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    Army of Two: The 40th Day

    Game » consists of 12 releases. Released Jan 12, 2010

    For Tyson Rios and Elliot Salem, war is strictly business. After their arrangement with former P.M.C. SCC came to a sudden and bloody end, Rios and Salem work for the only people they still trust - each other. However neither their experience as Army Rangers serving in Mogadishu nor their work with SCC has prepared them for the kind of war they'll face in Shanghai.

    Developer Diary by Nathan Brierley: AI

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    EASpenser

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    #1  Edited By EASpenser

    Hi all, the newest developer diary is available at the Army of Two website, this one, by AI & Gameplay lead Nathan Brierley, discusses enhancements made to the AI in Army of Two: The 40 Day. The focus in this first part is on Partner AI—enhancing it and improving on common annoyances (like healing/dragging).

    Check it out and let me know what you think!  http://www.armyoftwo.com/us/blog/dev-diary-ai-2009-10-01

     
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    Linkyshinks

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    #2  Edited By Linkyshinks
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    EASpenser

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    #3  Edited By EASpenser
    @Linkyshinks said:   
     Shame, I had thought you meant Nathan Barley, that would have been "well Jackson".

    haha :)
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    KowalskiManDown

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    #4  Edited By KowalskiManDown

    I must say, I'm definately interested to see how this turns out. I enjoyed the concept of the first game, but it didn't play as well as I'd hoped.
     
    Judging by what I've seen in the Quick Look EX, and developer diaries such as this one, it really seems like you've taken the complaints to heart and acted on them. And I hope it works out well, because there's nothing better than a co-op game that works!
     
    Keep us up to date like you have been Spenser!

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    Origina1Penguin

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    #5  Edited By Origina1Penguin

    I heard quite a few complaints about AI in Army of Two, but I never had much trouble with it.  The lack of audio feedback was probably the biggest issue for me.  Other than that it seemed very competent.  Sure it wouldn't try instigate any actions like grabbing a shield or throwing grenades over cover, but perhaps we'll see some of that in TFD.

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    EASpenser

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    #6  Edited By EASpenser
    @Origina1Penguin said:

     Sure it wouldn't try instigate any actions like grabbing a shield or throwing grenades over cover, but perhaps we'll see some of that in TFD. " 

    That's exactly what it does :p I was playing through a chapter yesterday, and on two occasions the partner AI grabbed a shield off the ground (one that an enemy had dropped). You can tell the partner to drop the shield at any time, or if you move close to them you can "lock" on to  them.
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    #7  Edited By Origina1Penguin

    That sounds good.  I look forward to seeing how the opponents mix things up as well.

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    EASpenser

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    #8  Edited By EASpenser

    This edit will also create new pages on Giant Bomb for:

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