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Split Opinions: The Division

 

 

the division

With The Division coming out soon, Digmbot and  Artemiss join up to offer their opinions on what they’ve experienced so far with the game.

Digmbot

Tom Clancy’s Division is coming out in just a few days, and I’m remembering my own time spent with the beta. There was one extremely frustrating stream, and about 4 hours of off stream play. Perhaps the one thing I could say about The Division is that the shooting mechanics aren’t awful. They aren’t particularly good either, but they aren’t terrible. The game is competent. It aims to put you into an open world New York rife with waist high cover for you to crouch behind while you shoot at enemies and then loot them, and it does so. It aims to include RPG elements, and it does so.

 

The glaring issue I have with this is that it is not fun. The game controls fine. It isn’t particularly satisfying feeling to slowly dodge roll into cover, or clamber precariously over a car hood, but it does it when I press the button. It just feels chunky and slow. The cover mechanics such as switching between cover or vaulting over are as tried and true as the come. So is blind firing from behind cover. New York is certainly nice to look at, though not on the level they promised us in the original trailer. But all graphical complaints aside, The Division is uninspired. It takes all of the checklist boxes of an open world game, a cover based shooter, and a loot based game and doggedly ticks them off. The setting, which is admittedly intriguing can’t – for me- save gameplay that is utterly dull as dishwater. Even the loot is uninspired. In most loot based games (Diablo and Borderlands come to mind), there is an immediacy to the loot. Shiny new toys! That do crazy things! Destiny pulls this off especially well from a visual standpoint. Guns look awesome in Destiny. And in Borderlands they do insane things like shoot lightning. In The Division the guns…make slightly larger numbers pop up above enemies head’s when you shoot them. They might reduce recoil slightly. They might up your ammo count by 5 rounds in a magazine.This isn’t compelling loot. When I play Borderlands, as soon as I grab a new gun I immediately open my menu to stare at it and see if I should equip it. When I was playing The Division, I usually remembered I had new loot after 20 minutes or so when I opened the inventory for some reason and saw the little tag. It’s just not compelling, which to me is a huge problem in a loot based game.


Let’s move on to the other thing that I find most egregious about Tom Clancy’s: The Division- bullet sponge enemies. Over the years Tom Clancy games have conditioned us to expect realism. Rainbow Six, Splinter Cell and the like have made it clear that these are games grounded in reality. If you shoot someone in the head with an AK-47 in Splinter Cell or Rainbow Six, they will die. In The Division, they will continue walking straight towards you as if nothing happened. Common thugs wearing nothing but hoodies can take 10 to 15 rounds to the face. This is a subjective thing, I get that. But the name Tom Clancy and bullet sponge enemies do not belong in the same game. And even beyond the idea that this is  Tom Clancy game, video games in general have conditioned me to the idea that if I shoot a baddie in the head with a real gun, he’s going to go down. If I shoot him with a hyper powered badger gun in Borderlands, ok he might not go down. Because he has shields and is a mutated psycho on the moon of a distant world. But not an AK-47 in a real looking game. Get the idea? It’s a dissonance that I can’t reconcile and it ruins a core mechanic of the game for me.

 

The last thing to touch on is The Dark Zone. This is the PvP area of the game, and is probably the only bit of credit I would give the game in terms of new ideas or originality. Once in the Dark Zone you and other players can team up or duke it out over loot that you can scavenge from NPCs and objectives in the zone. All of this loot is contaminated though and must be airlifted out via helicopter. Once this is done, it will be decontaminated and you can then equip it. This is a cool idea that is utterly ruined by the asinine restriction that you can only place four packs on the helicopter’s line at a time. Of course, it drives emergent stories by having players turn on one another in order to make sure their loot get out at all costs. But the other thing it does is punish you for someone else being an asshole, which is not good game design. Of course killing too many other players will mark you on the zone map and incentivize other players to take you down, something very similar to DayZ’s bandit system. I find the idea of these emergent stories to be probably the most interesting part of The Division, and especially of the Dark Zone.

 

I’m sure there are plenty of elements of The Division that will be discovered after launch that I didn’t get to experience yet. The problem is that what I did experience was bland enough, dull enough, cookie cutter enough and just plain not fun enough that I don’t care to experience those other moments. For me, The Division is a generic military third person shooter with some RPG elements shoehorned in that doesn’t really do anything new. I’ll pass. Maybe one day they’ll put Destiny on PC. At least it has Star Wars style speeder bikes..

the division 2

ArtemissBow (aka Ranger)

Admit it, everyone saw the recent open beta for The Division, and at least considered downloading it. I was the one refreshing the page awaiting the open access. When I first saw the announcement trailers and teasers for the game, I nearly jumped out of my skin with excitement. Having interactable objects in the world you don’t just glitch around, even some of the mobile aspects had be interested. I’m sure I was one of many who were mostly disappointed after seeing a much more recent E3 example of the game and gameplay, sporting a not-so-beautiful looking New York landscape and strange shooter mechanics.

 

My experience with the beta refreshed my view significantly. I was able to quickly forgive any graphical broken promises when I was immersed in the semi-apocalyptic Manhattan landscape. There was nothing glaringly terrible about the game graphically, and despite the fact the game presented was in beta, I encountered very few glitches. Granted, usually games that are released on console as a ‘beta’ are mostly finished so it was pretty unlikely that I would have seen too many.

 

The gameplay is solid, as long as you like 3rd person, cover based shooters. I do think that the game was rather standard as far as the in-game play, but I was thrilled with how the RPG elements were incorporated. It was a little disappointing to see, while my character was low level, enemies eat half a clip of damage from my assault rifle. That feeling was short-lived though, as progression was fast and I started to feel up to pace after only an hour or so of play. I am excited to see what they do with the game as far as the story is concerned, as the setup that we were exposed to, my inner science nerd is drooling. The story we were exposed to did also hint at some base building and crafting elements. These are things I was not expecting, but was happy to see! I had friends that hated the fact games like Fallout 4 had base building, and I have to believe that if you are one of those people, you might not like this aspect of The Division as well.

 

Another major element definitely worth mentioning is the Dark Zone. I will need to address the Dark Zone separately as the meta develops after the game releases, but aside from the dissertation I could write of speculation regarding the mechanics, I’ll use a single word: potential. The Dark Zone is absolutely brimming over with potential. Let me preface this by saying, I am generally NOT a PvP player. I have several hours into games like Destiny, DayZ, Elder Scrolls Online, and Guild Wars 2; but it is a rare occurrence that I venture/engage in the PvP zones of these games. I am just the type of player that enjoys PvE elements more. I have never been so happy to be wrong. I love that the zone is persistent, you do not end the PvP experience until you decide to walk back out of the door. Gamers that are sick of games like Destiny where the load screens between matches is a huge time sink for your gaming hours will love this. All you do is walk in the door, and it’s all PvP all the time.

That being said, there is little to NO motivation for aggressive players to camp the doors. When you have sweet DZ loot, you get the fashionable, gigantic yellow butt-pack that indicates you have gear that might be worth stealing. People who just walked in the door have no butt-pack and so aggressive players have no motivation just to kill you, as they won’t get anything from it other than being tagged as ‘Rogue’ which is not necessarily favorable as the whole server can then see your exact position on the map. Speaking of being announced to the server, I even liked the extraction setup for the DZ loot. It’s exciting and thrilling to try and get your precious loot out when the extraction location and time is announced to the whole server. Extraction is where you will be finding the aggressive players, so it’s treacherous. Extraction is why I really want to wait for a full impression until the meta develops, as I saw something incredible while I was playing the beta. There were high ranked/level/DPS players….actually protecting the extraction zones from aggressive players so that normal scrubs like me could get my sweet loot out of the DZ.
Long story short, The Division is an absolute yes from me. I don’t know if it will be able to replace the more flashy titles like Destiny, but it’s going to be a real contender. I will absolutely be playing this one on release.

 

 

So there you have it. What do you think about The Division so far?


March 2nd, 2016 by
Posted in Gaming, General, Massive Multiplayer Online, Multiplatform, PC, Playstation, Xbox | No Comments »

Indie Game Review: Tap Heroes

Tap Heroes was released in the middle of last year to Steam. It’s an indie adventure clicker from VaragtP.

 

tapheroes

 

The game is simply that you are a ‘god hand’ trying to get your Heroes as far as possible through the various locations by fighting past enough monsters or creatures in a particular level before you can advance. Beating creatures gives your coins which you can then use to upgrade the abilities of both your Heroes and your ‘god hand’; which you use to more quickly beat creatures, heal quicker or just be able to endure the power of greater monsters. You can also acquire a rarer currency, the blue gem, which you can use to buy non-stat upgrades, such as a familiar pet or initially to recruit new Heroes into your party.

 

Your ‘god hand’ itself can be used to click upon enemies to attack them quicker than your Heroes generally can (but with less power) or to heal your Heroes by clicking upon any of them, again quicker than your Heroes can but with less power. It also has chances to get critical hits upon your enemies and all three aspects (attack, heal and critical chance) are the upgradeables for your ‘god hand’ along with a range of temporarily applied powers that you have the chance to unlock later on in the game.

 

tapheroesgameplay

 

At £1.99 UK or $2.99 US the game is cheap and that’s a good thing. The game looks lovely, plays well and is smooth to run on a computer – the setting seems to be a puppet theatre in which the characters and creatures are paper cutouts on sticks. While the environments passed through are of the sort you’d expect to find in an adventure game, the monsters themselves vary up quite a bit. You only need to beat 10 creatures or one boss per level so there’s not really going to be the feeling you’re fighting just the same thing unless you choose not to advance to the next level and instead grind out coins before you head on.

 

However, there’s a reason this game has a low price tag and that’s because quite simply… it’s a clicker game. It isn’t really made for its gameplay, rather as something to fill the time in. It won’t surprise you to find out that Tap Heroes is also available on mobile platforms as well, albeit with in-app purchases that were removed from this PC version. That is the sort of platform this game was really made for, being able to play a little bit then put away and return to later and collect the coins your heroes made for you while you were away. And the fact that you will gain a sizeable number of coins when you come back if you leave it long enough does mean that you will have more than enough for stat upgrades – which takes the challenge out of it.

 

tapheroesgameplay2

 

Tap Heroes is not a bad game by any means. It runs well, does manage to be challenging and really is delightful to look at. The problem is, it’s not a very engaging game either purely because it is a game that suits a mobile platform better. But as a PC game, that’s a bit of a downside.

 

5/10

 


March 1st, 2016 by
Posted in Gaming, General, Multiplatform, PC | No Comments »

Street Fighter V’s rage-quitters to be punished

Street Fighter 5’s launch hasn’t been wonderful. With issues ranging from online connectivity not working, to modes missing from the game that people have come to expect from this genre of game it’s fair to say that Capcom has ticked a lot of gamers off. However they seem to be working on trying to solve problems, and one such problem they’re targeting is the issue of rage quitters.

 

Basically what happens is that if a rage-quitter sees that they might lose a match and break their winning streak they leave the game, which takes the win away from their opponent and understandably is not a popular move. Capcom are now looking for evidence and aim to punish the worst offenders in coming weeks.

 

“This punishment will be severe for the worst offenders, but we will need the community’s help with this. We will follow up with more details next week, but over the weekend, please record every instance of rage quitting you encounter.”

 

street fighter v_1

 

Although there’s no set date for whatever they’re planning to do, the steps will be taken from next week and punishments handed down to the players who have been abusing the loophole in the system. Any recording should be fine enough, whether a local recording or one taken from Twitch archives.

 

Other improvements are also being made, especially to matchmaking in “Europe, the Middle East and various other regions”.

 

“Several improvements were made this past week that should have decreased the wait time for many users in those territories,” Capcom conclude, “but we will continue to monitor the situation and will provide updates when additional improvements are made.”


February 27th, 2016 by
Posted in Gaming, General, Multiplatform, PC, Playstation | No Comments »

“Phoenix Credits” discovered in The Division’s beta

Hey, remember that time a little while ago when it was asked if the Division would have microtransactions and we discovered that Ubisoft’s definition of the word DLC was probably a little different to our own? Well, during the beta of The Division some players uncovered something that could hint at The Division actually having microtransactions – or at least an in-game currency.

 

thedivision

 

One of the main things that people said about The Division’s beta was that it was ridiculously easy to game the system and cheat, so no wonder this was uncovered. In case you weren’t aware, The Division already had another currency available called Dark Zone Funds which gave you a reason to venture into the PvP part of the game. So this other currency, called Phoenix Credits could be something that Ubisoft are aiming to charge real money for. However, a community manager for Ubisoft denies this is the case.

 

When asked, Natchai Stappers said that the company would “communicate on it later, but don’t worry,” following that up with: “There will be no microtransactions, and definitely no P2W.” However, as we determined before Ubisoft’s definition of DLC was being applied to some planned content that seemed more like the sort of thing most would call a microtransaction – cosmetic accessories.

 

However, to see what the true purpose of a Phoenix Credit is, we’ve no choice but to wait for the full game’s release.


February 27th, 2016 by
Posted in Gaming, General, Multiplatform, PC, Playstation, Xbox | No Comments »

Fallout 4 Creation Kit coming in April for PC; later for consoles

With the announcement of the first Fallout 4 DLCs we can expect to see in the near future last week, a number of people were asking – “where’s the game’s Creation Kit”? Not that modders haven’t already been doing a great job without it.

 

Now details of the modkit have emerged, and it’s due to be releasing in between the first two DLCs – Automatron and Wasteland Workshop. At least, if you own the PC version it will. not that the console players won’t be getting it, it’ll just take a month more for Xbox owners and two more months for owners of the PS4 version. Owch.

 

flalout4creationkit

 

In an interview with Game Informer Todd Howard said: “Our goal [for full mod support] is between the first two DLCs. It’ll go up at that time on PC. In April. All of that stuff will go up on PC. People are beta testing it.”

 

The new Survival mode was also talked about. From what we know, it’ll only save when you sleep; will not contain fast travel; will have diseases and the combat is probably going to be overhauled as well to remove a little of the bullet-sponginess on both side of the equation. Needless to say, it’ll probably go through a beta stage so that Bethesda can be sure they’ve gotten the balance right.

 

Are you excited for the advent of even greater Fallout 4 mods? Let us know in the comments!


February 24th, 2016 by
Posted in Gaming, General, Multiplatform, PC, Playstation, Xbox | No Comments »

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