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Gears has a really cool co-op experience, too. But what we've been really looking at is 'How do we take what those games have done' -- and I don't want to take anything away from those guys; they've done a really cool job, but it's always just been the add-on -- and figuring out 'How do we make a game where co-op is the focus?Their solution is a game where in two players take control of two soldiers, named Salem and Rios, working for a private military corporation (PMC). The setting and story is actually really interesting and definitely worth reading about in 1up's various previews and interviews. The point, though, is that the two soldiers (players) must work together to make it through the game. How has EA achieved this requisite realiance on the other player? Well, a big part is something they've designed called the Aggro Meter. Aggro isn't new to games by any means. You'll find it MMO's most prominately, where monsters will swarm players who happen to cross they're path. But Chris Ferriera isn't kidding when he says we've never seen Aggro in a shooter before. This is how it works: players share an Aggro Meter that is displayed across the top of the hud. Its called a meter because thats exactly what it is, just like a speedometer or ticket meter. During the game, the meter pin will swing left or right towards one extreme or the other, each end capped by an icon representing either Salem or Rios.
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Their have been coop games before. But what EA is trying to do is make this a cohesive, neigh, central feature of Army of Two. The aggro meter is EA's answer to cooperative gameplay. The aggro meter is affected by more than just making enemies angry, Army of Two has a big customization system that plays into the meter as well. The game allows players to outfit and customize guns and equipment to great extent, just how the players customize their weapons is what effects their aggro draw, shall we say. For example, if players outfit a gun with a silencer, then shooting at enemies will draw less aggro than it would have without a silencer. A counter example, if players bling out their guns with gold plating, then the enemies are gonna get angry more easily thanks to the player's blatant arrogance. But thats good. For you see, players will have to communicate before each level to decide who will be taking what kind of equipment. One player may want to play stealthily, the other may want to play haughtily. And customizing characters to draw more or less aggro, on average, allows player to strategize about how they're going to cooperate later on, and eventually form their play experience.
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