Tom Clancy’s The Division is an online-just activity pretending computer game created by Monstrous Diversion and distributed in 2016 by Ubisoft, with help from Red Storm Entertainment, Ubisoft Reflections, and Ubisoft Annecy, for Microsoft Windows, PS 4 and Xbox One. It is set in a not so distant future New York City in the consequence of a viral pandemic; the player, a Specialist of the Vital Country Division, is entrusted with helping the gathering remake its tasks in Manhattan, examine the idea of the episode, and battle crime afterward. The Division is organized with components of pretending recreations, just as agreeable and player versus player online multiplayer.
Surveys for The Division were commonly positive, with applause towards the battle, visuals, and post-apocalyptic-like setting, however, it faced criticism for its absence of substance at dispatch, projectile wipes adversaries, story, and specialized bugs.
The game was a business achievement, with Ubisoft expressing that the game broke the organization’s record for the most astounding number of first-day deals. Moreover, multi-week after the game’s discharge, Ubisoft expressed that The Division was the organization’s top of the line game, and the business’ greatest first-week dispatch for another game establishment, which produced an expected measure of $330 million globally. A spin-off, Tom Clancy’s The Division 2, was discharged on Walk 15, 2019.
Take back New York
CIVILISATION IN CHAOS
New York City, today. During the Black Friday fever, an unprecedented pandemic hit the entire city. One by one, the basic service failed. Only a few days, without food or water, society will fall into chaos.
You are part of The Division, an autonomous unit of tactical brokers trained independently. Your mission: to protect the remnants and restore hope.
INSIDE A RUINED CITY
- Immerse yourself in the loyal entertainment of New York City, depriving the society of the infrastructure and systems on which it depends.
- Explore an online open-world, whether as a lone wolf or as a member of a team, combined with different skills to restore order in a lawless city.
- Gradually complete each unstable collision in a persistent dynamic environment, create elite operators and learn new skills and strategies.
- Trade packages with other online players – or enter the dark areas and then rogue to take whatever you can grab from other operators.
THE DARK ZONE
A LAWLESS SOCIETY
Entering the dark area, you will find a hostile environment where the risks of powerful enemies and rogue manipulators are balanced with the valuable spoils you can extract.
You can choose who to trust – will you work with other brokers and defeat the enemy together, or become rogue and fight ruthless PvP with other players?
If you choose to look for loot for yourself, please note – you will be marked as a rogue agent, put a bounty on your head, and other residents of Diablo will not be able to resist.
Your Base of Operations
Once you enter the average street in Manhattan, your first job is to build a secure operating base.
This safe area contains your medical, technical and security wings; dedicated to assisting branch agents and special units of New Yorkers. Completing tasks for these wings can provide replenishment for each wing, allowing you to upgrade it and benefit from new skills, benefits, and resources that will help you liberate the city.
Specialist in their field
Your agents have skills and allowances that can make them experts in a field – or give them equals to make them versatile.
Focusing on medical skills, you will be a valuable support agent, healing your team in battle, discovering enemies and gaining contaminated areas.
The Tech Tree can use gadgets anytime, anywhere, improve your weapons and provide more options for your production workstation.
Security makes you the master of the battlefield, improving your attacks, providing mobile screening options, and making you a force that cannot be ignored in a fire.
The gunshots made a very special sound in the desolate city. The sound of the building is getting louder and louder, and the echoes in the alleys seem to come from all directions at the same time. This means that danger can come from anywhere at any time, but it also means more work to be done. So when I got out of the safe house and strengthened my nerves, I laughed too, just a little. This is the world of The Division, an online, trophy-driven role-playing game that cleverly disguised as a third-person shooter, a serious consequence of a biological attack in New York City.
Although this story is mainly about trying to try the real rules of survival, the narrative is unshakable. At the crucial moment, you will receive a full cut scenes, during which you will continue to hear radios, which will explain exactly how your next goal will help you save New York from the fierce opportunists’ mission. You always know exactly what you are doing and why; only this can make your actions meaningful. You have never been portrayed as a superhero. The Division admirably admits its bleak, fundamental vision of medical-induced disasters, and it works. Some ideas need more development – especially later important enemies – but overall, I feel invested and immersed in this world.
This drenching was additionally developed by the setting itself. The Division’s unpleasant diversion of midtown Manhattan may be the greatest urban world guide outside of a Rockstar game. It’s thick, nitty-gritty situations feel carefully collected instead of reordered into spot. Each area has its very own particular style, and regardless of where you meander, it will undoubtedly bumble into an amazing structure or a deplorable debacle site, regardless of whether you end up hearing a couple of rehashed lines of NPC discourse en route. The assortment and legitimacy of the world welcome investigation simply like the deserts of Red Dead Reclamation and the mountains of Skyrim. My solitary genuine protest: I killed the equivalent folks on a similar corner close to my HQ at any rate about multiple times during the game’s initial hours. Had The Division randomized these experiences or somehow or another enabled unforeseen associations to happen, the world may have felt increasingly invigorated.
Enemy AI is also predictable, and all four enemy camps have the same unit type – each group has a runner, a sniper, a bomber, and so on. No matter who you are, you know how each easily identifiable enemy will come to you, which can make some low-stakes gun battles feel like a chore. Some basic game mechanics are also slightly sloppy. Core aiming and shooting are completely available, but you can’t squat, jump or prone – this means that the only way to move quietly is to avoid the cover and then hold A directly to the next object. I occasionally have to face clumsy cover issues. Come on, Agent, can’t you raise the barrel two inches to avoid improper placement of the railing? Worst of all, a variety of actions – including staying away from the cover – make your character stand up, even in battle. This is annoying and occasionally fatal.
The Division’s frightful diversion of midtown Manhattan may be the most noteworthy urban world outside of a Rockstar game.
Although some of the mechanics in the department collapsed, others worked very well. Segmented Health Bar – Regenerate one of three points based on your lost health – Proving just tolerance, can give you a chance to fight without compromising the game’s challenge. I am also very happy to be equipped with any unlocked special abilities and environmental status buffs in flight. The department’s powerful upgrade system gives you a variety of skills; allowing players to rethink these privilege options into a flexible tactical choice without penalty, rather than a permanent decision that you must endure. In particular, the initiative – including seeker mines, removable shelters, and portable hygienic stations – adds a distinctive character to instant shooting.
The gameplay also includes some small but impressive details that can bring some serious surprises and joys. When they are behind the car, you can shoot opponents through the windshield, turn their enemies in the flamethrower into a panic by shooting their tanks, or blow up the enemy by slamming their grenade. When your bullet hits the explosive, you see a small yellow indicator flashing over the enemy before their fragments are accidentally detonated in their hands. Cleaning your happiness helps improve the usual fire. Features stress and tension.
In general, the gameplay in this department is very interesting, despite the enemy’s AI. Of course, they are predictable, but when they rush you, slam you and try to blow you up at once, you still have to dodge, aim, heal, and then return to the cover. This behavior is always crazy and challenging, and while it can make the experience exhausted, it can (and often does) trigger true adrenaline.
Unfortunately, at least for a while, the adrenaline rush occasionally slows down to drip-rate. Most auxiliary tasks are recycled throughout the game. While larger campaign missions provide an impressive array of thrilling scenes and well-designed environments, the side missions are only five or six repetitive forms that appear everywhere in the open world. Different locations add some changes and nuances to these encounters, but they can still feel the repetition, especially since you are forced to grind them when you try to upgrade your character before visiting the next story mission (all of them) Highly recommended) the lowest level).
Grinding through side tasks forces you to use the department as a multifaceted open-world game, not just a shooter.
And afterward, obviously, there’s the “end game” content, which fundamentally comes down to pounding against abnormal state adversaries in day by day missions to win new and better plunder. Disappointingly, I have not yet discovered any weaponry that is practically unmistakable like, for instance, Fate’s exotics, which makes this part of the game feel marginally inconsequential right now. In any case, on the off chance that you make it to the end game and choose you’re done, you will have appreciated a total, convincing shooter for many hours. The experience is rambling yet surprisingly firm.
In addition to another dimension, The Division offers four-player cooperatives, but the important thing is that even if you fly alone, it’s still fun. While difficulty scaling seems a bit unpredictable (I found the game easier to play with another player in the trio), you will never be punished for playing alone. However, if you can form a complete four-person team, the gameplay will bloom expectedly. When you can recover the knocked down teammates, cover multiple lines of sight, set the flank, and take advantage of the broader role privilege, you will find that the horizontal design and enemy AI work better in the next large-scale fire… The gameplay not only becomes more strategic but ultimately makes you feel unstoppable. The game allows you to easily match before performing a mission and then quietly disband, so even if you like to explore, you can still make up the biggest and most demanding moments in the game. So far, all online features have run smoothly.
If you don’t feel too cooperative, you can also visit the Dark Zone – a huge, unstructured PvP zone in the heart of the city. If nothing else, the dark area is a very cool experiment. You will find enemy AI and other human players. AI guards plunder, while other players… well, who knows. They may help you conquer artificial intelligence, or they may betray you and steal all the equipment and weapons you have collected. The tension that doesn’t know how the interaction will work is different from anything you can find in modern shooting games, and the importance of loot in the main battle game makes the dark spot bet very real. The department is mainly an open world with a different style, a cover-based shooting game, but the dark area – and its seamless integration with the world map, when you enter there is only a much-hidden loading – worthy of special recognition of the real new things.
As the dark area proves, the department’s spoils system is an integral part of the experience. But this is not just for performance. Instead, your stats – heavily determined by the equipment you are equipped with – mean the difference between slaughter and victory, so be prepared to spend a lot of time on the menu to compare the digital attributes of the knee pads, pistol holsters, and tactical backpacks. Some incredible variables will ultimately affect your chances of survival. While not everyone has enough patience to fully embrace the complexity of the spoils system, the department makes life easier by providing at least a lot of elegant, thoughtful tools. You can mark old items as junk and just click “Sell All” to reach the supplier. You can without much of a stretch analyze two things one next to the other. The game can even show you how items affect your overall stats before equipment. This may sound insignificant, but careful attention to detail makes the trophy Meta game almost painless.
Still, no matter how frustrating I feel about the game’s semi-unbreakable enemies or their repetitive leveling structure, I can’t stop the game. The world is too fascinating, the spoils are so tempting, and this campaign is too urgent for me to go away. After the first few hours, I stopped paying attention to game defects and began to lose myself in the fascination of statistical optimization and cooperative gun battles. The problem (and frustration) never disappeared, but I am very happy to be able to weather the storm.
- Initial release date: March 8, 2016
- Publisher: Ubisoft
- Director(s): Magnus Jansén Julian Gerigh
- Producer(s): Petty Sydow
- Designer(s): Matthias Karlson
- Composer(s): Ola Strandh
- Series: Tom Clancy’s
- Mode(s): Multiplayers
- Engine: Snowdrop
- Genre: Action role-playing Third-person Shooter
- Developer: Massive Entertainment, Ubisoft Reflection, Red Storm Entertainment, FreeStyle Games
- Platform: PlayStation 4, Xbox One, Microsoft Windows, Google Stadia
- Did you know: Tom Clancy’s The Division is the ninth-best-selling Xbox One video game by total copies sold (2.41 million).