The Division: inside Ubisoft's ambitious online shooter
Keith Stuart
The city that never sleeps is now a slumbering wasteland of abandoned cars and scattered rubbish. Occasionally, a stray dog pads past, while rats scurry in the darkened alleyways. Manhattan’s iconic buildings have become gravestones, covered in graffiti and deathly silent. As a vision of the post-human New York, The Division is pretty arresting.
Like Bungie’s epic space opera Destiny, this is a game of interconnected parts where single-player, co-op and online multiplayer merge seamlessly together. But it’s not a fantasy or sci-fi adventure – instead, the action takes place several days after the release of a deadly new strain of smallpox into the city. Most civilians have died or fled, leaving gangs of looters fighting to control the boroughs. But the government needs to regain control, and to do this, it activates a secret protocol, based on the real-life
Directive 51, to send specially trained highly autonomous divisions into the city to flush it out.
Recently, Ubisoft hosted a press event in New York, revealing new missions and content. Here’s what we took away.
There’s a mission-based campaign at the core
For all the talk of structural innovation, The Division seems to be based around a fairly traditional narrative campaign mode. You arrive on Manhattan as a new Division operative, looking to establish a base of operations in the post office building near Madison Square Gardens before heading out to restore some order to the devastated city. These story missions can be attempted alone, or with up to three friends – although its the latter scenario that Ubisoft really,
really wants to encourage.
Your base is essentially the hub from which you take on new tasks, and early missions involve rescuing key personnel so that you can set up three specialist wings: medical, technical and security. The mission featured in the game’s recent beta test, for example, had players heading over to a nearby fast food restaurant to rescue medical researcher Jessica Kendall, who may be able to track down the origins of the pandemic. Once these early base-building quests are done, however, the whole map opens and everything else can be attempted in any order you like – which does at least represent a move away from the linearity of the traditional campaign mode.
During our demo, we played a later mission, set in the Lincoln Center where a group of joint strike-force operatives have been taken hostage by an armed gang. Here, you and your squad blast your way through the building, clearing out each floor before moving to the next storey. After a rooftop battle, you head back inside to face a machine gun-toting boss in the building’s huge concert hall. It’s a decent challenge, which brings in a few smarter enemies exhibiting basic flanking skills and a few “tanks” with serious body armour and major weaponry. The plush interior of the Lincoln Centre – with ornate furniture everywhere, and the scarlet walls covered in paintings – also contrasts well with the chaos on the streets, adding much needed visual diversity.
During missions you can also stumble into optional mini-quests, or “encounters”, which may involve a civilian who needs help, or some kind of inter-gang arms deal that you can bust up. But whatever you do in this city, you’re looking to take down enemies then loot them for weapons or gear.
Combat is intense but spongy
Fighting your way through the wrecked streets of Manhattan against both gun and baseball bat-wielding enemies is certainly fun, especially with friends. Burned out cars make good cover points, while utilising alleys and fire escapes as escape routes really brings the city alive as a shooter environment. However, it’s true that, with the basic armoury at least, there’s little real feel to the weapons – it’s not like Gears of War where, every time you pull the trigger, it looks and sounds like the whole planet is being sawn in half.
Also, in true RPG style, the time-to-kill ratio is much longer than conventional shooters so you’ll need several hits to take down a single enemy. This feels a little strange out of the context of a sci-fi or fantasy landscape: New York looks real so we expect someone in a hoodie to pretty much go down after one shot.
For a lot of players then, there’s going to be a period of transition where they come to terms with the fact that this isn’t Battlefield, it’s not even Borderlands, a game that expertly infused its central shooter gameplay with roleplaying elements. The Division is an action RPG, with all the genre conventions and mechanics that entails. We’re just hoping some of the later weapons and upgrades add at least
someraw intensity to that gun feel.
The upgrade system is huge
Make no mistake, the Division may look and play like a shooter, but at heart it is an RPG with a pretty complex character management, levelling and upgrade system. When you start out, you create your own custom Division operative, selecting from a range of physical features. However, there are no pre-defined character classes - everything is configurable on the fly; it’s an important contrast to Destiny, where you need to choose how to specialise before you even play. The Division is very much a game about improvisation – this is the end of civilisation after all.
Character upgrades are managed in an abilities menu that’s split into three types: skills, talents and perks. Your skill tree is visually represented in the game by those Technical, Security and Medical wings, and adding to them (using resources earned during missions) opens new possibilities. Go down the Medical route and you can unlock the ability to heal yourself and co-op allies; Tech skills let you unlock useful weapons like automated gun turrets and seeker mines that home in on enemies. Security skills, meanwhile, let you set up your own cover points in the war zone, giving your team vital moments of protection. As you level up, you open an extra skill slot so you can use two at once. Plus, all of these skills can also be upgraded over time, so the automatic turret can be switched from a gun to a flamethrower unit (shorter range but devastating damage), while your remote-operated mine can become a proximity mine, making it useful for establishing parameters.
All of these are operated using the shoulder buttons and last a certain amount of time before a cool-off period. Each character can also select a powerful signature skill, instigated by hitting both buttons together, which may, for example, make all your team’s weapons more deadly for a set period of time. So yes, they’re like the super abilities in Destiny – and when co-op players synchronise their use they can be catastrophically effective.
Talents, meanwhile, are additional abilities (again split into the medical, security and tech archetypes) that constantly run in the background as you play. Unlock a cover talent, for example, and every time you seamlessly move from one cover point to another you get improved weapon damage for 10 seconds; another talent may give you a 25% chance of auto refilling all your ammo every time you kill an enemy. Finally, Perks are little additions to your inventory, allowing you to, say, carry more med kits.
All of this is managed through a vast menu interface loaded with stats, icons and subcategories. It takes a long time to figure it all out, but the key thing is it’s designed to enhance strategically-minded co-op play through specialised roles. The Division is not designed for creating a Rambo-like super soldier then blasting through the campaign alone.
The major question is whether Ubisoft has created missions and enemies that are complex enough to demand this kind of planning and co-operation. In our demo, we were able to beat major set-piece encounters on Hard mode mostly by flooding enemy spawn points with grenades and mines, then picking off survivors. We’re not exactly talking Rainbow Six: Siege levels of planning and integration here. But of course, we’ve only seen a couple of missions and Ubisoft says it has plenty of as-yet unseen locations and enemy types to throw at us. I guess we’ll see.