Army of Two: The Devil's Cartel supports the idea of strategic play with some multi-tiered level layouts and enemies that spawn from in front and behind, but the enemies you face hardly require much in the way of clever thought. In reality, the one play is just about all there is, because it's all there needs to be. The idea goes something like this: One member of your two-person team draws fire, while the other sneaks around to flank a position, or whatever other play you decide to call. The wrinkle: You need to draw attention from enemies to build up aggro, which puts you in more danger. Overkill grants brief invincibility, increased damage, and a magazine that never runs dry. No matter what, you're always working in a team, third-person shooting your way through hordes of enemies as you build up "aggro," which can be triggered for Overkill. At first, it seemed like Army of Two: The Devil's Cartel might build on the cooperatively tuned conceits of the prior two games.
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