Tom Clancy's The Division - Ubisoft + Massive, MMO Open World TPS RPG

Have we heard more about the potentially F2P nature of this yet?

I think it looks great but if I'm online and then some random pvp opponent spends a tenner to get an epic weapon and kick my ass, it's a no sale.
 
I think what makes this game stand out graphically is that the whole image is coherent.

There are so many games with really strong elements which are then pulled down by a handful of weak elements.

But every single element of this game's graphical make-up is solid and consistent with everything else. It's just really, really solid and balanced.
 
GC: Does the game use cloud-processing on the Xbox One?

PM: Yes, but not in terms of gameplay.

GC: I’m still not clear but is it possible to do that with the PlayStation 4 as well? I don’t see any reason why not and you seem like you’d know…

PM: Yeah, sure. It’s just the cloud.

GC: Is that something you’re doing with the PlayStation 4 at the moment?

PM: We’ll see. [laughs]

GC: OK, that’s great. Thanks very much.

I thought that was funny.

Its because it is funny.

Microsoft's Infinite Power of the Cloud® is what dedicated servers have been doing for years.

I use Battlefied 3 as an example. Shoot a rocket at a building, the destruction is calculated on the server, then broadcast to the clients.
 
Have we heard more about the potentially F2P nature of this yet?

I think it looks great but if I'm online and then some random pvp opponent spends a tenner to get an epic weapon and kick my ass, it's a no sale.

No, we're likely not going to hear about the pricing model for awhile. The game is still a year and a half out.
 
Thought you guys would like this. :P

UYOX0oI.jpg
 
Very neat, the model in-game was incredible.

EDIT: Unless you were talking about the comments.

It's a reference to the player character casually closing the car door while he's in cover next to the police car during the firefight in front of the police station.


I thought it was a pretty mindblowing moment.
 
It's a reference to the player character casually closing the car door while he's in cover next to the police car during the firefight in front of the police station.


I thought it was a pretty mindblowing moment.

Such a simple action that really stole the game preview...
 
I'll remember that next time it's time to lay down a group heal

<Dennis> "Hey Amir0x, can you send over a heal?"
<Amir0x> "What's---*static*said--ca*static*hear yo*static

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Can i be on this lists whilst living in EU? If so... put me on it!
 
Thought you guys would like this. :P

UYOX0oI.jpg

What is this rubbish, the reflection looks off, the environment is lacking tessellation, the weathering on the car is terrible, statue in the background lacks proper lighting, what is up with the resolution and you can easily see that's barely hitting 30FPS.

3/10 would not play.
 
it was hugely scripted, but hugely impressive. I love the smaller squads, the slightly slower pace - while it might be an MMO technically, its clearly not WoW or planetside

the squad behave really efficiently - covering flanks etc. While that made for a nice presentation, I'm not sure I've ever played online with people behaving that well. You'll need a strong group of friends

This doesn't look like a game I'd play with randoms.

Sony announces their hardware will be more impressive yet they offer it at a lower price point by $100. This in done only after the promotion of a video game depicting a failed, cyrpto-fascist state which rewards you for killing survivalists and gun owners.

This is done at the behest of the Obama administration which in exchange for the subversive anti-gun, pro-secret army message agrees to tank the economy 21 days before the PS4 is released. At that point $399 will be worth $749.99 in June 2013 dollars. Sony is allowed to technically keep the price but collect nearly double value on sales.

Keep up with me. We then have a weakened state open to the idea of personal Obama gay-military. Coincidence that E3 coincides with the NSA reveal?

You might want to look into a tinfoil body suit.
 
New Ubiblog entry: THE DIVISION – CLASSLESS CHARACTERS, SECOND SCREENS AND A MID-CRISIS WORLD

WORLD IN MID-CRISIS

Despite being hit with a bio-terror attack… despite having a city in lockdown… despite calling in the big guns to take back New York, there’s hope. “A big part of the game will be restoring the infrastructure of New York,” says Game Director Ryan Barnard. “So the players will actually see the impact of what they do in the game. They’ll fix New York, which is in this ‘mid-crisis situation’ where communication, law enforcement, power and water are all failing.”

That term – mid-crisis – is key to the game’s setting. Things are bad, but they can come back. In that way, The Division’s New York is both familiar and alien: familiar because it’s set in an iconic and recognizable city in the very near future; alien because of the crisis – but New York is never so far gone that players don’t feel like they can turn it all around. “You’ll be able to see how you basically reconnect areas of New York that have lost power or lost water back to the grid and get them functioning,” Barnard says. In the E3 demo, for example, we witnessed once such event: securing the police station. In The Division, these events chain together to help the city come back alive.

“We’re not a post-apocalyptic game but we’re also not stopping something before it happens,” Barnard continues. “The virus that started the downfall has already happened. It’s a new way to experience the world: while it’s in collapse. I haven’t seen a lot of games tackle this kind of mid-crisis setting.”

CLASSLESS CHARACTERS

Although the E3 demo shows the players adhering to general RPG archetypes – Nick is the damage-dealer, Bronson is the heavy, Megan is support – we also catch a moment when the team literally switches up skills on the fly. This is a key pillar of The Division. “We don’t have hard archetypes in our game,” Barnard explains. “If you play RPGs, you know a lot of time there will be a healer, DPS and tank. We want that trinity, and that holy trinity is important for any RPG in general. But the way we are doing ‘classes’ is different.”

As you play the game, you’ll level up and acquire points you can spend. You can then use those points to basically spec yourself into a role, but those choices are totally open, totally up to each player, and totally changeable. “So in the first 15 minutes of the game, we’re not asking you to choose what you are and how you want to play The Division. You’ll discover how you want to play while playing the game.”

Communication and teamwork are key, as showcased in the E3 demo. Barnard points to the moment when Nick changed his specs to do more damage, after Megan told her fellow agents that she just loaded up her group healing. It’s all about synergy, Barnard says. “How your Division agent and mine work together is very important. Being open and not being class-locked will allow you to go back to your skills and talents and make adjustments.”

FIRST-CLASS SECOND SCREEN

Like many next-gen games, The Division has a robust companion app. This one, however, promises to go far beyond what we’ve seen so far in a second-screen experience. “It’s something we’re really, really proud of,” Barnard beams. “It’s where we’re really setting the bar for next-gen games. Our companion gaming is real-time simultaneous gameplay on the tablet. You will be able to play as a drone and join a group, just as if you’re another player. You have your own persistence within the drone and have progression and skills and talents, a lot like the main game. So it’s not just a fluffy armory or an application. It’s a real game client that you can use to interact with the game itself.”

In a behind-closed-doors demo at E3, we saw the app in action. Not only did the drone serve as an eye in the sky – spotting and tagging hard-to-see foes – but it was able to buff allies (increasing their offensive damage) and debuff enemies (decreasing their shields). And heal, of course. Through its actions, the drone can also build up a resource meter, represented in this demo by an orange bar – and when the bar was full, the drone was able to launch a devastating missile strike from above.

The companion app is fully real-time and can be played anywhere there’s an internet connection.

TOGETHER OR ALONE

First, it’s important to note that The Division is fully playable solo. (“It’s a wonderful single-player game!” Barnard promises.) So you lonely types, go on… play it as you like. But for the rest of us, The Division promises a rich, varied and seamless multiplayer experience that includes co-operative tactical action, factional conflicts, and full-on player-vs-player (PvP). “What a lot of games do in this genre is split it,” Barnard says. “So I play my single-player experience and then I’m kind of done with that part of the game. Or I go play multiplayer or PvP. We want to approach this differently. We want to make it part of the journey and make it part of the main experience for the game.”

A few examples from the E3 demo: When the Division agents peer down into those underground tunnels, they’re noticing a group event they can join. However, securing the nearby police station is more “critical,” so they ignore the event for now. Also, after securing the police station, the agents need to complete the sequence with what’s called an extraction. This begins after they exit the station via the back door and Megan shoots a flare in the air. A countdown begins… but the flare draws the attention of other nearby players, who rush to the area to (we’re guessing) snag the goodies the Agents earned during the event. This is one example of the PvP that can happen on the fly in the game. And while we’re told you can’t play as an unfriendly faction, we do know faction gameplay is huge in The Division – and we can’t wait to learn more about how it unfolds both competitively and cooperatively.

Finally, the game will have a fully functional black-market economy. “You’ll be able to craft new weapons and items for yourself or your fellow agents, or put it on the market,” Barnard says. “The market will take a cut of it, of course. But having a very deep economy is important, so players have activities that aren’t always just about fighting.”

THE BEGINNING

“There is an end game,” Barnard promises. However, The Division will continue to be playable beyond the story’s ending. The team isn’t talking about any of that just yet, but the opportunity to extend this game beyond the finale or outside of New York is entirely possible.
 
Mid crisis setting is something I've wanted from games for a long time. Particularly an alien invasion. But something like this or a zombie game would be fantastic too. It's one of the things that made Half Life so special.

It wouldnt be easy to truly pull off though in a true open world game. It would mean the game designers would need to account for several different states for both the environment and the NPC's.
 
Youtube refusing to let me watch this video... won't buffer past 10 seconds no matter what I do.
 
I leave you a gameplay de Tom Clancy's The Division at 60FPS on YouTube:



The maximum FPS that supports YouTube, Vimeo, etc. in our videos are 30, however, using a series of programs, I managed to watch the video on YouTube about 60FPS -a bit unstable because you need to enable HTML5 video and put the speed 2.0x- to simulate the 60FPS.

If you download the video in the link below you can see as seen Tom Clancy's The Division at 60FPS completely real, and as you can see is quite noticeable that gain fluency.

https://mega.co.nz/#!I010zSwT!PR4XwUbTjLLB2SAvlyCjTya9xNcyWY01rzOV2vFxB7k
 
Unless I am mistaken... "put the speed 2.0x- to simulate the 60FPS" is just a sped up feed running at 60fps. (1second equals previous 2 seconds, but all frames are shown).

Not really sure how this is like seeing a 60fps feed of a game....
 
So i am switching from PS4 to PC..very glad that they announced it last week orso. We need to make a new list seperate ones for all platforms for a gaf guild.
 
Ubisoft just posted a Q&A on their blog.

http://blog.ubi.com/the-division-community-interview-loot-combat/

Will PvP be included in the storyline?

Yes! Unfortunately we can’t get into too many details yet, other than to say PvP is incredibly important to the game. We were asked how we wanted to do it and we realized that separating it out as a multiplayer wouldn’t make sense. We looked at a range of different games and then decided we wanted to keep it ambiguous. We wanted to integrate it into the storyline and add an element of mystery, so you don’t know who is a friend and who is an enemy. To be honest, it’s the thing I’m most excited about for the game!


Will the shooting/combat system be focused on RPG features like skills, damage, statistics, and critical hits? Or will it be more a more traditional skill-based shooter?

We are an RPG first and foremost. So the emphasis for the game is definitely on skill/talent synergies along with your weapon characteristics. We are a Clancy game, we are also an open-world game but really we’re an RPG first. Gear will be important, levels will be important, modifications to weapons will be important… everything that makes a fantastic RPG will be important to the game.


What impact will the actions of the players will have on the game? For example: During the gameplay video you showed us at E3 the players cleared the police station from hostile NPCs. What will happen to this station afterward? Will there be new mission opportunities that unfold from there?

To answer it simply: Yes, your actions as a player are very important; the game world will change depending on your actions or inactions. I’ll try to give you a little more than I did at E3. We’re fixing New York, the whole quest or overarching objective of The Division is to get the “grid” back online and functioning; by grid, we mean water, power, sewerage, sanitation, etc. Your actions will change the face of your New York.

What kind of loot can we expect to see and how does it affect the skills of the player character?

The short answer is that I believe in loot-based RPGs; I think they’re fantastic and loot will be hugely important in The Division. You’ll have a range of items from gear to weapons, each of which will have various mods and things that we’ll get into later on. However, we don’t want this to become one of those loot-based RPGs where it’s all about gear and there is a ridiculous gap between old and new players; if I’ve just started playing the game but my friend has been playing for a few months, we want those guys to be able to play together. It’s a tricky balance and one that we want to try to solve.


Will we see content in the game that will require you to group up with more than four players?

For retention and the end game, “group-plus” content will be really important. I can tell you that there will be multi-group content. I can’t get into it too much, but I can say there will be at least eight-player content.


Can we customize our weapons?

Yes, absolutely, weapons are very important to the game and depending on the type there will be a range of different customizations and modifications that you can do. We’ll get into that a little more soon.


Will the companion app be exclusive to tablets, or will it work on smartphones as well?

We’re shooting for all the major mobile OS for release, including both phones and tablets, so Android, iOS and Windows. In terms of tablets compared to smartphones, there may be a slight difference between screen type and quality but overall it will be the exact same experience.


Are we able to customize or upgrade the drone?

Absolutely! At the moment we only have one in development, but this is going to increase as we continue to develop the game, it will also depend on what type of drone you want to be. Customization and socialization of the drone are really the key elements of the companion app so yes these will definitely be available.


Do dogs have any significance in the game?

Well, it’s a next-gen game so obviously it’s got to have dogs! No, dogs won’t have any special significance other than the fact that New York has over 300,000 dogs living in the city, so imagine if they are all let loose at once… You may encounter some particularly nasty ones, but no they don’t play a significant role.
 
Ubisoft just posted a Q&A on their blog.

Will the shooting/combat system be focused on RPG features like skills, damage, statistics, and critical hits? Or will it be more a more traditional skill-based shooter?

We are an RPG first and foremost. So the emphasis for the game is definitely on skill/talent synergies along with your weapon characteristics. We are a Clancy game, we are also an open-world game but really we&#8217;re an RPG first. Gear will be important, levels will be important, modifications to weapons will be important&#8230; everything that makes a fantastic RPG will be important to the game
.

http://blog.ubi.com/the-division-community-interview-loot-combat/


Well that right there has the potential to erode every ounce of the excitement I had about the game... if lvl has any correlation to damage of your weapons.

If this is like some lame Borderlands shit, they can keep it. Hopefully they have more sense than that.
 
Well that right there has the potential to erode every ounce of the excitement I had about the game... if lvl has any correlation to damage of your weapons.

If this is like some lame Borderlands shit, they can keep it. Hopefully they have more sense than that.

Yeah. Definitely not stoked about stat based combat.
 
eh, being the anti-social mother fucker that I am, I was more turned off by

Will PvP be included in the storyline?

Yes! Unfortunately we can’t get into too many details yet, other than to say PvP is incredibly important to the game. We were asked how we wanted to do it and we realized that separating it out as a multiplayer wouldn’t make sense. We looked at a range of different games and then decided we wanted to keep it ambiguous. We wanted to integrate it into the storyline and add an element of mystery, so you don’t know who is a friend and who is an enemy. To be honest, it’s the thing I’m most excited about for the game!
 
Well that right there has the potential to erode every ounce of the excitement I had about the game... if lvl has any correlation to damage of your weapons.

If this is like some lame Borderlands shit, they can keep it. Hopefully they have more sense than that.

Yep, it's not going to be fun to fight against a high level player. Specially if the player is full of things like those moving bombs.
 
eh, being the anti-social mother fucker that I am, I was more turned off by

Same. I also don't like the looks of

First, it’s important to note that The Division is fully playable solo. (“It’s a wonderful single-player game!” Barnard promises.) So you lonely types, go on… play it as you like. But for the rest of us, The Division promises a rich, varied and seamless multiplayer experience that includes co-operative tactical action, factional conflicts, and full-on player-vs-player (PvP). “What a lot of games do in this genre is split it,” Barnard says. “So I play my single-player experience and then I’m kind of done with that part of the game. Or I go play multiplayer or PvP. We want to approach this differently. We want to make it part of the journey and make it part of the main experience for the game.”

Much. From the sounds of things, we'll be free to play an MMO by ourselves. "Enjoy your single player experience amongst thousands of others!" Doesn't really appeal, I'm afraid.
 
What is this rubbish, the reflection looks off, the environment is lacking tessellation, the weathering on the car is terrible, statue in the background lacks proper lighting, what is up with the resolution and you can easily see that's barely hitting 30FPS.

3/10 would not play.

Your kidding me right? This is only because (and I won't point fingers here) but one of our planes of existence lacks hUMA's...and tubs so the other plane is dragging the experience down for everyone. Again I won't name names here.
 
Yep, it's not going to be fun to fight against a high level player. Specially if the player is full of things like those moving bombs.
Yeah, and thats my worry too, with this and all level based games. Levels (and whatever their associated perks consist of) lead to imbalances in competitive modes and can make the simple act of grouping up with friends to play together into a hassle of logistics and scheduling and reserved characters.

Levels are a relic of game design that I'd love to see removed from any multiplayer context.
 
GC: Don’t take this the wrong way, because I think the game looks fantastic, but when did Massive suddnely become so good at graphics? How long have you been working on this?

I guess he never played World in Conflict
 
Loved this game on announcement, thought it was the most nex-gen of all announcements. The RPG element of damage from weapons is concerning.
 
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