Army of Two - The Devil's Cartel
Army of TWO The Devils Cartel is a Xbox 360 shooter game released in 2013 developed by Visceral Games. It centers on area and route exploration, positioning and evasion, and weapon and firepower management, with controls and information arranged around the Xbox 360 wired or wireless controller's twin sticks, analog triggers, directional pad, and face buttons.
- AI score · out of 10
- 6.1 / 10
About this game
Army of TWO The Devils Cartel is a Xbox 360 shooter game centered on area and route exploration, positioning and evasion, and weapon and firepower management. Missions pace progress through enemy waves, routes, objectives, and weapon opportunities, with progress divided into stages, tasks, matches, or growth milestones that make immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Aiming feedback, projectiles, hits, and danger zones need to remain readable, while HD video, DVD streaming, surround audio, HDD installs, and television-distance interfaces need to keep action, state, and text readable. The genre-specific limitation is that camera turning, aiming methods, dense encounters, and peripheral support can increase control pressure. Platform conditions also include disc and HDD installation, storage devices, controller batteries, video connections, resolution and frame rate, Kinect space and calibration, and retired online services affect the current release. This description covers only this platform release and does not import features or conveniences from remasters, emulators, or other console editions.
Collected in series
Army of Two makes the partnership the center of a third-person shooter. Its mercenary duos share the pressure of combat, using covering fire and coordinated movement to create openings that one fighter could not exploit alone.
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Xbox 360AI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Cooperative firepower and destruction deliver immediate fun, but unreliable targeting and thin teamwork limit the combat.
Cooperative firepower and destruction deliver immediate fun, but unreliable targeting and thin teamwork limit the combat. Cover, baiting, flanking and focused fire build Overkill, which temporarily empowers both partners. Cooperation earns tangible firepower rewards with clear goals, although a narrow set of recurring tactics limits the central loop. Objectives remain clear for partners, but insufficient variation makes the complete campaign feel mechanical rather than increasingly involving. Destruction gives shots visible consequences, but the broader visual identity offers less personality and cannot fully sustain the spectacle. Setup adds friction before play, while unreliable targeting disturbs basic shooting feedback; these observations are limited to the documented release. Partners seeking straightforward cover shooting who can accept repetitive firefights.
Strengths
- Cover, baiting, flanking and focused fire build Overkill, which temporarily empowers both partners.
- Combat emphasizes destructible scenery and firing effects, while the high-definition textures remain unexceptional.
Weaknesses
- Automatic aiming does not reliably acquire targets.
Who it is for: Partners seeking straightforward cover shooting who can accept repetitive firefights.
Play notes: This assessment covers Xbox 360; its optional texture installation adds setup, and current online cooperation is not guaranteed.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Objectives remain clear for partners, but insufficient variation makes the complete campaign feel mechanical rather than increasingly involving. | Reviewed | 5.6 / 10 | Not provided |
| Dimension Cooperation earns tangible firepower rewards with clear goals, although a narrow set of recurring tactics limits the central loop. | Reviewed | 6.2 / 10 | Not provided |
| Dimension Destruction gives shots visible consequences, but the broader visual identity offers less personality and cannot fully sustain the spectacle. | Reviewed | 6.7 / 10 | Not provided |
| Dimension Setup adds friction before play, while unreliable targeting disturbs basic shooting feedback; these observations are limited to the documented release. | Reviewed | 5.9 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- VisceralElectronic Arts
- Publisher
- Electronic Arts
- Release date
- 2013
- Platforms
- Xbox 360
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Shooter · Primary genre
- Tags
- ExplorationShooting3D GraphicsMain Story Under 10 HoursPlayer versus EnvironmentSolo-friendlyThird PersonDodgeLinear LevelsWarFast-pacedReplayable
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- Single playerCo-opMultiplayer
- Perspectives
- Third person
Release editions
- Xbox 360Worldwide2013
- PlayStation 3Worldwide2013
Game gallery
Sources
Not provided