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Army of Two: The Devil's Cartel eGuide
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Contents

  • Essentials
    • Welcome Back to Tactical Worldwide Operations
      • Welcome Back to Tactical Worldwide Operations
    • Operational History and Character Bios
      • Operational History and Character Bios
    • Tactical Operations Manual
      • Tactical Operations Manual
    • Two Gear
      • The Gear Makes The Man
      • Modifications
      • Weapon Skins
      • Tactical Gear
      • Tattoos
    • The Enemy
      • The Enemy
    • Contracts
      • Contracts
    • Achievements and Trophies
      • Achievements and Trophies
    • Concept Art
      • Concept Art
  • Walkthrough
    • Mission 1: New Blood
      • Special Callouts
      • Chapter 1: Protection
      • Chapter 2: Tutorial
    • Mission 2: Cause And Effect
      • Chapter 3: Permission to Engage
      • Chapter 4: Foxhunt
      • Chapter 5: Split Decision
      • Chapter 6: Baptism by Fire
    • Mission 3: Rally Point
      • Chapter 7: Politics in Action
      • Chapter 8: Picking Up the Pieces
      • Chapter 9: Into the Chaos

      • Chapter 10: Riot Act

      • Chapter 11: Urban Chaos

    • Mission 4: Outside Contact
      • Chapter 12: Fuel for the Fire

      • Chapter 13: Observe and Detect

      • Chapter 14: Local Heroes

      • Chapter 15: Stronghold Assault
      • Chapter 16: Suicide Run

    • Mission 5: Last Resort
      • Chapter 17: Holiday Retreat

      • Chapter 18: Room Service

    • Mission 6: Salvation
      • Chapter 19: Among the Dead

      • Chapter 20: Open Season

      • Chapter 21: Rest for the Wicked

      • Chapter 22: Shadows Walk

      • Chapter 23: Into the Light

      • Chapter 24: Loose Cannon

      • Chapter 25: Special Delivery

    • Mission 7: Enemy Territory
      • Chapter 26: Behind Enemy Lines

      • Chapter 27: Guardian Angel

      • Chapter 28: Manhunt

      • Chapter 29: Fight for the Future

      • Chapter 30: Desperate Measures

      • Chapter 31: Objective Lost

    • Mission 8: Narco Hell
      • Chapter 32: Scavengers

      • Chapter 33: Game Face

      • Chapter 34: A Ray of Sun

      • Chapter 35: Rooftop Rampage

      • Chapter 36: Adrenaline High

      • Chapter 37: Mad Science

      • Chapter 38: The Butcher

    • Mission 9: Assault
      • Chapter 39: The Assault

      • Chapter 40: Down But Not Out

      • Chapter 41: Get Her Back

      • Chapter 42: Race to the Quarry

      • Chapter 43: Fish in a Barrel

    • Mission 10: Confrontation
      • Chapter 44: Burning Bridges

      • Chapter 45: No Return

      • Chapter 46: A Hero's Rescue

      • Chapter 47: The Lion's Den

      • Chapter 48: Salem On Trial

      • Chapter 49: The Devil's Due

  • Overkill Vids
    • Mission Overkill Videos
      • Mission Overkill Videos

Army of Two: The Devil's Cartel Guide › Essentials › Concept Art

Concept Art

Army of TWO™ The Devil’s Cartel’s overall look was mainly inspired by a few specific themes. Environments were based on the more dangerous, perilous side of Mexican subcultures, Hollywood action blockbusters were the inspiration behind the Overkill function and a drearier, metallic theme was used for the TWO organization and the game’s menus. These themes were drawn from to get players to feel the pressure of being on a mission in hostile, cartel infested areas of a fictional Mexico. Without a partner and Overkill to help even the odds, the chance of survival drops to nil…

The Mexico we tried to depict is not quite present day Mexico. Our goal was not to construct an accurate portrait, but to exaggerate its clichés and deliver a much more dynamic and chaotic depiction of this most vibrant of cultures. What we’ve done is create a grittier, over-the-top caricature of Mexico which served as a stage in allowing us to develop our characters, plot and most of all… intense, nonstop action.

Every map contains what we call “Vistas”, which are basically eye candy we’ve added in for the players’ enjoyment. This allows our two heroes to take a break from the heavy shootouts and enjoy a calm moment to count their ammo, reload their weapons and take in the beauty before them. Theses vistas and weenies also help support the narrative by reinforcing the setting, theme and location.

Gore Research

The gory features present in our game, required some “visual studies”. Some of the images we found on the web to help further our research still haunt us today…but that’s a price we were willing to pay to get the greatest amount detail possible! Even during presentations to the team, we needed to warn people before changing slides and asked sensitive individuals to look away. What has been seen… can never be unseen…

Each level possesses a main theme which the team used as a guideline throughout its development. We used each thematic to accomplish two different objectives:

1 - Create and mold an identity for each level

2 - Illustrate specific Mexican clichés

Cliché examples:

Tequila

Spanish colonial architecture

Day of the Dead

Mayan icons

Religious Beliefs

Slums

Cartel

Hacienda

Drug Lord Excess

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