Tag Archives: Reid Schneider

Tue, Dec 08, 2009 | 09:22 GMT

Europe thought Army of Two was “ridiculous and tasteless,” says EA EP

armyoftwo4

Europeans didn’t like Army of Two, apparently. According to EA Montreal EP Reid Schneider, they really didn’t like it.

“We had this whole market in the US that thought the tone was cool, but in Europe everyone thought it was ridiculous and tasteless and a bunch of frat guys running around,” said the developer, speaking to GI.

“One of the things we learned was that we’re never going to be able to please both. So the way you interact with your partner and decisions you make – if you’re doing a lot of fist bumps – these influence the tone and the dialogue of your character. If your taking it on a more serious level then the game reacts seriously.”

With sequel Army of Two: The 40th Day releasing in January, Schneider added that the second game will allow players to set the tone through their own play-style.

“It’s really important for us tonally to appeal to the European audience because with the core audience in that territory, the game really turned them off so deeply that they couldn’t get to the game underneath.

“In a movie you’re distanced from those characters and you’re watching them, but in a game you are those characters and if they say something you find bothersome it rips you right out of the experience. We wanted to change the overall dialogue but also let the player tell their own a story a little bit more.”

Hit the link for more. The 40th Day’s out on January 15.

Fri, Mar 20, 2009 | 11:42 GMT

EA admits being “over-ambitious” with Army of Two

armyoftwoa2

Reid Schneider, senior producer of Army of Two: The 40th Day, has told UK mag PSW that the team overstretched itself with the original game.

“If it’s not a core focus of the game, then it doesn’t really make sense to include it and with the first one, I think we got a little over-ambitious,” he said.

The sequel, releasing across three formats this winter, is to pull back a little compared to the first title.

“We’re trying to make something a little more grounded in reality,” Schneider added.

“You’re going to have waves of enemies and harder enemies to kill but the notion of boss fights… we did it a little bit in the first game but here we want to keep an air of credibility to the events.”

Thanks, OXM.