as nails and always ready for a fight. Besides that, he is mostly a funny, wise-guy comedian who loves to cracks jokes and make fun (especially of Alpha).
Other media
[edit]Graphic novel
[edit]Army of Two: Dirty Money, written by John Ney Rieber and illustrated by Brandon McKinney, is a 2008 graphic novel which follows Rios and Salem through some of their earliest missions together working as private military contractors. The plot follows the corruption of the company they work for. Rios and Salem work together as an "army of two", trying to stay alive and uncover the conspiracy within the company that employs them.
Comic
[edit]A six-issue miniseries called Army of Two: Across the Border was released in January 2010 by IDW Publishing and coincided with the release of the sequel game Army of Two: The 40th Day, with events taking place between the first and the second game.[10][11]
Film
[edit]In 2008, there was a report that Universal Pictures had picked up the film rights to the game,[12] citing Universal's desire to "fast-track the project to begin production in 2009" and hiring Michael Mann to write the script and direct. Nothing came of it and the project is cancelled.
References
[edit]- ^ Ron Yatco (August 13, 2009). "Army of Two: The 40th Day Announces Its Ship Date". ArmyofTwo.com. Archived from the original on September 17, 2009. Retrieved October 28, 2009.
- ^ Goldfarb, Andrew (November 1, 2012). "Army of Two: Devil's Cartel Release Date Announced". IGN. Retrieved January 29, 2013.
- ^ "Army of Two for PlayStation 3 Reviews". Metacritic. Retrieved July 23, 2011.
- ^ "Army of Two for Xbox 360 Reviews". Metacritic. Retrieved July 23, 2011.
- ^ "Army of Two for PlayStation 3 Reviews". Metacritic. Retrieved March 28, 2013.
- ^ "Army of Two for Xbox 360 Reviews". Metacritic. Retrieved March 28, 2013.
- ^ "Army of Two for PlayStation Portable Reviews". Metacritic. Retrieved March 28, 2013.
- ^ "Army of Two: The Devil's Cartel for PlayStation 3 Reviews". Metacritic. Retrieved April 3, 2013.
- ^ "Army of Two: The Devil's Cartel for Xbox 360 Reviews". Metacritic. Retrieved April 3, 2013.
- ^ "EA AND IDW LAUNCH ARMY OF TWO AND DRAGON AGE COMICS". October 5, 2009. Retrieved December 19, 2014.
- ^ "Army of Two #1 - Across the Border, Part One (Issue)". Comic Vine. Retrieved March 21, 2020.
- ^ Fritz, Ben; Fleming, Michael (October 23, 2008). "EA's 'Army of Two' joins Universal". Variety.
External links
[edit]Army of Two
View on GrokipediaFranchise Overview
Origins and Concept
EA Montreal, founded in 2004 as a specialized studio under Electronic Arts, conceived the Army of Two series to pioneer cooperative gameplay in third-person shooters, with the initial project starting in 2005 under a core team of five developers including Reza Elghazi and Chris Ross. The concept centered on two-player control of private military contractors (PMCs) navigating modern warfare scenarios, emphasizing interdependence through mechanics like shared weapons, synchronized takedowns, and tactical pairings such as one player providing cover fire while the other advances. This buddy-system approach drew inspiration from action films featuring male partnerships and the real-world expansion of PMCs following events like the Iraq War, positioning the protagonists as profit-driven operatives rather than state soldiers to explore themes of loyalty and opportunism.[7][8] Development encountered risks of cancellation in 2006 amid EA's shifting priorities, but executive approval preserved the project, enabling its unveiling on May 2, 2006, as the studio's flagship debut. Developers prioritized co-op as the foundational "hook," with Chris Ross stating, "We wanted to do something different… co-op was the hook," to ensure players felt like a genuine team rather than parallel solo operatives, incorporating features that rewarded communication and role division without relying on AI companions. The narrative framework followed protagonists Tyson Rios and Elliot Salem from military service to PMC independence, incorporating moral choice systems that influenced aggression versus aggression versus restraint, though these were secondary to combat innovation.[9][10][7] This origins reflected a deliberate pivot from saturated military shooter tropes, leveraging Unreal Engine 3 for dynamic duo maneuvers amid PMC-inspired settings like fictionalized global hotspots, with the goal of redefining tactical action around human partnership over technological spectacle. Early prototypes validated the two-man unit as viable for cover-based shootouts, influencing subsequent franchise entries to retain the core duo dynamic despite studio shifts.[11][8]Core Themes and Military Realism
The Army of Two series centers on the partnership between protagonists Elliot Salem and Tyson Rios, former special forces operatives turned private military contractors (PMCs), emphasizing themes of brotherhood and interdependent combat survival.[12] This duo dynamic underscores the necessity of coordinated tactics, where one partner draws enemy fire (aggro management) to enable the other to flank or advance, mirroring real-world two-man fireteam principles from units like Delta Force or SEALs but adapted for arcade-style play.[12] Developers intended this to re-teach players genuine cooperation, positioning the series as a critique of isolated, ego-driven action games prevalent in the mid-2000s shooter genre.[12] A prominent narrative thread critiques the ethical corruption within PMCs, portraying organizations like the fictional Security and Strategy Corporation (SSC) as prioritizing profit over humanitarian or national interests, akin to real entities such as Blackwater.[12] [13] The original 2008 game depicts SSC's ascent through acquisitions and morally ambiguous contracts, exploiting ex-military personnel with high daily pay (e.g., $300 to $1,200) while evading accountability via corporate deniability and legal immunity.[12] Sequels like The 40th Day (2010) extend this by introducing player-driven moral choices, such as killing a guard for resources, which trigger consequences like civilian casualties and reflective montages on war's human cost, aiming to provoke consideration of PMC actions beyond gameplay.[14] Regarding military realism, the series draws from authentic operative backgrounds and mission scenarios but subordinates simulation to cooperative entertainment, simplifying tactics like cover usage and weapon handling for accessibility.[12] While aggro mechanics and paired strategies evoke real fireteam dynamics—where one suppresses to enable maneuver—ballistics, damage models, and enemy AI prioritize exaggerated action over procedural accuracy, such as unlimited ammo in prolonged engagements or rapid weapon swaps.[12] Later entries, including The Devil's Cartel (2013), shifted toward grounded customization (e.g., reducing over-the-top modifications) and modern settings like urban disaster zones, but retained arcade pacing over rigorous realism seen in tactical simulators.[13] This approach reflects developer intent to blend political commentary with fun, co-op-focused combat rather than emulate military training fidelity.[12]Gameplay Mechanics
Cooperative Combat System
The Cooperative Combat System in Army of Two centers on mandatory two-player coordination, where solo play is infeasible and success hinges on players dividing roles dynamically during engagements. Enemies prioritize targets based on an "aggro" mechanic, visualized via a shared HUD meter that tracks attention drawn by actions like firing weapons, reloading, or movement; the player generating higher aggro—typically through sustained damage output or noisier armaments—becomes the primary focus, enabling the partner to flank, revive, or execute maneuvers without immediate retaliation.[15][16] This system integrates with cover-based shooting, where players must alternate aggro management to suppress foes while advancing, as unchecked enemy fire overwhelms isolated operatives.[17] Specialized co-op maneuvers amplify tactical interdependence, requiring precise timing and proximity. Examples include the "back-to-back" stance, where partners pivot to cover all directions against encircling threats; "step jump," allowing one player to boost the other to elevated positions for overwatch or breaches; and "co-op snipe," merging scopes for a dual-aimed precision shot on distant or armored targets.[18] Additional actions encompass dragging downed teammates to cover for revival, joint riot shield advances to storm fortified areas, and mock surrender distractions to lure enemies into ambushes.[17] These require verbal or contextual cues in multiplayer, fostering reliance that scales difficulty—single-player AI partners approximate but often falter in aggro balance and maneuver execution compared to human input.[15] In sequels like The 40th Day (2010) and The Devil's Cartel (2013), the system evolves with morality-influenced paths: "aggression" mode enhances firepower and co-op finishers at the cost of heightened enemy responsiveness, while "trust" prioritizes defensive aids like auto-revives but limits offensive bursts, altering combat flow based on prior choices without overriding core aggro and maneuver foundations.[19] This framework underscores causal realism in gameplay, where uncoordinated play leads to rapid downs and mission failure, empirically validated by player feedback noting its steep co-op learning curve over generic shooters.[20]Weapon Customization and Tactics
In the Army of Two series, weapon customization centers on purchasing and modifying firearms using currency earned from completing mission objectives and combat performance. Weapons are acquired from region-specific dealers, such as Mr. Obayana in Sierra Leone for assault rifles, machine guns, and shotguns, with upgrades divided into tiered levels that progressively enhance core attributes including damage output, bullet spread for accuracy, ammunition capacity, and aggro generation to draw enemy attention.[21] Parts like extended magazines, precision barrels, and specialized attachments are bolted on via an inventory wheel interface, allowing players to tailor loadouts for offensive, defensive, or supportive roles before or during missions.[21] Subsequent titles refined this system for greater flexibility; in Army of Two: The 40th Day (2010), players access a quick-load menu by holding the designated button (e.g., Y on Xbox 360 controllers), enabling mix-and-match part swaps across weapon types to create hybrid configurations, with visual "pimp" options like zebra stripes or giraffe prints alongside functional additions such as oversized shields or screwdriver bayonets that influence aggro, damage, and precision stats.[22] These modifications directly impact tactical viability, as higher aggro upgrades amplify a player's role in diverting fire, while precision enhancements support long-range engagements.[22][21] Tactics revolve around the aggro mechanic, where player actions—such as firing weapons or using high-aggro gear—accumulate a visible meter, prompting enemies to prioritize the "aggressor" for suppressive fire, enabling the partner to maneuver stealthily or flank undetected.[21] The protector assumes a defensive stance with a deployable shield to absorb damage, often paired with commands issued via the partner order wheel (e.g., attack, regroup, or hold position) to coordinate AI or human allies.[21] Key co-op maneuvers include the Co-op Snipe, a synchronized dual-shot execution via the call wheel that targets multiple enemies or detonates explosives simultaneously for amplified lethality, and weapon swaps to adapt to situational needs like switching to sniper rifles for overwatch.[21] This interplay of customized loadouts and role-based strategies underscores the series' emphasis on interdependence, where unbalanced teams risk overwhelming enemy focus, but synchronized aggro management and maneuvers like back-to-back firing (introduced in later entries) enable efficient crowd control and objective advancement.[21] In The Devil's Cartel (2013), these elements evolved with combo-based scoring for maneuvers, rewarding tactical synergy with additional currency for further upgrades.[23]Progression and Moral Choices
In the Army of Two series, progression primarily occurs through a linear campaign structure divided into missions, where players earn in-game currency by completing objectives, defeating enemies, and fulfilling optional tasks such as aggressive maneuvers or civilian protection. This currency is spent at weapon shops to purchase and customize firearms, attaching components like scopes, barrels, and stocks to enhance damage, accuracy, or ammo capacity.[24] Body armor progresses automatically across light, medium, and heavy tiers as missions advance, providing incremental protection without player expenditure. Multiplayer modes, including competitive "Versus" matches, generate additional cash through team-based objectives, enabling further customization and replayability.[25] Subsequent titles refined this system; Army of Two: The 40th Day (2010) introduced survival elements tied to progression, with money scarcity emphasizing resource management amid Shanghai's disaster scenario, while still allowing weapon unlocks via earned funds.[26] Army of Two: The Devil's Cartel (2013) implemented an experience-based leveling system, where accumulated points from kills, assists, and mission completion unlock new weapons, cosmetic items, and perks, culminating in achievements at levels 5, 15, and 25.[27] Moral choices, a narrative mechanic to explore the ethics of private military contracting, debut in the original Army of Two (2008) with decisions like sparing or executing the arms dealer JB during a mission, which influences minor story branches and contract payouts—opting for restraint yields lower immediate rewards but aligns with a principled path.[28] These expand significantly in The 40th Day, featuring over a dozen cooperative binary decisions in cutscenes, such as killing a guard versus a tiger for resources, abandoning weapons for civilian aid, or shooting a partner to enable escape, which collectively fill a morality meter. Positive (altruistic) choices, like prioritizing survivors, unlock "good" endings where protagonists sacrifice for the greater good, while negative (self-serving) selections lead to "bad" endings with betrayal or mutual demise, alongside gameplay perks like bonus cash or restricted gear to reflect consequences.[29][30] The system underscores causal trade-offs, where "good" decisions often backfire—e.g., sparing lives invites ambushes—challenging players' assumptions about heroism in mercenary work.[31] The Devil's Cartel de-emphasizes explicit morality, favoring tactical branches like protecting contacts versus pursuing enemies, which affect mission paths but lack a persistent meter or ending variance.[32]Development History
Initial Development and EA Montreal
EA Montreal, founded in 2003 by Alain Tascan—a former executive at Ubisoft and BAM! Entertainment—began development on Army of Two as the studio's debut project, marking Electronic Arts' first original title built from scratch for next-generation consoles.[10][33] The studio, located in downtown Montreal, assembled a team that included core members from Ubisoft Montreal's Tom Clancy's Splinter Cell development group, totaling approximately 80 personnel, to create a third-person shooter centered on two-man cooperative gameplay depicting private military contractors (PMCs).[34] The project utilized Unreal Engine 3, customized by the team to support advanced partner AI (PAI) for solo play and seamless human co-op mechanics.[34] The game was publicly unveiled on May 2, 2006, with an initial target release in 2007 for PlayStation 3 and Xbox 360, emphasizing tactical warfare and moral choices in PMC operations as its core concept.[33] Alain Tascan served as vice president, general manager, and executive producer, while Reid Schneider acted as senior producer, overseeing the integration of co-op as the "centerpiece" of the experience, including features like aggressive cover mechanics and weapon-sharing between partners.[33] To enhance realism, the team consulted Woodie Mister, a former PMC operative, who provided input on authentic mercenary tactics and behaviors.[34] Development extended beyond the original timeline, with production wrapping in late 2007 after a planned November launch was postponed, leading to the final release on March 4, 2008.[9] This delay allowed refinements to the co-op system and narrative, though the game's bro-ish tone—featuring crude banter between protagonists—drew mixed regional reception, with stronger acceptance in the U.S. compared to Europe, influencing subsequent studio adjustments.[35] EA Montreal's boutique approach prioritized innovative co-op over single-player norms, positioning Army of Two as a proof-of-concept for partner-focused shooters amid EA's broader next-gen push.[33]Sequels and Studio Changes
Army of Two: The 40th Day, released on January 12, 2010, for PlayStation 3 and Xbox 360, continued development under EA Montreal, the studio responsible for the original title.[36][37] The project retained the series' cooperative focus while introducing a survival horror-inspired narrative set in a disaster-stricken Shanghai.[38] The third entry, Army of Two: The Devil's Cartel, marked a shift in studio leadership, with primary development handled by Visceral Montreal, a branch of Visceral Games established for the project.[39][40] This change aimed to deliver a more mature tone, relocating the action to a fictional Mexican drug war and adopting DICE's Frostbite 2 engine for enhanced visuals and destruction mechanics.[41] The game launched on March 26, 2013, for PlayStation 3 and Xbox 360, introducing new protagonists Alpha and Bravo while introducing solo play options alongside co-op.[42] Post-release, Electronic Arts closed Visceral Montreal on February 21, 2013, as part of organizational transitions that included layoffs across Montreal and other locations, effectively ending the studio's involvement in the franchise.[43] No subsequent sequels have been developed, with the series halting after three mainline titles.[1]Franchise Decline Factors
The Army of Two series experienced a marked decline following the release of Army of Two: The Devil's Cartel in March 2013, primarily due to diminishing critical reception and failure to retain the innovative co-op elements that defined earlier entries. While the original 2008 game was praised for its novel partner mechanics and bro-mance narrative, sequels progressively stripped away signature features like contextual co-op actions and aggressive cover mechanics, resulting in gameplay perceived as repetitive and less engaging. The Devil's Cartel, developed by Visceral Games Montreal, scored an average of 64 on Metacritic across platforms, with critics noting the absence of the series' "soul" and over-reliance on destructible environments without meaningful evolution. This erosion of unique selling points alienated core fans, as the title shifted to new protagonists Alpha and Bravo, abandoning fan-favorite duo Salem and Rios without sufficient narrative justification.[6] Commercial performance further exacerbated the franchise's trajectory, with sequels achieving only middling sales insufficient to justify continuation amid Electronic Arts' portfolio priorities. The 40th Day (2010) and The Devil's Cartel generated appreciable but underwhelming revenue compared to the original's strong debut, failing to meet EA's benchmarks for mid-tier shooters in a market increasingly dominated by titles like Gears of War and Call of Duty. Post-launch data indicated the series struggled to maintain long-term player engagement, particularly in multiplayer modes, contributing to its dormancy after 2013. EA's corporate strategy, emphasizing high-return franchises and digital initiatives, sidelined Army of Two as resources shifted away from niche co-op experiments.[6] Internal development challenges at Visceral Games Montreal played a pivotal role, marked by low team morale and production shortcomings that yielded an "underwhelming" final product. Executive producer Julian Beak attributed the game's deficiencies to studio-wide negativity, predicting subpar outcomes during development, which was compounded by EA's broader layoffs in Montreal affecting up to two-thirds of staff by April 2013. The studio's closure shortly after The Devil's Cartel's release eliminated the primary development hub, severing continuity and expertise accumulated since the series' inception at EA Montreal. These factors, intertwined with EA's restructuring for mobile and next-gen focus, effectively halted any prospects for revival or sequels.[44][45][46]Games
Army of Two (2008)
Army of Two is a third-person shooter video game developed by EA Montreal and published by Electronic Arts for the PlayStation 3 and Xbox 360 consoles.[47] It was released in North America on March 4, 2008.[48] The title emphasizes cooperative multiplayer gameplay, requiring two players to control protagonists Elliot Salem and Tyson Rios, former U.S. Army Rangers turned private military contractors for the fictional Security and Strategy Corporation (SSC).[48] The game's narrative unfolds over 16 years, beginning with a 1993 mission in Somalia where Salem and Rios assist SSC in eliminating a warlord, leading them to join the company after leaving the military.[48] Subsequent operations include post-9/11 deployments to Afghanistan targeting chemical weapons, retaking a hijacked U.S. aircraft carrier in the South China Sea, and missions in Iraq and China, culminating in the duo uncovering a conspiracy orchestrated by SSC executives to manipulate global conflicts for profit.[49] Players' moral choices during propaganda broadcasts influence the aggression meter, affecting enemy behavior and narrative branches, such as whether to execute prisoners or negotiate.[48] Core gameplay revolves around teamwork, with the "aggro" mechanic allowing one player to draw enemy fire—gained by shooting or blind-firing from cover—enabling the partner to flank and eliminate threats.[50] An aggressive cover system permits mounting weapons directly onto cover edges for sustained fire, while co-op maneuvers like the "mock surrender" distract foes or the "parachute jump" enable dynamic entries.[51] Weapons are customizable post-mission using earned "war bucks," attaching components like scopes, grips, and barrels to alter performance, with options for dual-wielding pistols or larger arms.[50] Single-player mode features AI-controlled partners, though it limits certain mechanics. Multiplayer supports competitive modes across four initial maps, expandable via downloadable content.[52] Critics aggregated on Metacritic awarded the game scores of 72/100 for both platforms, praising the innovative co-op focus and weapon variety but critiquing uneven AI, repetitive missions, and a simplistic story.[53] Commercially, it generated over $100 million in global sales by October 2008, contributing to EA's decision to expand the franchise.[54] The title's emphasis on partnership distinguished it in the third-person shooter genre, though some reviewers noted execution flaws in enemy intelligence and level design.[50]
Army of Two: The 40th Day (2010)
Army of Two: The 40th Day is a third-person shooter video game developed by EA Montreal and published by Electronic Arts, released for PlayStation 3 and Xbox 360 on January 12, 2010.[55] A port for PlayStation Portable followed in June 2010.[55] The title serves as a direct sequel to Army of Two (2008), shifting the setting to a fictionalized disaster in Shanghai, China, where the city faces widespread destruction from an unknown antagonistic force, blending survival elements with cooperative combat.[36] The narrative centers on protagonists Tyson Rios and Elliot Salem, who have transitioned from U.S. Army service to operating their own private military contractor firm, Trans World Operations (TWO), under handler Alice Murray.[36] Deployed in Shanghai for an unspecified assignment, the duo becomes trapped amid a catastrophic event involving heavy bombardment and enemy incursions by a private military company (PMC), forcing them into a desperate escape while uncovering the attack's origins.[56] Unlike the original's linear military campaign, this entry introduces branching moral decisions—such as sparing or executing civilians and enemies—that impact alliances, resource availability, and endings, including the potential death of one protagonist to ensure the other's survival.[36] These choices draw from disaster-film tropes, emphasizing ethical dilemmas in chaos, though critics noted the system's binary nature limited narrative depth.[55] Gameplay retains the series' core emphasis on two-player cooperation, requiring players to coordinate for aggressive maneuvers like mock surrenders to flank foes, human shield grabs for interrogation or cover, and shared weapon proficiencies.[57] Innovations include an expanded "Aggro" meter that dynamically allocates enemy attention based on player aggression, promoting balanced teamwork, and a modular weapon customization interface likened to assembling Lego parts for attachments like scopes, barrels, and stocks purchasable with in-game currency.[58] Environmental destruction is heightened, with collapsing structures and debris altering paths, while single-player mode uses AI partners with improved pathfinding over the predecessor.[56] Multiplayer modes extend to competitive "Bounty Hunter" variants and survival challenges, though co-op campaign remains the focus.[36] Development at EA Montreal began post-Army of Two's success, announced in June 2009 with a Shanghai setting to differentiate from the original's Middle Eastern locales, aiming for cinematic disaster aesthetics inspired by films like Cloverfield.[59] The studio refined co-op mechanics based on feedback, incorporating player-initiated tactics over scripted sequences, but faced challenges with AI consistency and level variety.[56] Post-launch DLC, such as Chapters of Deceit (April 2010), added campaign extensions with new maps focused on infiltration.[60] Reception was mixed, earning a Metacritic aggregate of 73/100 across console versions, with praise for engaging co-op dynamics and explosive set pieces but criticism for repetitive enemy waves, uneven difficulty spikes, and a story perceived as secondary to action.[55] IGN awarded it 8.5/10, highlighting the "awesome action experience" in multiplayer, while some outlets faulted single-player viability and moral system's shallowness.[36] Commercial performance contributed to the franchise's momentum, though specific sales figures remain undisclosed; it aligned with EA's mid-tier shooter expectations amid competition from titles like Call of Duty.[55]Army of Two: The Devil's Cartel (2013)
is a third-person shooter developed by Visceral Games and published by Electronic Arts, released on March 26, 2013, for PlayStation 3 and Xbox 360.[61] The game shifts the series to a more mature, gritty narrative set in Mexico, where players control two new T.W.O. (Tactical Worldwide Operations) operatives codenamed Alpha and Bravo, battling the drug cartel La Guadaña, known as "The Scythe."[62] Alpha, with a background in U.S. special forces, partners with Bravo to protect a politician and dismantle the cartel amid escalating violence in Mexico City.[63] Gameplay retains the series' emphasis on cooperative mechanics, requiring players to coordinate for aggressive maneuvers like mock surrenders, weapon swaps, and chain gun usage, while introducing enhanced destruction via the Frostbite 2 engine, the first in the series to abandon Unreal Engine 3.[64] [39] New features include customizable weapon parts unlocked through progression, an "Overkill" mode for intensified combat, and dynamic environments where buildings and vehicles can be demolished for tactical advantages.[65] Unlike prior entries featuring protagonists Tyson Rios and Elliot Salem, this installment uses anonymous codenames to allow player immersion, though single-player mode relies on AI companions criticized for inconsistent performance.[66] The game received mixed reviews, earning a Metacritic score of 54/100, with critics faulting repetitive level design, predictable combat, and a shallow story despite improved visuals and co-op intensity.[61] Commercial performance was modest, with estimated global sales of approximately 260,000 units, reflecting declining interest in the franchise.[67]Characters and Narratives
Primary Protagonists
Tyson Rios and Elliot Salem serve as the primary protagonists in the first two entries of the Army of Two series, portraying ex-U.S. Army Rangers who transition into private military contractors for the Security and Strategy Corporation (SSC).[68] Rios, the more physically imposing and tactically oriented partner, often assumes the aggressor role, drawing enemy fire and providing suppressive support during missions.[69] Salem, younger and more impulsive, complements Rios with stealthier approaches and technical expertise, reflecting their dynamic as a interdependent duo emphasizing cooperative gameplay mechanics.[69] Their partnership begins in Somalia during the 2007 mission that exposes SSC's corruption, leading to a confrontation with the company's leadership.[68] In Army of Two: The 40th Day, released January 29, 2010, Rios and Salem reprise their roles amid a catastrophic event in Shanghai, China, where they navigate survival scenarios under the guidance of handler Alice Murray while questioning their mercenary loyalties.[70] The narrative explores strains in their relationship, culminating in moral choices that can result in betrayal or reconciliation, with Rios embodying steadfast reliability and Salem displaying growing cynicism.[71] Army of Two: The Devil's Cartel, released March 29, 2013, shifts to new primary protagonists Alpha and Bravo, operatives for the Tactical Worldwide Operations (T.W.O.) private military company, operating in Mexico against a drug cartel threat.[66] Alpha, with a background in U.S. special forces, leads with disciplined, strategic decision-making, while Bravo, identified as Brian Ramirez, provides agile support in their co-op framework.[63] This change allows player immersion through customizable callsigns and appearances, diverging from the fixed personalities of Rios and Salem, who appear in supporting or antagonistic capacities influenced by prior events.[66] The duo's missions highlight themes of cartel violence and operational ethics, maintaining the series' emphasis on paired combat tactics.[63]Antagonists and Supporting Cast
In the original Army of Two (2008), primary antagonists consist of warlords and arms dealers encountered across missions in Somalia, Afghanistan, Iraq, and China, such as the Somali militia leader Abdullahi Mo'allim and the Iraqi insurgent Ali Youssef, whom protagonists Rios and Salem are contracted to eliminate.[72] Later revelations expose corporate and political figures within the Security and Strategy Corporation (SSC), including president Richard Dalton and executive Earnest Stockwell, as orchestrating conflicts for profit, culminating in a conspiracy involving U.S. government complicity in prolonging wars to boost private military gains.[73] Supporting cast members include Alice Murray, the SSC radio and technical specialist who provides mission intelligence and extraction support to the protagonists, and Phillip Clyde, a private military contractor allied early but tied to exploitative operations in Somalia.[74] Army of Two: The 40th Day (2010) centers on Jonah Wade, a billionaire former military officer and film producer who masterminds the "40th Day Initiative," unleashing a catastrophic event in Shanghai to test human morality and justify societal reset through engineered chaos, deploying militias, superheavy enemies, and propaganda broadcasts.[75] Additional foes include Russian mercenary Boris Breznev and various PMC remnants amid the disaster. Supporting elements feature returning handler Alice Murray, who aids Rios and Salem until her death, Dr. Wu, a scientist involved in crisis response, and JB Sanders, a local contact providing survival intel in the collapsing city.[76] In Army of Two: The Devil's Cartel (2013), the principal antagonist is El Diablo, the masked leader of violent factions destabilizing Mexico City, later revealed as Elliot Salem, who turns against former allies after perceived abandonment, allying with cartels for revenge and control.[77] Secondary villain Esteban Bautista heads the La Guadana cartel, a paramilitary drug and arms network corrupting local police and politics in La Puerta to seize power. Supporting cast encompasses Tyson Rios as Tactical Worldwide Operations (T.W.O.) executive directing missions via radio, Mayor Juan Angelo Cordova, who hires T.W.O. after his family's murder by La Guadana, and operatives like Anthony "Baker" Barnes and Fiona North, assisting Alpha and Bravo in urban warfare.[78]Story Arcs Across Titles
The Army of Two series features narrative arcs centered on duos of private military contractors entangled in international crises, corporate machinations, and the ethical quandaries of profit-driven warfare, with recurring emphasis on interpersonal trust amid betrayal.[79] In the inaugural 2008 game, protagonists Tyson Rios and Elliot Salem, former U.S. Army Rangers, begin as operatives for the Security and Strategy Corporation (SSC) following a 1993 Somalia operation against warlord Abdul Rahim Karim.[49] Their missions span post-9/11 Afghanistan targeting chemical weapons developer Mohammed El-Fariq, an Iraqi warlord pursuit, a hijacked aircraft carrier in the South China Sea, and a 2009 Miami defense against SSC-orchestrated attacks to manipulate arms sales.[49] The arc culminates in exposing SSC CEO Ernest Prescott's scheme to ignite global conflicts for financial gain, including selling U.S. military tech to adversaries; Rios and Salem assassinate Prescott aboard his yacht, seize control of SSC assets, and establish their independent firm, Trans-World Operations (TWO).[79] Army of Two: The 40th Day (2010), set shortly after the first entry, positions Rios and Salem as TWO principals executing a routine Shanghai assignment with handler Alice Murray when a massive disaster—initially appearing as a solar flare but revealed as a directed-energy weapon test—devastates the city on the titular 40th day of implied prior instability.[80] The storyline unfolds over several days of urban survival, incorporating branching "morality moments" where player decisions affect civilian interactions, alliances, and endings, such as sparing or executing captives.[81] They confront religious fanatic Jonah, who broadcasts the chaos, and financier JB (Johnathon Burke), whose conglomerate engineered the event to "reset" society via engineered famine and control; outcomes range from mutual escape by helicopter, Rios sacrificing for Salem, or confronting JB, with canon implications favoring Salem's survival and hardened demeanor.[82] Army of Two: The Devil's Cartel (2013) introduces new TWO operatives Sergeant Alpha (Rojas) and Sergeant Bravo (T. Walker), deployed to Mexico City to dismantle the La Guadaña ("The Scythe") cartel amid escalating violence that topples the government.[83] The arc follows their infiltration of cartel strongholds, battles against lieutenants like El Diablo and The Financier, and discovery of internal corruption, including ties to U.S. interests; it builds to a confrontation revealing Elliot Salem—estranged post-Shanghai—as the cartel's architect, adopting a "broken hero turns villain" ethos akin to prior antagonists.[84] Rios appears peripherally via radio support, underscoring TWO's continuity, while the duo activates "Overkill" protocols for climactic assaults, ending with Salem's defeat and the cartel's eradication.[62] Narratively, the titles form a loose trilogy linked by the TWO entity's persistence—from SSC's hijacking to its rebranding as Tactical Worldwide Operations—rather than unbroken protagonist continuity, reflecting a generational shift after Rios and Salem's ordeals.[85] Recurring motifs include PMC opportunism enabling perpetual conflict, duo interdependence enabling tactical feats like human shields or aggressive picks, and critiques of war's commodification, though later entries prioritize action over the original's conspiracy depth.[79] No further canonical extensions exist beyond 2013, with developer Visceral Montreal's closure halting potential arcs.[6]Reception and Commercial Performance
Critical Reviews
The original Army of Two (2008) garnered generally favorable reviews, earning a Metacritic aggregate score of 72/100 for the Xbox 360 version based on 76 critic evaluations, with 46% positive and 50% mixed verdicts.[53] Critics praised its innovative co-op mechanics, such as aggressive cover usage and coordinated takedowns that emphasized two-player synergy over solo play.[86] IGN awarded it 7.9/10, highlighting the satisfying gunplay and weapon customization as strengths that made the title stand out in the third-person shooter genre.[86] However, reviewers criticized the single-player mode due to ineffective AI companions, repetitive mission structures, and a narrative perceived as shallow and overly focused on mercenary capitalism without deeper geopolitical insight.[87] GameSpot scored it 6.5/10, faulting the plot for treading political themes superficially while failing to innovate beyond basic cover-shooting tropes.[87] Army of Two: The 40th Day (2010) received mixed reviews, achieving a Metacritic score of 73/100 across platforms from 79 critics, reflecting iterative improvements but persistent flaws.[55] Positive feedback centered on enhanced destruction mechanics, moral choice systems influencing outcomes, and refined co-op aggression modes that built on the original's foundation for more dynamic Shanghai disaster scenarios.[55] IGN gave it an 8.5/10, commending the faster pacing, varied enemy encounters, and replayable branching paths that encouraged partner coordination.[88] Detractors noted repetitive level designs, underwhelming single-player AI, and a story diluted by excessive quick-time events and forced "bro" humor that undermined tension.[55] Some outlets, like Game Informer at 6.5/10, argued it struggled against superior co-op competitors by lacking narrative depth and innovative progression.[89]| Game Title | Metacritic Score (Critic Aggregate) | Notable Review Scores |
|---|---|---|
| Army of Two (2008) | 72/100 (Xbox 360) | IGN: 7.9/10; GameSpot: 6.5/10 [53] [86] [87] |
| Army of Two: The 40th Day (2010) | 73/100 (Multi-platform) | IGN: 8.5/10; Game Informer: 6.5/10 [55] [88] [89] |
| Army of Two: The Devil's Cartel (2013) | 58/100 (Multi-platform) | IGN: 5/10; Eurogamer: 5/10 [61] [90] [91] |
Sales and Market Impact
The original Army of Two, released in March 2008 for PlayStation 3 and Xbox 360, sold approximately 1.64 million units worldwide.[93] North America accounted for the majority, with 1.09 million units, followed by 0.37 million in Europe, reflecting strong initial uptake in core markets for a debut co-op title.[93] Army of Two: The 40th Day, launched in January 2010 across PlayStation 3, Xbox 360, and PSP, reached about 1 million units sold by late March 2010.[94] This figure, while maintaining parity with the predecessor amid broader platform availability, aligned with Electronic Arts' shipment expectations of around 2 million but indicated tempered growth.[95] Army of Two: The Devil's Cartel, released in March 2013 for PlayStation 3 and Xbox 360, achieved only 0.26 million units globally.[96] North America contributed 0.16 million, underscoring a sharp sales drop.[96] The series' commercial trajectory—starting with solid debut performance that justified sequels but trending toward underperformance—curtailed further development, as declining unit sales failed to offset production costs in a competitive third-person shooter market.[6]Player Feedback and Community
Player reception to the Army of Two series has been mixed, with user scores on Metacritic averaging in the mid-6 range out of 10 across titles, reflecting appreciation for cooperative gameplay alongside frequent critiques of repetitive mechanics and artificial intelligence in single-player modes.[53][55][61] The original 2008 entry garnered a 6.8 user score from 166 ratings, praised for its innovative duo-based tactics but faulted for uneven pacing.[53] The 40th Day (2010) slightly improved to 6.9 from 108 ratings, with players noting enhanced moral choice integration into co-op dynamics, though some highlighted frustrating survival elements.[55] The Devil's Cartel (2013) dipped to 6.3 from 235 ratings, where users criticized the shift to a single protagonist with AI partner as diminishing the series' core appeal, despite solid gunplay.[61] The co-op experience emerged as the series' strongest draw, with players frequently lauding the seamless integration of aggressive mechanics, such as the aggro meter and mock executions, which fostered teamwork and replayability when played with a human partner.[23][48] Reviews emphasized that duo strategies felt rewarding in multiplayer, often describing sessions as "kick ass" romps ahead of their time, though single-player bots were derided for poor pathfinding and unreliability.[97] Common complaints included formulaic level design and weak narratives, with some users reporting frustration from unbalanced difficulty spikes or separation penalties in later entries.[98] Community engagement persists through dedicated online spaces, including the subreddit r/ArmyOfTwo, where fans share nostalgic discussions and co-op memories, often calling the franchise underrated and advocating for remakes.[99] Forums like GameFAQs host threads debating the trilogy's merits, with users defending its fun factor against critical dismissal and proposing expansions like four-player modes.[100][101] Social media groups on platforms like Facebook feature calls for revival, citing the series' unique bro-mance humor and tactical depth as elements missing from modern shooters.[102] Despite declining official support post-2013, a niche fanbase maintains interest via backward compatibility on newer consoles, occasionally resurfacing in retrospective reviews that highlight its influence on co-op design.Controversies and Critiques
Accusations of Militarism and Capitalism
The Army of Two series has faced accusations from reviewers of glorifying private military contractors (PMCs) and thereby endorsing militarism, portraying mercenaries as heroic entrepreneurs unbound by national or ethical constraints. In its narrative, protagonists Rios and Salem transition from U.S. Army Rangers to profit-driven contractors, engaging in high-stakes combat across global hotspots like Somalia, Iraq, and fictional disasters, with gameplay mechanics centered on cooperative aggression and weapon monetization. Critics argue this framework sanitizes the real-world controversies surrounding PMCs, such as the 2007 Nisour Square massacre by Blackwater contractors, by emphasizing camaraderie and financial gain over accountability.[87] A prominent critique came in GameSpot's March 10, 2008, review of the original game, which faulted it for "belittling volunteer armed services and selling a power-but-no-responsibility mercenary fantasy" while mocking the U.S. Army's slogan in its title. The review contended that the game's glamorization of PMCs ignores their need for scrutiny, instead framing war profiteering as an aspirational alternative to structured military service.[87] This perspective aligns with broader concerns that the series' bro-mance dynamic and upgrade systems—where players earn cash from missions to customize increasingly ostentatious weaponry—romanticize capitalist incentives in warfare, reducing geopolitical conflicts to personal enrichment opportunities without deeper consequences.[103] Videolamer's August 7, 2008, analysis echoed these points, noting the protagonists' delayed response to their employer's corruption and their persistent "revel[ry] in bloodshed" despite moral cues, which dilutes any intended satire of the military-industrial complex. The review highlighted the game's superficial "weapon bling" consumerism as emblematic of this shortfall, contrasting it with more nuanced depictions like HBO's Generation Kill, and suggested the narrative's failure to evolve character ethics effectively endorses PMC culture's ethical voids.[103] Such accusations portray the series as inadvertently amplifying militaristic tropes amid post-9/11 PMC proliferation, where firms like Blackwater secured over $1 billion in U.S. contracts by 2008, often amid allegations of impunity.[87] Defenders, including player discussions on forums, counter that plot revelations of PMC betrayal—such as the employer's arms-dealing schemes in the first game—constitute critique rather than endorsement, but critics maintain the escapist co-op focus and unresolved cynicism prioritize entertainment over substantive reckoning with capitalism's role in perpetuating conflict.[104] These views, primarily from contemporary game journalism rather than academic discourse, reflect selective scrutiny of the genre's handling of real-world analogs, where PMCs embodied deregulated market forces in warfare.Development and Quality Issues
The original Army of Two encountered delays during its development by EA Montreal, with the game initially slated for a November 2007 release but held back by Electronic Arts for additional refinement after internal reviews were prepared in autumn 2007.[9][105] This extension pushed the launch to March 4, 2008, for Xbox 360 and PlayStation 3, allowing time to address Unreal Engine 3 integration challenges in its co-op-focused mechanics.[106] Upon release, players reported persistent quality issues, such as AI companions getting stuck on environmental elements like railings, erratic pathfinding causing back-and-forth movement or failure to advance, improper autosave triggers, and power-related glitches disrupting progression.[107] Online multiplayer components also suffered from connectivity problems that frustrated users, contributing to perceptions of unpolished execution despite the delay.[107] Army of Two: The 40th Day, also developed by EA Montreal and released in January 2010, faced fewer documented development hurdles but inherited technical shortcomings in quality assurance. Achievement tracking glitched for some players, particularly in downloadable content packs like Chapters of Deceit, where unlocks failed to register despite completion.[108][109] Co-op gameplay, central to the series, exhibited bugs such as desynchronization between partners and unreliable AI behavior, with reviewers noting the mode as "buggy as heck" in post-launch expansions.[109] These issues persisted without comprehensive patches, highlighting gaps in testing for the game's branching narrative and survival elements on Unreal Engine 3. Army of Two: The Devil's Cartel, handled by Visceral Montreal using Frostbite 2 and released in March 2013, grappled with significant internal development challenges stemming from low team morale, as acknowledged by executive producer Julian Beak.[110][111] Beak attributed this to broader studio pressures, which he attempted to mitigate by instilling confidence mid-production, but efforts came "too little too late," resulting in a product that reflected internal strife through inconsistent execution.[111][112] Quality manifested in technical flaws like sticky cover mechanics that hindered fluid combat, inconsistent targeting reticles during dashes, and visual downgrades compared to contemporaries, exacerbating criticisms of repetitive level design and underdeveloped characters.[91] Endgame progression bugs, such as scripted events failing to trigger properly (e.g., companion survival mechanics overriding narrative outcomes), further underscored QA lapses, with players requiring restarts to resolve them.[113] These factors contributed to the title's commercial underperformance, deemed "predictable" by its own producer amid the series' declining trajectory.[114]Cultural and Media Backlash
The original Army of Two (2008) faced media commentary portraying its dual protagonists, Rios and Salem, as exemplifying a hyper-masculine "bromance" dynamic that reinforced stereotypes of gamer culture as overly aggressive and emotionally stunted. Critics described the characters' interactions—marked by back-slapping camaraderie, aggressive posturing, and dependence on each other in combat—as tactless embodiments of "bro culture," potentially alienating broader audiences beyond young male demographics.[115] This perception contributed to the game's early marketing being scrutinized for leaning into homoerotic undertones, with promotional materials highlighting oiled-up, muscular avatars in close-quarters scenarios that drew comparisons to films like 300.[116][117] In response to such coverage, developer EA Montreal adjusted the tone in sequels like Army of Two: The 40th Day (2010), reducing overt "bromantic" elements amid reviews that labeled the original's style as emblematic of outdated, insular gaming tropes. One review noted the sequel's efforts to distance itself from the "homoerotic" label often unfairly attached to buddy-shooter genres, though some outlets argued this shift diluted the co-op personality that defined the series.[118][119] By The Devil's Cartel (2013), the "douchey frat boy bromance" was largely excised, replaced by more straightforward partnerships, reflecting developer acknowledgment of cultural critiques that viewed the original as catering excessively to "bro culture" at the expense of narrative depth or inclusivity.[120][121] Broader cultural discourse positioned Army of Two within ongoing debates on video games' portrayal of masculinity, with some analysts arguing its emphasis on profit-driven mercenaries amplified perceptions of the medium as glorifying unchecked aggression without sufficient self-awareness. Gaming media, often accused of amplifying sensational angles for engagement, highlighted these elements in previews and retrospectives, though empirical backlash remained limited to opinion pieces rather than organized campaigns.[122] The series' co-op focus, intended to foster player bonding, inadvertently fueled narratives of the franchise as a relic of pre-#MeToo gaming, where male-centric dynamics dominated without diverse representation.[123]Legacy and Influence
Impact on Co-op Gaming Genre
Army of Two, released on March 4, 2008, for PlayStation 3 and Xbox 360, prioritized cooperative gameplay as its core design philosophy, treating co-op not as an ancillary mode but as the primary experience. Developers at EA Montreal emphasized two-player tactics from inception, requiring synchronized actions like one partner providing covering fire via the Aggro Boost mechanic—where a player temporarily draws enemy attention to enable flanking—thus making solo play reliant on suboptimal AI.[15] This approach contrasted with prior third-person shooters like Gears of War (2006), where co-op supplemented single-player campaigns, by integrating mechanics such as dynamic weapon trading mid-combat and moral choice systems affecting duo aggression modes, fostering emergent strategies unique to human partners.[124] The series advanced co-op genre conventions through specialized abilities, including back-to-back formations for 360-degree defense and assisted jumps for traversal, which demanded verbal or implicit communication absent in AI-controlled scenarios.[125] These features, refined in sequels like The 40th Day (January 2010), highlighted gameplay imbalances in single-player modes, underscoring co-op's viability as a standalone paradigm in military shooters. While commercial success was moderate—selling over 1.5 million units by 2009—its mechanics influenced developer focus on mandatory coordination, evident in later titles' emphasis on partner-specific puzzles and risk-reward dynamics, though direct lineage remains anecdotal amid broader trends from contemporaries like Left 4 Dead (2008).[20][126] In retrospect, Army of Two's legacy lies in exemplifying co-op's potential to elevate tactical depth in third-person shooters, inspiring niche appreciation and revival discussions among players, as seen in ongoing petitions for reboots citing its untapped teamwork model.[127] However, its impact was constrained by series inconsistencies and genre saturation, with critics noting that while innovative, it did not spawn widespread emulation due to execution flaws like repetitive missions.[126] This positioned it as a proof-of-concept for duo-centric design rather than a transformative force, contributing to the evolution of co-op as a viable commercial hook in an era shifting toward multiplayer integration.Technical Innovations and Shortcomings
Army of Two employed Unreal Engine 3 as its core technology, with developers at EA Montreal implementing custom enhancements including tone mapping, high dynamic range (HDR) lighting, and various post-processing effects to achieve a distinctive visual style suited to its cooperative third-person shooter framework.[128] These modifications allowed for improved rendering of dynamic environments, such as expansive ocean scenes, contributing to moments of graphical impressiveness amid the game's action-oriented sequences.[51] A key technical innovation lay in the seamless integration of cooperative mechanics, designed from the outset to require player coordination for progression; features like the "aggro" system dynamically adjusted enemy behavior and difficulty based on real-time teamwork, such as one player drawing fire while the other flanks, with the single-player AI partner programmed to emulate human-like cooperative responses for solo play.[17] This drop-in/drop-out co-op support, including online and split-screen modes, represented an advancement in making multiplayer interdependence a core engine-level priority, reducing reliance on scripted events.[129] Despite these advances, the game suffered from cumbersome control schemes, with imprecise melee combat, cover mechanics that often misfired (e.g., unintended jumps over obstacles), and overall "heavy" responsiveness that hindered fluid gameplay.[130] Single-player AI exhibited inconsistencies, such as poor pathfinding and failure to execute coordinated maneuvers reliably, leading to frustrating solo experiences.[131] Additional shortcomings included occasional bugs, like glitches in AI behavior during missions, and uneven graphical performance with texture pop-in and less polished asset rendering in certain levels.[107]Potential for Revival
Despite the series' dormancy since Army of Two: The Devil's Cartel released on March 26, 2013, pockets of fan enthusiasm persist, evidenced by online discussions advocating for remasters or sequels targeting modern platforms like PS5 and Xbox Series X/S. For instance, community posts in 2024 and 2025 have speculated on reboots incorporating updated co-op mechanics, such as expanded AI companions or cross-play features, drawing parallels to successful titles like It Takes Two (2021), which revitalized interest in duo-based gameplay.[132][133] Electronic Arts has not issued any official statements on reviving the franchise as of October 2025, with its official site maintaining archival pages for legacy titles without forward-looking content. EA's strategic pivot toward live-service models, exemplified by ongoing investments in Apex Legends (peaking at over 600,000 concurrent players in 2023) and EA Sports FC series (generating $2.5 billion in FY2023 revenue), prioritizes scalable, microtransaction-driven experiences over single-player or limited co-op shooters. The original developer, EA Montreal, now focuses on unannounced projects and support for established IPs, while Visceral Montreal—handling the 2013 entry—closed in 2017, scattering talent and complicating continuity.[1][38] Revival prospects hinge on broader industry trends, including the resurgence of co-op shooters like Helldivers 2 (selling over 12 million units by mid-2024), which demonstrate demand for tactical multiplayer but emphasize procedural content and ongoing updates absent in Army of Two's linear design. A remaster could leverage nostalgia, akin to Gears of War collections boosting sales by 20-30% for remastered originals, yet EA's history of delisting older titles (e.g., removing The Devil's Cartel from digital stores) signals archival rather than rejuvenative intent. Absent proprietary data on internal pitches or market analyses, potential remains speculative and low, contingent on shifting priorities amid EA's $7.4 billion FY2024 net revenue dominated by non-shooter segments.[134]Other Media
Graphic Novels and Comics
Army of Two: Dirty Money, an original graphic novel written by Eric Trautmann, was released on March 4, 2008, coinciding with the launch of the first video game.[135] The story chronicles the early missions of protagonists Elliot Salem and Tyson Rios as private military contractors, highlighting their initial partnerships and encounters with corruption and adversaries prior to the events of the main game.[135] In January 2010, IDW Publishing debuted a six-issue comic series titled Army of Two, scripted by Peter Milligan and penciled by Dexter Soy, with inks by José Marzán Jr., colors by RetroÆro, and lettering by Gerry Kissell.[136][137] The series, issued monthly through June 2010, was collected into a trade paperback volume, Army of Two: Across the Border, priced at $19.99.[138] Set chronologically between the first and second games, it follows ex-Army Rangers Salem and Rios establishing their private military corporation while navigating a conflict in Mexico against the Mexican Army, drug cartels, and urban gangs.[139][140] Issue #1, released January 13, 2010, for a cover price of $3.99, introduced the arc with the duo hired for operations south of the U.S. border.[141] Subsequent issues built on themes of mercenary ethics and high-stakes combat, concluding without announced sequels from IDW.[137]Film Adaptation Attempts
In October 2008, Universal Pictures acquired the film rights to the Army of Two video game from [Electronic Arts](/page/Electronic Arts), with screenwriter Scott Z. Burns—known for The Bourne Ultimatum—hired to adapt the script.[142][143] Producers Scott Stuber and Alex Gartner were attached to the project, aiming to capture the game's cooperative mercenary theme involving protagonists Tyson Rios and Elliot Salem.[144] The adaptation was positioned as a potential action thriller, leveraging the game's narrative of private military contractors uncovering corporate corruption.[145] Despite initial momentum, the project stalled and was never produced. By August 2009, it appeared on IMDb as "in development" with a speculated 2011 release, but no further advancements, casting announcements, or production updates materialized.[146] No official reasons for the cancellation were publicly disclosed by Universal or EA, though the era's mixed track record for video game adaptations—exemplified by frequent development halts due to scripting challenges or market shifts—likely contributed to its demise.[143] Independent fan efforts, such as a 2024 short film directed by Alex Milios, have since emerged but remain unofficial and unrelated to studio initiatives.[147]References
- https://strategywiki.org/wiki/Army_of_Two/Characters
