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Author Topic: ARMY OF TWO (360)  (Read 588 times)
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ThaRebeliouZ
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« on: February 03, 2008, 11:49:48 AM »

Is anyone here keeping an eye on this game? Might be a '08 sleeper but looks real nice in the previews so far.









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« Reply #1 on: February 03, 2008, 12:02:48 PM »

Looks nice. I'll most likely get this. I'm also waiting for BF: Bad Company.
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« Reply #2 on: February 03, 2008, 12:04:00 PM »

Shit load of games coming out this year and so little money >:/
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« Reply #3 on: February 03, 2008, 12:15:03 PM »

This looks like it might have the best co-op campaign in history.
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« Reply #4 on: February 03, 2008, 02:17:27 PM »

yeh i'd wanna play this game 2player all the time.
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« Reply #5 on: February 03, 2008, 02:57:56 PM »

Lets see how it does with the reviews.

The game Ships 3/4/2008. March seems like co-op campaign heaven for Xbox Live members with Vegas 2, this and a couple of other titles coming out.
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« Reply #6 on: February 25, 2008, 05:49:19 AM »

Army of Two Progress Report
New look, new gameplay, same fast-paced action.

by Jeff Haynes



February 15, 2008 - Last October, EA made a decision to push back Army of Two, their upcoming co-op action title, from its initial release date of November 15th to early 2008. This was probably a wise move to help the title stand out, particularly with Mass Effect, Rock Band and Assassin's Creed all being released within a seven day period. It was surprising, particularly because the title seemed to be complete and ready to ship. However, EA Montreal decided to take the extra time to revamp and even remove some gameplay elements that they felt weren't working particularly well, making the game into the title they always wanted it to be.

As a result, the game that will be released on March 4th will be a leaner, cleaner title -- both visually and in terms of gameplay. As we grabbed the controls, Reid Schneider, the Senior Producer of Army of Two, pointed out a number of changes that have been made since our last hands-on session, primarily as a result of extended focus testing for three months. The first -- and most obvious -- tweaks are within the HUD, which have radically streamlined the artwork. Gone are the larger icons that indicated player health, the Aggrometer that dominated the upper center of the screen and the kill count meter. Now, players will receive visual updates as to the number of kills they've made and cash they've received for objectives during checkpoints only.

Players will only see the health meter of their partner as a slim bar as well; their own health meter won't be shown in favor of the screen slowly turning red and obscuring your vision, as well as a heartbeat sound and vibration as you take damage. Finally, weapon reticles have been tweaked to appear different for each gun, and players can toggle a partner cam feed to continually have an idea of their partner's position. This is particularly useful in the midst of a battle if he falls and needs to be healed before he died.

However, you won't be healing your ally with the tampon mini-game that we've previously reported on. Schneider mentioned that the co-op mechanic with the tampons felt like it removed players from the action, and the three healing attempts before death mechanic was too difficult for some testers to achieve. As a result, while players will now be able to infinitely heal their partners, they'll be able to return to the fight faster and improve their kill count quicker than before. Losing the tampon mini-game isn't the only subtraction to the gameplay; the developers eliminated the dune buggy and tank sequences that were initially found within the game because their controls were somewhat unwieldy and their inclusion was unnecessary to the story itself. Some of the language was eliminated as well; the script didn't become PG rated, but some of the repetitive curse words that were simply thrown in were eliminated because it weakened the dialogue.

Kiss this old HUD goodbye.Enemies have received a few new adjustments to how they respond to game situations. The first one is that enemy troops have a much stronger AI, which is a result of an additional three months of programming. Now, players won't be able to simply run for cover and continually lay down suppressing fire on one spot. Enemies will throw grenades, perform flanking maneuvers and continually attempt to get behind you to ambush your forces and injure you faster. Enemies that you eliminate will animate differently based on what they're shot with, and you'll have the opportunity to blow up opponents with a larger number of explosives scattered around stages. What's more, once you kill enemies, you no longer have to worry about finding their guns to replenish your ammo stores. Now, you'll be able to pick up the ammo packs left behind from dead soldiers.

Speaking of the guns, the developers noted that many testers mentioned that the guns didn't feel particularly right in previous builds of the game. They didn't reflect the power of the firearms or the recoil accurately, which could make it too easy to draw a bead on someone and continually fire on the same spot. The final version of the game now fully takes recoil into effect, forcing players to fire in quick, short bursts to maximize their accuracy in battle. This was demonstrated to great effect on the environment, which is featuring brand new particle effects as bullets strike different materials. Not only will the size of the bullet holes be different based on what it hits (i.e. concrete holes will be much larger than that of reinforced metal or steel), the resulting debris that sprays from it will react dynamically.

One of the other things that we noticed within the game was the thoroughly engaging multiplayer, which we jumped right into. Multiplayer will still be two against two, and will let players fight across maps set in Somalia, Afghanistan, Iraq or China. While the game will ship with four maps at launch, new maps will be released every month thereafter to help expand the gameplay. In fact, we were told that the developers plan on supporting the multiplayer side of the game for a long time because of the nature of the gameplay. Based on the mode you choose, such as Extraction, Assassination or Warzones, objectives will continually respawn in, giving you multiple jobs to accomplish as you eliminate the other team and AI controlled soldiers.

We were also told that the developers are working on a new gameplay mode which is similar to an American Gladiators-style arena, where both teams will be tasked with performing co-op moves to get through obstacle courses. Not only will you need to try to clear these hazards as quickly as possible, you'll need to avoid incoming fire from the rival team which is attempting to do the same thing. If a team is blasted, they return to the beginning of the course and have to start all over again. Sounds like players will need to have their teamwork down if they want to rule this mode.



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« Reply #7 on: February 25, 2008, 03:12:41 PM »

Omg,

This looks awesome...

Gah, I hope they let you customize how your online char looks, that'd be sweeeeet as hell.
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« Reply #8 on: February 29, 2008, 05:40:34 AM »

Omg,

This looks awesome...

Gah, I hope they let you customize how your online char looks, that'd be sweeeeet as hell.

What i've heard so far is that in the Team deathmatches its just u and a teammate vs. other 2 men groups. I dunno if your char could be customized the only 1 that you can do that to my knowledge is Rainbow Six Vegas.
Posted on: February 25, 2008, 05:22:23 pm
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March 4th is just around the corner and we are excited. That is the date our game ships out to retailers meaning it should be available to purchase March 7th. So I would suggest not making any plans for the weekend of March 8th- 9th and maybe taking Monday off so you can really sink your teeth into this juicy game-burger.

In my previous installment I mentioned our aggro feature and baited you to go and check out our website to find out more…well I have caved and will now talk about aggro- because it’s pretty freakin’ cool.

By no means did we invent aggro. We borrowed it from our on-line cousin the MMO and reinvented it for a shooter game. Unlike MMO aggro where you’re never really sure how much attention you are drawing, we decided to make it a clear and concise tool whereby making it easier to manipulate and transfer between players. So we created a couple of onscreen tools that players can use to work the aggro and the enemies. In the top center of the screen there is the Aggrometer which swings between characters showing how much aggro they are pulling. As well as that, when a player starts to pull aggro his character begins to glow red, representing the baddies focus being on him. At the same time the other player’s character turns translucent, signifying that the enemies are not looking at him and therefore having increased stealth capabilities.

 
Also, we made the amount of aggro a given player will naturally attract dependent on both the arsenal they are carrying and the armor they are wearing. So if a player has a massive machine gun plated in gold and is wearing the heaviest armor he will naturally attract more attention. But the AI isn’t stupid. Even if one player has aggro maxed out and the other is creeping around and walks in front of an enemy the bad guy wild immediately transfer his attention to the stealthy guy who got cocky. The AI always goes for the biggest immediate threat first.

What this system allows players to do is manipulate the enemies in any number of different ways depending on the gamers’ style of play and how they would like to challenge themselves. All this is to say our aggro system is awesome and we are proud of it. I think that gamers will have a lot of fun playing around with it and challenging themselves in new ways.

I’ll be back next week with more and get ready because Army of Two ships to a store near you NEXT WEEK!
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« Reply #9 on: February 29, 2008, 09:32:20 AM »

Awesome,

A tank and damage dealer.

This is going to be insaaaane
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« Reply #10 on: March 02, 2008, 10:08:08 AM »

I might cop this on weds but idk yet. I think i might want Vegas 2 and then this. Dammit so many games so little time! >:/
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« Reply #11 on: March 03, 2008, 09:53:53 AM »

Vegas 2 for sure
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« Reply #12 on: March 05, 2008, 08:15:16 PM »

Vegas 2 for sure

I'm copping Vegas 2 day 1 but idk if im buying Army of Two, still waiting on the reviews which will determined if im going to be making a drive to GameStop after work tomorrow.
Posted on: March 03, 2008, 05:10:27 pm
Damn i went to pick this game up but they only had reserved copies. I was so damn madd that i pre-ordered Vegas 2 to make sure that bullshit dont happen to me on day 1.
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« Reply #13 on: March 06, 2008, 09:47:05 AM »

Damn i went to pick this game up but they only had reserved copies. I was so damn madd that i pre-ordered Vegas 2 to make sure that bullshit dont happen to me on day 1.

Damn ain't that some shit.

Meh, I'm gettin' Vegas 2
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« Reply #14 on: March 07, 2008, 12:15:38 PM »

Damn ain't that some shit.

Meh, I'm gettin' Vegas 2

I just picked up a copy in Circuit City. I'll let you know if its worth copping after i play it.
Posted on: March 06, 2008, 05:14:40 pm
This game is straight. Good graphics and gameplay the few complaints i have are when you play with your CPU partner he's a bit hard to control at times but when playing online or in split screen with a human partner this game is hella fun specially when you strategize how to take out opponents. You earn money for missions and then get to spend it on weapon customization and new weapons plus you get to buy new Skull mask and put on heavier body armor(Light, medium and heavy) which affect your 'aggro' or how much enemy attention you draw. You can feint your death if your really 'hot' on the aggro meter to fool your enemies but they can also do the same to fool you sometimes when you shoot them so make sure they are dead. Enemies with heavy body armor can only be killed from behind which is where the aggro comes into play, one player draws all the attention while the other tries to sneak by undetected and then kills them from behind.


The online Versus mode still needs some work like alot more modes which im sure they can patch up soon with some downloadable content(DLC). But once to practice a bit with the controls the game is really fun. Definitely worth a rent or purchase.


my rating of this game: 8/10.
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« Reply #15 on: March 07, 2008, 02:39:39 PM »

Can't you kill heavy armor dudes with rockets?
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« Reply #16 on: March 07, 2008, 02:44:17 PM »

who wants to start a "get King Q a 360" fund?
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« Reply #17 on: March 07, 2008, 02:59:58 PM »

send all monies to me and i shall take care of the rest.
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« Reply #18 on: March 07, 2008, 10:55:15 PM »

Can't you kill heavy armor dudes with rockets?

Maybe, i havent tried it yet.

who wants to start a "get King Q a 360" fund?

I thought you had a job man lol.
Posted on: March 07, 2008, 11:39:18 pm
Army of Two Review
Hit the co-op battlefield.

by Jeff Haynes

March 4, 2008 - In his farewell state of the union address, President Eisenhower warned of the dangers of a private military force, reasoning that corporate troops for hire would undermine the safety, security and standing of our armed forces. Eisenhower didn't know just how prophetic his words would become, especially given the state of the world today. Companies like Titan Corporation, Triple Canopy and Blackwater have hired their military services to the highest bidder, dropping into hotspots for missions while undermining the image of the armed services. It's this backdrop that's the concept behind the latest action title from EA Montreal and EA Games, Army of Two. As you can tell from the title, the game places a premium on co-op play, and while the single player experience is fine, it's co-op play where this title really shines.

The story of Army of Two takes place across 16 years, centering on Elliott Salem and Tyson Rios, two battle-hardened former Army Rangers that join the private sector as mercenaries for hire. Following their former commander Dalton to Security and Strategy Corporation, or SSC, Salem and Rios are dispatched across the globe to "take care of problems" in warzones while raking in large sums of cash. However, as time goes by, both Salem and Rios start to notice that a number of leaks and secrets seem to coincide with their missions as well as a bill in Congress to fully privatize the military. Trying to get their heads around what's going on, Salem and Rios fight their way through battlefields in a tale of betrayal, conspiracy and revenge.

In a single player match up, you select either Salem or Rios to take through the six story driven campaigns, with the computer controlling your partner. While you might think that guns are primarily going to help you survive, the real tool in your arsenal is Aggro, a system that is based around how forceful your soldier is being in combat. If you throw grenades, continually shoot enemies (or even blind fire in their direction) or cause explosions, you swing aggro momentum in your direction, which will in turn make every soldier focus their attention on you. That might seem like a bad thing, especially when you're glowing red to indicate how aggressive you're being. However, there are definite advantages to pulling aggro. First of all, with all of the attention on your soldier, your partner will turn transparent, indicating that they can sneak around and flank rival soldiers without them knowing it. The other advantage of aggro is that if you maintain that state, you move into what's known as overkill, a bullet time inspired place where you do twice as much damage and are able to fire unlimited bullets or sneak around completely invisible for about 16 seconds, performing melee strikes like chokeslams or kicks to the stomach.

Aggro also serves to drive home the point that you can't do everything within the game by yourself. You'll need to become accustomed to doing things with your partner, because going into a firefight pretending to be invincible is a sure one-way trip to a body bag. Instead, players will need to learn how to best use their computerized partners to advance to a spot, then holding their position and laying down fire support so that they can regroup when all enemies have been eliminated. Players can dictate the posture of these commands (aggressive or passive) with what's known as the partner order wheel, controlled by the direction pad, which will affect how vigorously players use these tactics against the enemies you face. Getting a grasp on this will be key when it comes to eliminating the three kinds of troops you face: blue highlighted troops are basic grunts that are easily killed, while red are higher up officers that put up more of a fight. Gold troops are heavies that are just as armored as Salem and Rios, and require your flanking techniques, because they can only be damaged from behind.

A fierce air arm wrestling bout ensued...Much more than flanking or taking positions, players will also rely on their partners for a variety of moves, such as step lifts to get to out of reach areas, medical attention and being dragged to safety when you're injured, and even forming an almost unstoppable turret-like formation known as Back to Back, where you blast your way out of being surrounded by enemies. Players will take to the seas in a hovercraft, with one soldier driving while the other is blasting incoming enemies from a turret, while some missions drop you from the skies via parachute; one soldier controls the cute, while the other snipes targets on the ground. There are even sections where you'll pull doors off derelict cars or grab riot shields, protecting both soldiers while your partner fires over your head. Clearly, there are a number of elements where you'll need to depend on the man next to you to accomplish your goals.

There are a large number of objectives scattered throughout the game, such as eliminating specific targets of interest. You'll also be tasked with secondary objectives, such as finding specific items throughout the environment. What's more, players may stumble upon briefcases with secret information that are placed around each campaign, such as plans for incoming attacks or nuclear plant designs. All of these will result in additional cash that will be deposited in your bank account, which can be used to purchase and upgrade new weaponry.

See, Salem and Rios carry three firearms and a collection of grenades into battle. The primary weapon is frequently a machine gun or a shotgun, which is used to eliminate large groups of enemy troops with their range and power. Secondary weapons are typically pistols or sub-machine guns that can back you up if your primary gun runs out of ammo. Finally, special weapons are used to cause significant damage at a distance, and include sniper rifles, RPGs and Stinger missiles.

But while all of these are deadly, you can easily upgrade these with new items, such as swapping out the barrels, adding protective shields, adding larger capacity cartridges or magazines for guns. All of these augmentations will increase or decrease the stats of each weapon, but perhaps the most significant change is the pimp out option, which will turn your firearm into elaborately gold or platinum plated pistols with diamonds and other embellishments. These blinged out weapons heavily jack up your aggro and catch enemy soldier's attention; after all, when's the last time you saw a gold plated AK47 or a platinum Dragunov on a battlefield? The same could be said for those enemies, who are quickly drawn to this sight.

While the single-player experience is fun, there are a couple of hiccups that hamper the play overall. First of all, while having a large number of guns is appealing, the upgrade system is a bit skewed. Some only offer the pimped out option, while some aren't nearly as useful as other ones, such as only being able to carry two RPG shells. As a result, you'll probably find yourself picking your favorite firearm and sticking with it instead of dabbling with some of the other weapons. Secondly, the single player campaign is pretty short; it can easily be defeated in about six hours or so. While you initially start with two difficulty levels and unlock a third, there's very little reason that you're going to return and replay the single-player campaign, especially because you'll collect most of the weapons on the first play through. Only real completionists will return and attempt to gather all of the gear, firearms and upgrades available in the title.

What's more, the co-op portion of Army of Two really drives home the point that this is a game designed to play with a friend. That's not to slam the partner AI in any way; it will do what you need it to do for the most part and help you through most missions without major incidents. However, the AI will perform some stupid mistakes here and there, such as dragging you large distances to what it determines to be "safe cover" before healing you. This will sometimes have the effect of pulling you through dangerous enemy positions and leave you open to more grenade attacks that you can potentially defend against. What's more, it won't always take advantage of the stealth provided to it when you draw aggro, and will sometimes charge blindly into the middle of battle, swinging the momentum its way and leaving it open to be quickly injured or even killed.

I don't think you're supposed to move him if he's injured.Finally, some co-op actions that you would typically expect to give to your partner seem to be either minimized or completely unnecessary. For example, the Back to Back sections that I spoke of earlier are automatically triggered instead of decided upon, which makes it feel as though the game is holding your hand, especially since you receive unlimited ammunition during these moments. What's more, if you compare the "co-op call wheel" as it's known in the game, there's only two commands there: co-op snipe and swapping weapons. There are very few moments where you'll actually need to get your AI controlled partner to co-op snipe within the game, which is disappointing because it reduces the challenge.

What's worse is that there's practically no reason to ever swap guns with your partner unless you want to see what firing their weapon is like -- you don't get extra ammo, and you don't need to acquire a different weapon unless you made a poor choice. Furthermore, while you can cheer your partner or hit them in the head, there's no need for this feature to even be included in the game. The AI won't keep track of the number of times you give them props or pound them, and will sometimes slip into an animation loop of constant headbutts or air guitar solos. It makes this feature stand out more as something that was initially intended, but wasn't fully implemented.

Fortunately, you can avoid many of these issues if you play with another gamer, and at least Army of Two gives you multiple ways to experience the game with a friend. You can play via split screen if you're on the same system, or you can establish a private co-op game with a friend or a public game with anyone who's online. Once you play with someone else, especially with someone who's played before, you see how the game is supposed to work, and you can intelligently maneuver through the battlefields without significant issues. What's more, you frequently find that you come up with new tactics to address game situations, ones that the AI would never think of. That's where Army of Two shines.

This feeling also carries over to the multiplayer arena, where players can take on opponents in one of four maps and three separate game modes: Extraction, Bounties and Warzones. Extraction randomly spawns VIPs or POWs on the map, and you're tasked with carrying them to a safe location. Bounties gets you to eliminate targets, such as gang leaders. Warzones combines these two, while throwing in additional objectives that you have to either defend or destroy. Accomplishing these objectives will give you cash, and the player that acquires the most money at the end of the time limit wins the match. What's more, you can use the cash that you earn during a match to purchase new weapons, so if you don't like the loadout you start with, you can always gain new firearms. Not only will you face off against your opponents, you'll also fight against computer generated enemies, which will definitely add an extra level of complication to each match.

One issue that we picked up on, which happened randomly, was that it's hard to perform step jumps in the middle of a match -- players will just fall down instead of lifting their partner. Another problem is that some objectives will simply disappear regardless of the GPS, making it difficult to find the target you're looking for. All that said, multiplayer is still a ton of fun and will probably be the one thing that will extend the life of the game significantly, especially since EA plans to support the title with additional maps and modes in the future.

One thing that stands out with Army of Two are the visuals, which look incredible. Both Salem and Rios come across with huge character models and sharp details, from the top of their protective face masks to the tattoos and scarred battle armor. These characters look great, but that isn't solely restricted to the main characters. Enemies are just as large, and animate as smoothly at Salem and Rios do. Environmental textures are clean and nicely done, and with the exception of the random render pass here and there or texture rip, the game runs quite well. Many of the explosions that wind up rocking stages, from the fuel cans you shoot to the planes you destroy, look very good, and if you're looking for a visually striking stage, the sinking aircraft carrier is eye catching indeed.

Incidentally, there are few, if any, visual differences between the 360 and PS3 versions of the game. Both run at a smooth framerate, and any visual issues that you see in one version are the same in the other. The only differences that you will find is the inclusion of achievement points in the 360 version (the PS3 version does not feature accomplishments at all), and the addition of Sixaxis functionality in the PS3 version of the game, which actually works pretty well. Moving the controller up and down gets your character to reload his firearm, and during parachute sections, you can use it to steady your descent or move back and forth. It's pretty solid.

Co-op and multiplayer are the true stars of the game. The sound for the game, on the other hand, is excellent. Be warned, however, that this title is definitely for adults, with a variety of curse words frequently dropped in conversation. However, the dialogue is delivered extremely well, with all of the main voice actors delivering their parts believably. The sound effects for the various guns are excellent, and while the music that's there is more of a backdrop for the action, it's also well done. Aurally, Army of Two is a great game.

Closing Comments
As a single player experience, Army of Two is a fine game -– one that manages to provide a fun, engaging time despite its length, AI issues and elements that don't seem fully implemented. However, it's really co-op play and multiplayer where the game stands out, and these two modes will most likely keep you playing for a long time. Considering that the game has been designed with this style of play in mind, it works very well, and players that want to take on the life of mercenaries will most likely enjoy its story and multiplayer battles.

IGN Ratings for Army of Two (X360)
Rating Description 
out of 10 click here for ratings guide
8.0 Presentation
From the menus where you buy and pimp your guns to the story that covers conspiracies and political intrigue, the presentation of Ao2 is quite engaging.
8.5 Graphics
Large character models, detailed environments and striking explosions add to the action on the battlefield.
8.5 Sound
Voice acting is excellent, even with the frequent cursing, and sound effects bolster the action.
7.5 Gameplay
As a single player experience, the game is somewhat hampered by AI and unfinished elements. As a co-op experience, the game starts to really stand out on its own.
7.5 Lasting Appeal
The single player experience is pretty shallow, and you won't return to it once you've beaten it. Co-op and multiplayer, on the other hand, will definitely extend the fun factor.
7.9
Good OVERALL
(out of 10 / not an average)



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« Reply #19 on: March 08, 2008, 05:32:51 PM »

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Mobile-friendly version Immortal Technique Biography

Born Felipe Andres Coronel on the 19th of February 1978, hip-hop artist Immortal Technique is a controversial figure in the U.S. His songs speak of the need for social justice and equality among all races, with special emphasis on the people of color or Latin Americans, but they also cover topics such as the fight against unfair imprisonments or militarism and many others.

His biography is hence quite intriguing, to say the least, and, just like the best anti aging cream is probably going to be lingering over the shelves of all cosmetic stores for many years to come, Immortal Technique’s songs are going to remain hot, fresh and sought after for a really long time. Due to the fact they speak about topics which are to be considered taboos, his lyrics continue to be listened to with the exterior shutters down in most homes.

Immortal technique was born in Peru, in El Hospital Militar de Lima; several years later, his family moved to America in order to escape the harsh living conditions in Peru. Even though they could not afford to buy any terrain a vendre there, they managed to move to Harlem in the ‘80s. Immortal Technique went to Hunter High School, but just like a hip replacement recall is never of good omen, his grades and behavior weren’t any good during high school either. He was the school bully, he harassed other students and he was not afraid to get involved in scandals with drug dealers from around the area. And while his interactions with these drug dealers were not as numerous as used cars in Phoenix are, they still managed to leave an ugly mark on his biography.

Plus, his graffiti did not actually resemble any Dreamweaver templates, but he was famous for his controversial acts of vandalism. His violence against others almost got him expelled in 1996, but he somehow managed to finish high school and even attend college at Pennsylvania State University. This time, his college experience only lasted for two years; he was then charged and convicted and he was eventually imprisoned in Pennsylvania.

In prison, just like a SEO San Antonio company would focus on booting a web site’s ranking, Immortal Technique also focused on boosting his own social ranking. He began studying the policy of religious history, and, finding the inspiration he needed, he began putting his thoughts in lyrics. In 1999 he was paroled and, even though he was first considered some sort of Agen Bola, as no one had heard of him at first, he began to attend freestyle battles he started winning.

From there on, his career started to bloom, as he gave birth to albums such as “Revolutionary Vol 1” in 2002, “Revolutionary Vol 2” in 2004 and “Revolutionary Vol 3” in 2008. He also became a political activist and started to sing about political injustice (check out his opinion on the imprisonment of Mumia Abu-Jamal or the songs on George W. Bush). Despite of the fact that his albums might not have gotten the type of positive reviews African mango reviews are usually comprised of, this has not stopped him from getting involved in future projects, including an important film collaboration. He might not approve the work of the CNA Financial Corporation, but we all need to eat, right?




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Many travel locations and hotels don't offer water softeners either, which is a problem. If they read some water softener reviews there'd probably be more hotels offering this amenity. Although many hotels and resorts do offer indoor fountains which help provide a nice source of relaxation. You can even find hotels and resorts that offer temporary office space for meetings or conferences. Regardless of where you may be traveling this summer pay attention to the passive income opportunities around you. You never know when you may come across an opportunity to earn passive income online to help alleviate your travel expenses. Heck, you may even end up selling WOW gold online and make a fortune. If you are dead stuck on money during your trip, just take a look for the local pay day loans location. While it may hurt in the long term they are helpful for getting cash in your pocket and keeping the trip alive.
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The History and Growth of Rap Music

If you are a music enthusiast, then it is very likely that you have come across a genre of music called rap music. Rap music is area that has very clear distinguishing features most notably the rapid and rhythmic chanting of the lyrics perfectly timed to the beat and musical accompaniment that forms the base of the song. Rap music traces its roots to the development of the hiphop subculture which predominantly carries four complementary musical styles namely: rapping, dancing and in particular break dancing, scratching or more popularity known as DJing, and graffiti writing which others dub as vandalism. Another sub-element of this genre is beat-boxing which also features heavily in the repertoire of many rap artists. If you thought this was an easy musical genre to characterize, then you were poorly informed: consider, many research papers and doctoral dissertations have been written on the subject of rap music and its accompanying stylistic elements.

The history of rap music, or hip-hop music, is composed of a series of rapid development phases that have all culminated in the popular rap versions of today. Before rap music took off in the 1990s, it was predominantly referred to as disco rap in the late 1970s. The three rappers who had a hand in coining the term “rap music” were DJ Hollywood, Lovebug Starski, and Keith Cowboy, the last one being officially credited with the term hip-hop. Rap music original began with improvisations and freestyle singing to add an element of unpredictability to the songs in parties and other gatherings. Even in the 1960s to 1970s, the initial elements of rap music where already sown in urban subcultures particularly in New York City where adhoc performances in the streets led to a coalescing of influences in the wake of the Civil Rights era. Like the iPhone 5 release date, it had a slow and steady rise building into an explosion of creativity and style that has made it into what it has become today.

At this very early stage of rap development, it was particularly tied to emcee-ing more than it was associated to any specific song. It predominantly tied songs together as an adlib in between. It was born out of the creative inputs of DJs who had to work with self-imposed musical constraints such as the 4/4 time beat and sampling or sequencing sections of other songs to create a smooth flow of uninterrupted musical stimuli. These were eventually married with electronic equipment such as drums and synthesizers, and ultimate melodies to give it that bite and identity. In a sense, rap music artists were basically like a video game designer who had to figure out each artistic component at every turn until it developed into a more coherent musical genre that became the rap music we know today.

The first recorded version of rap music came alive in the early 1980s when DJs decided to make records out of their freestyle MCing. This necessitated the documentation of song lyrics so they do not change during each and every rendition. The age of the stromanbieter for rap music was gone paving the way for more organized chaos. Still, the freestyle and improvisation element remained a part of many DJ interludes as the song goes through certain sections that did not require too much rap singing.

Likewise, as a consequence of the hip-hop records, the influence of rap began to spread faster than ever before. Artists no longer had to travel far to get their music heard. Now, records from New York City and Philadelphia can be reproduced and transported to cities like Los Angeles, New Orleans, Dallas, Baltimore, Washington, D.C., and Seattle among others for people to appreciate and enjoy. This was primarily the reason for rap music’s rapid growth. Like Christmas mini lights, cities formed the nodes through which rap music would spread to other parts of the country. From small beginnings to grand achievements, the birth certificate translation to true stardom took a matter of years for rap music to be realized. Since then, its take-off and rise has been meteoric.

In this regard, it is almost impossible to talk about rap music but not discuss the golden age of rap. This was the era from the late 1980s to the mid 1990s when rap grew at an astounding rate fueled by the creative contributions of many artists from all over the continental United States and in many parts of the world. The primary trait of the Golden Age or Rap was that it was an almost unbroken wave of transformative music with every single pushing the boundaries of the genre. From this age and in the succeeding Gansta Rap age came names like Run-D.M.C., Dr. Dre, Ice T, MC Hammer, The Wu-tang Clan, Snoop Dogg, and The Notorious B.I.G. among others. The list of names can virtually fill a Sharepoint Hive without any problems.

According to social studies published in 2005, teenagers and children are more familiar with hip-hop and rap music more than any other musical genre. Up to 65% of all children from ages 8 to 18 hear hip-hop music on a daily basis, making it their routinary keratin hair treatment session, almost to the point that it has become an intrinsic part of their lives. With the diversification of the genre to include the more stylish R&B or rhythm and blues, it is not difficult to explain how rap music has continued to pervade radio station, TV and movie song line-ups. The marriage of rap and jazz which paved the way for R&B is itself a phenomenon that warrants all sorts of social analysis.

And with its very strong following, it is safe to say that rap music is here to stay. Years from now, when you open your TV on a bright Saturday morning, there’s a big chance you would be watching the next stage in the evolution of rap music, and there’s an even better chance you would be dancing or singing to that tune.

Immortal Technique Rapper Biography

Immortal technique is the stage name for which rapper Felipe Andres Coronel is popularly known. His lyrics characterized by its unique mixture of socialist commentary of social class hierarchy, religion, wealth, poverty to contemporary issues touching on governmental and institutional racism. Perhaps you may have come across information about this popular icon as you undertake research for that mba online, or for whatever course you are undertaking, be it bachelors in criminal justice, performing arts degree, governance systems, online nurse practitioner programs, history, or any other course for which you have to do online research.

The rapper was born on the 19th day of February 1978 in Lima, Peru. During the internal conflicts that took place in their country at the time, his parents migrated to Harlem, New York. Probably, in the process of migration to the country, they may have used boats at least once in the journey. Like many American teenagers, the rapper was engaged in various acts against the law that led to his arrest several times, which in one his public interviews admitted that they were selfish and at best childish acts. After completing his incarceration terms, he took up a political science course in a bid to mend his seemingly torn life, while living with his father.

After completing his studies, he was not lucky enough to secure a job in his field of study owing to the unemployment situation prevailing in the entire United States. Like many American fresh graduates who take up it jobs, nursing jobs, waiter and nursing jobs among many other common jobs that may not necessarily need a specialist, he took up a working in a restaurant to earn a buck from which he could live on.

Through his deep interest in championing for equality between the elite and the under privileged in society, and being not a Mesothelioma Lawyer, the rapper begun his music career basing his lyrics on such issues as injustice, exploitation and mistreatment of the poor. This is captured clearly in his desire to keep control over his production, since he strongly believes that in the music industry, the producers normally make a large profit while the artist for who credit belongs, normally end ups earning peanut amounts at the end of the day.

His popular sediments are captured in his albums that include the revolutionary, both volume one and two, and the 3rd world and the middle passage album. the rapper is increasingly involved in prison visits and working with migrant rights activists, though which he speaks to youths and the unprivileged in the society trazer amor de volta. His investments are largely in farmland in Latin America, which like soweto properties is an unpopular investment option for many celebrity figures. His advice to the youth is not much on taking up an aacsb online mba or an online criminal justice degree, but rather it is based on exploiting ones talents and living soberly within the law.

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