Army of Two - glitches and observations
Starting the new year off with some explosive action game glitches.
0:00 - delaying prompt use (Ladders).
This trick is done by using a prompt like "Ladder", then doing a shot with R2, then starting to reload, all in a quick succession.
If you did this with a correct timing, seemingly nothing else will happen except that P1 will start reloading. But the prompt you tried to use is also buffered in the background, ready to start automatically once the reloading is complete. Since you can move freely during the reloading, it's possible to put your character around corners or other unusual situations during this time, causing displaced prompt use.
As seen in the first clip, one effect of doing this at ladders is that you can climb an air ladder at a displaced location, getting unintended height.
0:21 - going around tight corners will cause the hero to zip upwards as well as towards the initial location of the prompt use.
0:41 - I went into co-op mode a few times just to test some possibilities of these glitches by myself.
If you buffer a ladder use with P1, then start climbing the ladder with P2, afterwards P1 is still able to climb the ladder even though it's occupied. This lets you have two characters on the same ladder, even at same coordinates and fully overlapped like on this video. However, if it's too crowded on a ladder, the characters cannot move at all - the only action that's available is dropping down.
0:59 - climbing an air ladder while indoors isn't usually helpful because your climb is stopped by the ceiling. So you can't reach anywhere new by doing this.
1:20 - delaying prompt use (Step Up).
It's basically the same thing as previously: try to use a prompt, fire a shot, reload all in quick succession. However, for this glitch to work at all, P2 has to be in the vicinity of the Step Up prompt - otherwise the mechanics of the prompt are different.
1:29 - I was quite intrigued by the possibility of a displaced Step Up as seen here. However, off-camera testing in co-op mode revealed that a displaced Step Up action can't be used at all. This is because if P2 steps away from his spot near the original prompt, P1 will automatically stop the displaced Step Up pose, thus ending the glitch.
Meanwhile, the computer P2 will not even try to use the displaced Step Up prompt, as if knowing that it never had any chance of working.
(Note: you can't use a Step Up prompt with both characters at once, even using this delay trick.)
(Not on the video: Pull Up can also be delayed, but the buffer will vanish if you go too far away. Therefore, I don't think it can be used in a displaced or any other kind of unintended way.)
1:45 - delaying prompt use (Shields).
You can delay ripping off a car door. This causes the hero to rip off a car door from out of nowhere to use as a shield.
1:56 - if you pick up the same shield using both players by using the delay to your advantage, this causes the first player to start holding an invisible shield while the actual shield is thrown uselessly on the ground somewhere nearby. If the other player now enters cover behind the shield, the shield will return to the first player's hands and everything is back to normal again.
(Note: I didn't test what would happen if other player used the shield that was lying on the ground while the first player held an invisible shield. That might still create some unique result.)
2:32 - delaying prompt use (Turrets).
If you delay a turret use, then your character will just zip back up to it. Nothing too groundbreaking.
(Note: the subtitles say "displaced turret use", but this is a mistake! It's simply a delayed turret use.)
(Note: you can't use the same turret with two characters even by using this delay trick.)
2:42 - a pointless menu glitch.
If you close the Pause-menu with Start while you open the Options sub-menu, this will cause the Options-menu to become overlapped on top of gameplay. You still exclusively control the Options-menu, and eventually if you get a game over, the Retry-menu will become overlapped on top of everything. But I didn't notice this causing any additional glitches after the fact.
3:38 - just a random enemy ragdoll bug.