Shown
off during the conference, this seemingly sandboxed third person shooter had
managed to get all our appetites wet. The two swedes showing off the project,
Petter Mannerfelt and Nicklas Cederstrom, have stumbled across something
special here.
Massive
have been a studio to watch; they released the excellent Cold War strategy
game, World in Conflict, assisted on Assassin’s Creed and Far Cry but have also
been linked with various other projects before this was shown off last month. In
fact it had been strongly rumoured that they were working on an MMO and then
that they had links to the Tom Clancy license before we had heard anything
about The Division. But, given their top notch productions, it’s still a normal
affair for Ubisoft to place studios under their own heavy leadership and
vision; setting them to work on a title that would drift into the horizon
without another thought.
Thankfully though, The Division is all Massive's work - right down to the next-generation Snowdrop engine - and it couldn't be any more confident or, importantly, any more modern. Every member of the discussion was excited about the persistent online world, the gripping narrative and (I’ll commit a cardinal sin here) the excellent graphics.
Probably
the most impressive thing though is that The Division has only been in
development for about a year, and with only a team of 200 behind it, the game
is already very impressive. It’s scheduled for an appetising release alongside
Bungie’s Destiny and a wave of other MMOs in 2014 (although I’m punning the
term CSMMO – ‘Console Style Massively Multiplayer Online’).
Although
the title presents itself as a blockbuster action game, with a lot of cover shooter
mechanics, Massive have been pushing that this is first and foremost a role-playing
game - it’s being billed as an “Online Open-World RPG”.
The
discussion group and I love RPG games because of their variety and progression
opportunities. It’s the exact opposite of why we also all love Call of Duty; a
game where you character is just as good at the beginning of the campaign as
they are in the end. The RPG elements of
The Division follow player progression, looting and upgrades as well as strong crafting
and customisation mechanics.
If
anything, the game is pushed for a single genre as it's the scenario, rather
than the console-friendly presentation, that really makes The Division stand
out among its peers. Its direct competition comes from Destiny, and even
Borderlands, but both provide a hybrid game style. The Division has the gritty
credibility, provided by the Clancy name, and a set-up ripped straight from the
most paranoid news headlines. A severe viral epidemic has exposed the fragility
of first-world society, and amid crashing markets and infrastructure, the
operatives are struggling to bring the chaos under control through the open New
York City.
The
most interesting concept in The Division is "dark zones". These are
contaminated areas of New York where power and food are in short supply and
lawlessness is at its worst. These are set to be the PVP zones of the game, where
players are free to attack each other; you're always safe from player attacks
outside them but these areas will be rife for conflict.
The
missions you complete in there zones offer the best loot in the game but also
come with the biggest risks. The loot has to be extracted and decontaminated
before you can use it and the player must send up a flare for extraction 90
seconds before they can leave the area – during this time other players can
attack your position and claim the loot from you, with the flare drawing their
attention.
It's
also been mentioned that players will be able to influence New York itself,
bringing sectors under control and the city back alive by chaining missions
together. But when asked how this will work – whether each player city will
differ or if the world will be linked to everyone – Massive have yet to commit.
Oddly,
Massive have also confirmed that they are looking at the Xbox One’s cloud
capabilities and have mentioned that this allows them to run physics
separately. The example given was that one player may influence the waves of
the sea, whether by driving a boat or via a grenade, and the ripples of that
action will affect those within a designated radius.
We
held a lot of back and forth conversations about Massive’s sales techniques. A
few of us are resigned to the micro-transactions that have become a staple of
the business, while others expected the game to be sold boxed as a free-to-play
title. Perhaps the one thing we agreed on was that subscription systems seem unlikely.
The
Division is shaping up to be the Tom Clancy game that we’ve been missing out on
for a few years and, no matter your genre preferences, there seems to be a
reason to suck you in. The game style and ideas are speaking for themselves and
that shows why it was high up my list of E3 announcements.
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