Players can simply ignore these civilian NPCs and allow them to be killed, or players can decide to rescue them. There are noncombatant NPCs that players will be forced to engage with. This includes the environment, where some objects, such as wooden walls and crumbling mortar can now be penetrated by bullets. Dynamic and Variety in Gameplay ĮA Montreal has taken steps to ensure that the gameplay in The 40th Day is more dynamic than the original. The outcome and presentation of these morality moments takes the form of comic panels created by the popular artists Chris Bachalo, Jamie Mendoza and Jock. The decision is not a vote between two players, but instead either player must decide while the other player is forced to accept the ramifications of that decisions regardless of what their preference was. At pre-determined points in the game players will be presented with a choice, for example whether they should steal weapons from a mall security armory or vacate the premises. In The 40th Day players are forced to make moral decisions that affect the story of the game. For example, by performing a mock surrender the enemy combatants will focus all of their attention on the player that is surrendering. In The 40th Day, additional non-aggressive actions can affect aggro. While one player has aggro the other is being ignored and as a result can then freely perform actions such as flanking. By performing aggressive actions, such as firing one’s weapon, a player generates aggro and in turn causes enemies to focus more of their attention on that player. Aggro is measured by a HUD element that displays which player the enemy characters are currently focusing on. This is in addition to using aggro as a mechanic for tactically engaging enemies in the midst of combat.Īggro is a system that allows two players to tactically control the target of their enemy's attacks. For example, players can mock surrender or set up simultaneous sniper shots. The playbook allows players to scan enemies prior to engaging them in order to set up particular team-based tactics. The 40th Day expands on and refines the cooperative play featured in the original game.
The Heavy enemies carry weapons such as a flamethrower and a gatling gun that cannot be unlocked by the player, though they can be picked up and temporarily used after the Heavy is defeated. They wear thick armor and often require a special method of attack to defeat, such as shooting gas canisters or grenade bags that they carry. Weapon parts can be obtained in the game for free, either by searching armored boxes (which are locked as soon as the enemy guarding it detects the player's presence), rescuing hostages, or simply exploring. Certain weapons can only be unlocked by morality moments. Bullets will be able to penetrate weaker materials such as wood and sheet metal. Weapons can now also be obtained from downed enemies, increasing the player's arsenal to four weapons. The "pimped" option returns with new camouflage schemes. Weapons and upgrades are available, with interchangeable upgrades between weapons such as adding the barrel of one assault rifle to another.