Hello fellow gamers, today i will be doing reviewing
Ubisoft's Tom Clancy's The Division Beta and my experiences over the short time
the beta was open.
I will admit I got a
bit caught up in the buzz for Tom Clancy's The Division since its astonishing
premiere trailer at E3, so much so that I put the game on mine most anticipated
games of 2016 list. After I played a few hours of the open beta for the game
on Play station, my anticipation isn't gone, but it has been dulled quite a
bit.
That's not to say there weren't things I loved . The beta
shows off the same kind of detailed environmental design as those initial
trailers, rendering a disease-ruined and fallen world where hauntingly
beautiful signs of decaying civilization are everywhere you look. I also like
the game's augmented-reality style interface, which overlays paths and
information neatly over the "real world," including map projections
that make it easy to figure out where you are and which way to go. The mix of
high-end, near-future technology and crumbling urban infrastructure is
certainly visually striking
.
Past those surface niceties, though, the game-play on offer
in The Division beta is uninspiring to say the least. The shooting action seems
to draw direct inspiration from the Gears of War series, particularly in the
way you can snap behind cover and move between safe points with the press of a
button. That's a fine idea in theory. In execution, though, the controls are
quite a bit clunkier than Epic's high-octane shooters.
Where the Gears of War games thrive on smooth animations and
transitions that keep the action fluid and fast-moving, in The Division beta I
found the protagonist moved much more clunkily. Stepping out of cover, climbing
onto a high surface, and rolling out of the way of bullets all felt slow and
awkward, with animations that focused too long on the hero just standing there
without much purpose. Even something as simple as sprinting down an empty
street felt awkward since even the slightest sidestep to the left or right
seems to break the sprint.
The controls are only a minor quibble, though, compared to
the enemy AI on display in the beta. In just a few hours of play, I ran out of
fingers and toes to count the number of bat wielding enemies who simply ran
straight at me at full speed, seemingly eager to be gunned down. Armed enemies
were obviously more common, but they'd often pause while dodging between pieces
of cover to stand in the open and shoot back at me, relatively defenseless.
One particularly stupid "boss" encounter, at the
end of a side-mission line, saw the antagonist simply bouncing back and forth
like a ping-pong ball across the edge of a nearby roof, putting herself in the
open with predictable frequency you could set your watch to. Sure, these are
supposed to be the earliest and easiest missions in the game, and encounters
may get more difficult as you go. But it's not a strong start.
Even a couple of hours in, the shooting action is already
starting to feel incredibly repetitive. Every single mission so far has boiled
down to "go to this point, clear the area of waves of enemies, then move
on to another point," with none of the twists or high-action set pieces
that keep better shooters interesting. There has been precious little variety
in the enemies, almost all of which seem to be thug-like, scowling black men in
ratty hoodies who are given precious little motivation by some forgettable,
overly expository story scenes and voice overs. A few "named" enemies
are supposed to stand out for their intelligence and toughness, but in practice
they just end up being sponges that absorb more bullets before going down.
The game's RPG-like leveling and abilities structure hasn't
impressed me yet either. You can scrounge downed enemies for items, weaponry,
accessories, and armor, and even use scrap materials to build up a central
base. So far, though, all these features feel very transnational and
perfunctory, with little of the personality that makes customization fun in
shooters like Fallout or even Borderlands.
The special abilities on offer in the beta so far are kind
of boring, too. There's a reusable sticky explosive that's pretty easy to shoot
with pinpoint accuracy, but its detonation barely fazes even normal grunt
enemies. A riot shield ability is nice for moving between cover, but it limits
you to a pistol when hiding behind it and was awkward to put away in the middle
of a firefight. The abilities that send out radar pings to highlight nearby
enemies and heal nearby party members are at least useful, if not especially
novel. The menu system hints at a bevy of additional abilities, talents, perks,
and upgrades that are unlock-able as you play, but none of them are available in
the beta.
Those locked bits of content and the hints of a much larger
world outside the city's downtown hub give me hope that The Division can grow a
bit more interesting outside of this short, limited beta test. After almost
three years of anticipation, though, I'm quite a bit less excited about the
game's upcoming March 8 release.