Army of Two
Army of Two is a series of third-person shooter video games developed primarily by EA Montreal and published by Electronic Arts, centering on cooperative gameplay where two players control private military contractors executing high-risk operations.[1] The inaugural title, released on March 6, 2008, for Xbox 360 and PlayStation 3, features protagonists Tyson Rios and Elliot Salem navigating moral dilemmas and combat scenarios from Somalia in 1993 to global conspiracies by 2009, with mechanics emphasizing coordinated tactics such as aggressive positioning, weapon customization, and partner-assisted maneuvers.[2][3] The series distinguishes itself through its mandatory co-op focus, including intelligent partner AI for solo play that adapts to player actions, and features like aggro management where one partner draws enemy fire to enable flanking or revives.[4] Subsequent entries, Army of Two: The 40th Day in 2010 and Army of Two: The Devil's Cartel in 2013— the latter introducing new protagonists Alpha and Bravo amid a Mexican drug cartel conflict—expanded on weapon upgrades and multiplayer modes but shifted away from original characters, contributing to declining critical and commercial reception that halted further development.[1][5] While initial sales were strong and the franchise innovated in buddy-cop shooter dynamics, later installments faced criticism for repetitive gameplay and narrative inconsistencies, rendering the series dormant since 2013.[6]Franchise 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)
Army of Two: The Devil's Cartel 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] |