Cover can be moved to by pointing your reticule at a spot and clicking once a little blue icon appears. The more realistic cover system here is very nice, but it the actual execution of it left a little to be desired. Does it mean that you can do the same thing to the enemies and destroy their cover right in front of them, leaving them vulnerable to your righteous fury? AB-SO-LUTELY. Does it make the game harder when trying to find cover? Absolutely. And certain concrete slabs can be blown apart with the right firepower. Flimsy cover can be shot apart, meaning that crates and barrels can be left in shreds, providing no cover. A bunch of abandoned cars in the street might be perfect cover when trying to move up to a building, but if you’re not careful that car you’re hiding behind can become a fiery inferno of death and destruction. With The Devil’s Cartel, cover in the game is also more dynamic and natural, adding a nice layer of complexity to the game. Cover in a shooting game is a wonderful thing and it helps take away the sting of enemy gunfire. In fact, I was using the cover system that the game employs to generally good use.
I even found on occasion that the enemy would run right past me and go attack my partner apparently failing to recognize me as a threat because I wasn’t actively shooting at that moment. But with the elimination of the meter staring in your face, you can move through more naturally, relying more on actual smarts to tell you if the enemy is likely to ignore you. Yes, the enemies are going to focus on the person shooting at them because they’re the threat. Yes, aggro still exists but its more subtle in this one. All of these subtractions are actually big boons to the game as a whole, making the game a lot less mechanical and much more organic. The aggro system is also a lot less prevalent and clunky mechanics like the mock surrender and dual sniping opportunities are long gone. The morality choices made were arbitrary, shallow and ultimately meant nothing, as your “good” choices still resulted in bad things happening to people. Salem and Rios are here and important to the story, but they’re not the characters that the player controls as they move through Mexican drug cartel territory.įor starters, it’s nice to see that the morality system introduced in the second game is gone, long gone. In this entry to the series, we follow Alpha and Bravo, two entirely different team members as the main characters.
And they’re back, sort of, for the third game.
The first two games in the series followed Salem and Rios two mercenaries who’s entire M.O. Army of Two : The Devil’s Cartel is the third installment in the Army of Two series.