Official Thread Tom Clancy's The Division

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It does looks great (the graphic!!) and I think I'll (graphic!) buy this at (graphic!) launch (the day this game comes out). :eek:
 
One of the games that interested me the most at this year's E3.
 
This looks even better than Watchdogs, surprised they don't have more coverage/hype for it. This and Remedy's new game will be what gets me to really buy an XB1
 
This looks even better than Watchdogs, surprised they don't have more coverage/hype for it. This and Remedy's new game will be what gets me to really buy an XB1

Actually this game pretty much took the cake in E3 besides Titanfall and some other games. This really was jewel nobody expected.

Just in case you didn't see the footage that was shown in E3:

 
@xXxDieselxXx

Yeah I saw that vid during E3 coverage. That was actually the first I had heard or seen of the game. Looks awesome, almost like what Destiny is shooting to be only with a modern day real world take. Right up my alley.
 
I think there isn't much hype for this game as it doesn't come out until the end of next year :(.

But this is one of the games I'm really looking forward to next gen.

Btw, do you all think it will look that good on PS4 and Xbox1, or is that running on a Super computer and we have no chance for it to look that good like Watch dogs.
 
I've been a Tom Clancy fan since the original Xbox and PS2 days. Words can't explain how much I want to play this.
 
Looking forward to this. I just wonder if it will require a subscription.
 
Game does look great, but was a little disappointed with what was shown at E3. Not that it didn't look good/fun, it just wasn't anything all the interesting.
 
At first glance, Ubisoft's post-apocalyptic game The Division may look like a straightforward shooter with co-operative elements. Dig a little deeper beneath the surface however, and you'll find that the game draws a lot of influence from the role-playing genre. After a 15-minute hands-off presentation of the game, we spoke with The Division director Ryan Barnard about multiplayer mechanics and story progression.

Focusing on the holy trinity of Tank-DPS-Healer


Veterans of the role-playing genre will be familiar with the formula that constitutes the holy trinity in RPGs, traditionally made up of a damage-soaking tank character, the support role, and the damage dealer. In The Division, Barnard cited the importance of class roles as something that would be a large focus in the game. "We want the concept of role importance in a group. We really want to support that," he said.



But would the game penalize players who didn't necessarily fill out the holy trinity in their squad?

According to Barnard, it would be "totally fine" for a crew of players filling similar roles to tackle missions together. However, groups which spread out and filled a variety of roles would stand to gain more. "We also want to find challenges that not really require, but will highly reward players for creating a more varied group with the different roles represented," he said.

"You want to have content and things you do in a game that really push players to the limit. And in order to do that, you need to maximize the role that you're playing in the group," he explained. That being said, players are still able to split up across the map while in a group game, but such an approach would not be advantageous.



"We don't actually limit the players in the game at all. [But] because the game scales the difficulty of the content by how people are in your group, we're looking at the best ways to encourage players to stay together." Barnard said.

Because of the nature of group combat in The Division, the behavior of enemies will be directed by what Barnard refers to as "sometimes called threat, sometimes called aggro" in games. "We need an aggro system or a threat system that I can effect as a player. So that I can draw the attention of an enemy or drop the attention of an enemy based on skills and where I position myself in a fight," he explained. Even the player joining in via the companion app on tablet and supporting the team in-game as a drone will not be exempt to generating threat, with enemies able to shoot them down.

How the story will work in multiplayer


While players will be progressing through the skill trees in-game by earning experience, Barnard says not to expect the traditional quest line model. That is, we should not expect to be directed where to go by a quest giver. Instead, an area referred to as the Base of Operations will serve as an anchored hub for players to return to.



Characters who players meet as they progress through the narrative will also provide guidance through the story. "We have content that you come across as you open the map to choose, and then we also encourage the player to check out where there are narrative threats," Barnard said.



On the topic of how story progression will work for multiple players, Barnard referred to narrative checkpoints that would dictate whether group members could progress further in the story. "They're major milestone things that have happened that you will not be able to go past if you haven't seen that event or participated in it," he explained.

The game pulls the story progress from the leader of the party, who can move the story forward on their own after the group has split up. "When you're doing a narrative story you have moments that you want every player to experience, and we have those in The Division as well," Barnard said.

But can we expect to bring New York back to its prior state, before the disaster hit?

"You're never really repairing things back to the way they were... this is a changing event that happens in the beginning when you're activated; this catastrophic virus being launched," Barnard said.



However, that does not mean your efforts are for naught. Certain visual representations reflecting the efforts of the players will be present in the game. For example, upgrading the clinic for enhanced medical facilities, which cleans up the dead bodies strewn about on the streets. "You see the effects there, but we don't visually change New York because you're not cleaning up the city, so to speak." Barnard said.

The map shown in the presentation had three status levels: security, contagion, and morale. While players will work to raise these levels and save the streets of New York, it remains to be seen what the end-state of the game will be. The Division is in development for the PC, Xbox One, and PlayStation 4 and will be released in 2015.

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The more RPG elements the better I always say.
 
The endgame isn't the end of the game.
Post-apocalyptic survivalist MMO Tom Clancy's The Division is designed to sustain player interest indefinitely, game director Ryan Bernard has told Gamespot, as new and better varieties of weapon or item become available after you've polished off the story. Hmm, where have I heard this before? Oh, that's right - it's the same tactic Bungie has taken with Destiny, somewhat to the game's disadvantage.

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"It's going to be very exciting to see where it goes.".
In what could be a hint at either post-release support or a sequel (or both), Tom Clancy's The Division art director Rodrigo Cortes has declared that the much-anticipated always-online shooter is only "the first chapter in the story" for Ubisoft Massive.

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Hopefully they treat their PC customers right this time (breath is not being held) so I can jump on board.
 
I see this game getting boring if all these missions involve the same human type enemies and all you're doing is going from spot to spot to clear out a gang of thugs. However, (I think) this game is suppose to have a little bit of sci-fi/supernatural stuff. If so, I'm all for that (as long as it makes sense and isn't over the top).
 
Sound amazing. Everything Destiny should have been and more. Just hope Ubi doesn't pull an Activision and force this game out half baked.
 
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