Mista
Banned
Got bored fast. Same as 1 with extra content
MaintenanceStill can't connect to the servers.
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MaintenanceStill can't connect to the servers.
Are there proper classes/skill trees this time around? Can we form groups with select roles?
Which platform are you on (I'm guessing xbox based on your name)? I thought audio mix was by far one of the weakest things shown in the PC demo. Just completely off when it comes to 3d positioning and volume balance of individual effects.
what is your gpu?I think the game looks great on PC once you mess with some of the settings. It looks like I'm usually in the 70-80 fps range at 1440p so I'm really happy with performance, but would like to go deeper once some tweak guides come out.
what is your gpu?
I'm very confused with the comments about the game being the same as Division 1. What are we expecting out of sequels these days? Did you expect them to totally change the basics of the game? Anyone that says this should have been DLC does not understand how games work.
I'm very confused with the comments about the game being the same as Division 1. What are we expecting out of sequels these days? Did you expect them to totally change the basics of the game? Anyone that says this should have been DLC does not understand how games work.
It did evolve. Its a brand new huge map with 3 different Darkzones that each give a different experience. No more spongy enemies. And probably more that I haven't even got to yet. It's absolutely ridiculous to say this could have just been an expansion pack.
I'm very confused with the comments about the game being the same as Division 1. What are we expecting out of sequels these days? Did you expect them to totally change the basics of the game? Anyone that says this should have been DLC does not understand how games work.
One thing I will say the HDR and lightning in general on both consoles is brilliant
if the game did not disconnect every 10 minutes it would be great
lol that's pretty much standard for games these days.Downloading now. 50GB? Jesus Christ.
i don't miss the snow.I miss the snow.
Can we talk about how great ghost recon is? Because it isi think there's general confusion about what Division is, still after so many years out... it's tom clancy, there's guns, and it's set in modern day. yet it's an arpg and i don't think some will ever be able to reconcile that
like yeah enemies are bullet sponges and crit sniper shots to the head will only take away a quarter damage. and maybe it's all the worse for that, i dunno. but it's more Diablo than Ghost Recon and you have to know that going in
I'm very confused with the comments about the game being the same as Division 1. What are we expecting out of sequels these days? Did you expect them to totally change the basics of the game? Anyone that says this should have been DLC does not understand how games work.
That's a very thorough review, thank you.Finally cleared the beta's content, after a healthy bit of messing about and exploration. My PC is a high end i5, 16 GB RAM, EVGA 1080TI at Ultra Wide 1440p with GSYNC.
For the beta itself, it's more of an actual beta than I think perhaps many are expecting, since "Alpha" and "Beta" builds have replaced demos. I experienced a good number of crashes, connection issues, glitches and bugs, all of which I would expect to be cleared up by launch. I maxed out every conceivable setting and pulled an average of about 50-55FPS, with most of the combat stuff around the 60 mark, and some of the outdoors stuff dropping into the 40s. I don't expect massive gains here at launch, but the Division was more even in its performance, so hopefully they get there. Loading times were tolerable.
Reading through this thread, and Reddit and other places where impressions are being shared, I think the elephant in the room is the setting: summertime Washington DC. Frankly, my biggest fear was that this setting was going to feel generic, and ultimately, it does. But, it's not because it's "bad". It's actually quite brilliant, and feels like the best parts of I Am Legend come to life. The feeling of "absence" is omnipresent; the world feels like its real, and that people are, well, missing. There's a layer of atmosphere here that even the first Division couldn't quite achieve; the world feels empty, but in such a way that reminds you that it shouldn't be. It's quite an achievement! So, why do I say it's generic? It's because it doesn't have the same personality that a snow-covered New York lit by Christmas lights has. It feels like every post apocalyptic city setting you've grown tired of, whereas the first game felt different. Sure, I grew tired of the same repeated snowy environments in the first game, but I could never deny the character that it had. So, while Div2 feels more realistic, and achieves a sense of deliberate emptiness that the first game didn't capture, it also lacks the personality that the first game had in spades, despite Div1 never really feeling "real". I'm not sure how this will play out across the game, there could be a good amount of environmental variety between the regions, but it's enough here to make we worry of how quickly we'll tire of Washington DC.
Visually, the game is mostly great, with some questionable moments here or there, usually down to lighting. The texture and material work is fantastic, though some environmental props and fixtures get more attention than others. The real star is the environmental details. Light that break apart, TV screens that damage realistically; the environmental feedback ensures that firefights have a sense of destructiveness to them that is missing from a lot of action games. The game has an impressive attention to detail, closer to what the Division's E3 trailer promised. It's not quite at that level, but we're getting closer. Model work is a mixed bag. In the first game, I found the models to be, largely, terrific. Excellent use of lighting always ensured they were presented in the best way, such as Central Station. Here, however, NPCs, particularly in settlements, can look downright early gen. It's clear that the level of attention paid to its environments wasn't paid to Div2's NPCs. Player characters too, thanks to the random characters for the demo, are also not as good as I'd hoped. They range from completely brilliant, to utter trash. At times, such as during cutscenes, it's hard not to feel the character stuff is almost a step back from the first game. The animation is largely good - especially for the player characters. The other sore point is the lighting. At times, it can bring Washington to life in spectacular views, letting everything pop and come into its own. The volume lighting indoors can be particularly amazing. Other times, though, such as during the opening tutorial, the game feels incredibly flat, and lacks depth at every turn. There's that infamous Watch Dogs image of flat, lifeless lighting of a city street. The Division 2 has more than its fare share of that. Some streets, caught in the shade of tall buildings as the sun descends towards the horizon, felt positively Xbox 360 worthy in the lack of depth in the scene. Vegetation in particular just doesn't look right as often as it should. The spectrum from "Is this it?" to "Damn, that looks amazing" is really something. It's a world realised with the detail of a master set builder, but at times, it's lit with the lighting of an amateur photographer.
Audio is leaning towards "mediocre". The music is, basically, the Division's same beeps and pulse strings. It disappears into the background easy enough, but I'd hoped that some of this would be revisited to inject some much needed personality, but alas, it's basically identical. Not memorable, but not actively offensive either. Combat sounds range from great, to questionable. In the heat of battle, the soundscape is good, meaty stuff. Reverb and environment audio effects are particularly well done. But individually, the guns feel a touch weaker than the first game. My weapon of a choice - a 5 shot pump action shotgun - just lacks the raw gutteral power needed to make it satisfying. The weakest points for me were the open firefights at random street corners. Everything was fine, but it lacked the urgency and danger that terrific sound design can inject. They're just street scuffles, minor diversions, rather than a brutal raw slug to the death between two desperate groups. Missed opportunity to step it up from the first game.
Gameplay, though, is everything it needed to be. It's a hair faster than the original, while losing none of the deliberate and weighted feel of movement and combat. It feels damn polished, too. Moving from rear cover to forward cover, my teammates laying down suppressive cover, while I reload in sprint, before sliding into position, ready to cover my partners as they move up, is lightning in a bottle. It's not perfect - the gadgets are still more painful than they should be, with aiming them in particular feeling inaccurate at best - but when it clicks, it's really something. Underneath all the polish beats the heart of a tactical shooter, and the AI has been stepped up in a few key places. They're better at flanking, picking correct cover, their call outs give insight into their game plan, and they generally feel a little more aggressive, in a good way. Not "invincible yellow bar shotgun guy clearing out your team solo" aggressive, but they will put you on the back foot if you let them, which was great to see. While the audio of the weapons is a letdown, they still feel great, even if they don't sound great. My shotgun, in particular, was like hitting with a sledgehammer up close, and it felt brilliant to swap between it and my rifle at the correct times, creating a wonderful choreography of death. Man, I just wish the sound was where it should have been. Due to the limited nature of the beta, it's hard to comment on the gear and progression systems, but given what we've seen, it looks like they're continuing on the path they started in Div1, with sets and builds being the name of the game. Given how game changing sets and builds became in the end, I'm very hopeful that the gear system is up to the challenge.
The last part I want to touch on is the UI. I've noticed a trend in modern games to dress up the UI as much as possible, with transitions, effects, and other flourishes to make it stand out as unique and interesting. Sometimes, you get Destiny, a very well designed user interface that looks great, is easy to use, and has a distinct style. Unfortunately, the other end of the spectrum is the Division 2's mess of distortion effects and transitions. The menu's are actually snappy, but because of all the jittering, chromatic abberation, and other pixel and sub-pixel effects washed over the top, they feel slow, unresponsive, and egregiously hard to read. Despite many hours in the Division, I always - always - found its brand of UI design to be hard to read and understand. The Division 2 doubles down on this in the wrong way. Stripping out all the garbage visual noise slathered on top before launch and just letting the menus stand as a functional front end is really their best option, given they don't have time to actually over-haul this element. The fact they - literally - just used the first game's UI, but dumped distortion effects on top and cranked up their values, is pretty damn lazy. This really needs addressing.
Overall, I had more fun with the Division 2 beta than I did with the Anthem demo, and I'm pretty tempted to jump in at launch. It's a loot-based tactical third person shooter, where either half of that equation is rock solid; the thinking man's Diablo, basically. Of course, it's improvements are more akin to an annualised franchise; this is iteration, rather than revolution. If you didn't enjoy the first one, don't waste your money - this is basically more of the same. and that's not going to change before launch. It's not the best looking game, nor the best sounding, and it won't win awards in story telling. But it doesn't focus on any of that. It focuses on its combat, on besting the AI with tactics and gun play. And because it executes on that so damn well, it's hard not to enjoy the game, despite its faults, and generic location. It's a one trick pony, but it knows it, and it does it well. Pretty optimistic about this one.
No more spongy enemies.
Thanks for reading! Just out of curiosity, was there a particular mission where the music stood out? I’d be interested in replaying it with an ear on the music, perhaps I didn’t pay enough attention.ZehDon
Just a few thoughts while reading your post...
Massive has promised a lot of zone diversity. I think that will be the key to whether we look back on the summertime Washington choice favorably.
I think my biggest issue w/ the lighting is that it's too dark in some areas. Noticed this complaint crop up a bunch on Twitch too.
I thought the music in missions was pretty good. It immediately stood out to me because it's so often forgettable/nonexistent in the first game...
Thanks for reading! Just out of curiosity, was there a particular mission where the music stood out? I’d be interested in replaying it with an ear on the music, perhaps I didn’t pay enough attention.
Disagree. I played Division 1 a lot and Division 2 just feels like DLC. Its the same jump from Destiny 1 to 2. It felt the same there too for meYeah. All the Division 1.5 criticism seems like it comes from gamers who didn't like the first game.