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Tom Clancy’s The Division 2

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amazon Tom Clancy’s The Division 2 reviews

Post-apocalypse – a context motif that is not unfamiliar, is always used to characterize the rottenness in human society, to push the human xinxing to the abyss, to examine the morality of how far people will come when they walk to the end. With Tom Clancy’s The Division 2, you have to make choices that challenge your xinxing, which is … between an LMG M60 with 20% of critical damage with a 2000 FAMAS with super-large DPS. This is not a game that makes you sympathize with distorted pieces of pixels, your goal here is “loot” – “loot again, loot forever”, to search for any purging tool a piece of pixel with blood bar right above the head with enough ammunition to build the Pentagon.

Unlike other professors with long-standing RPG experience at Bioware, Ubisoft realized that: if you just did one thing through this day and the other month, disturbing the work environment would be a bad idea. As a result, Tom Clancy’s The Division 2 makes good use of its context.

The game is practically no different from a “virtual tour” in Washington DC, where you can just shoot a gun and turn on Wikipedia to see where the place you go through contains a cultural or historical value that is enough to move. Dear Abraham Lincoln, a living grave. The game is not even subtle in showing off your context at all, when one of the side quests requires the player to steal … an independent manifesto lying right in the basement underneath the Archives. Nation. Tom Clancy’s The Division 2 is so confident in its own context that it presents such moments in a very … indifferent manner, as if it were just a small thing, just a straw in the lawn. gold. It is hard to find such a style in any open world game set in another real life.

But that’s not all. Although the locations filled with gunfire in the game varied in morphology, but they also carry in their design screen play but not creative but very tight. The job of “hiding a place in the battlefield” is simple but very well done behind the chicken wings – narrow alleyways almost never take players into dead-end, the environment is beaten Accompanied by visual cues as well as through the placement of objects, continuous fighting areas take advantage of not only long range but also high altitude to refresh the playing pace. In 30 hours of enjoying Tom Clancy’s The Division 2, the writer only meets two situations when the enemy suddenly appears from the “atmosphere”, and almost never feels any place is designed to be reckless description.

About the fight itself, Tom Clancy’s The Division 2 brings many important changes in response to criticism about the “bullet sponge” in the previous section. The problem of enemies that are too “dog” compared to their appearance is inevitable in a game that has 50% of RPG, but the first version does this aspect a bit … too much. Tom Clancy’s The Division 2 begins by … “nerf” all sides of the enemy and the enemy side: the player now owns a large amount of armor against main damage but requires the use of armor or equipment from skill to fill (while fighting), the blood will be drained extremely fast but will heal itself. The purpose of this change is mainly to force the player to use more cover, try to minimize the damage received, instead of “tanking” the entire damage by using “instant bite” techniques that are too much to destroy the game. in both PvP and PvE of the previous section.

The enemy receives many other positive changes: those without armor will always be interrupted by stagger whenever they eat bullets and are unable to return fire, and those who have armor or will always own points weak or once broken armor will “ascension” may be even faster than the prawns. Not only are the hands ready to run and beat you with sticks, but you also have a huge army of C4 soldiers in front of your chest, you drop the toy car or remote control plane that explodes, the ball athletes. Professional baseball grenade throwing with ingenious accuracy, young people love burning schools but wearing gas cylinders in their backs. For the boys equipped with heavy armor from beginning to end, especially in which there are several Sledge sledgehammer components from Rainbow Six Siege, the pieces of armor will also fall away when eating a few laps of 5.56 mm and reveal the ruddy flesh of miserable – what are you waiting for without “kill” them?

The play of Tom Clancy’s The Division 2 is neither complicated nor requires a high level of understanding. But the combination of a keen combat style, a screen design with very few shortcomings, and a variety of enemies with a variety of modes of action that promote the player’s concentration – all created a loop. The gameplay is really hard to break out once you’ve found its “G”.

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The campaign part of Tom Clancy’s The Division 2 is a bit longer than its predecessor, but there are very few redundant missions that fill “filler”. Sideline activities now mean more than just play a role of resource supply and experience points for players. The most prominent is Control Point – the pillars on the map are occupied by three main factions, once won by the player, it becomes a fast moving point, as well as providing new equipment from the supply room. Also here, players can donate additional resources and Control Point will display bags of materials or equipment near it.

Building residential areas and completing Research chains is also a long-term process that benefits the players. Complete activities within an area, such as donating items, collecting SHD memory containers (used to buy new special equipment / equipment), which will give you blueprints from which used to craft new equipment, the most important is accessories for weapons.

This system is quite similar to … Ni no Kuni II: Revenant Kingdom, where almost all the resources and items the player collects are not excessive. Do not use low level equipment? It is “pay” for the residential area. Too many essential items that can’t be used directly? Well, actually, you collect them just to “giveaway”. But in the end, this system is designed to ensure that everything you do in Tom Clancy’s The Division 2 is never meaningless, because they always evolve your character, in one way or another.

Talking about character progression, Tom Clancy’s The Division 2 really makes the writer feel like he has just stepped into “heaven” after being deprived of Anthem for 40 hours. The game constantly drops on your head with a lot of “loot” lots, not only “loot” or loot “loot”, but also a 5-star “loot” with super-charismatic characteristics that many cannot count. Cause: SMG increases the rate of fire by percentage through every target hit, special equipment has an instant percentage of return after defeating the enemy, switching to a secondary weapon will automatically load the entire bullet on the main weapon, or an armor will restore 25% of your armor as soon as the main armor is depleted. Even the writer has received a SIG 716 password capable of extinguishing all elemental effects from suffering by … rolling.

The journey to level 30 and participation in the Endgame stage can be said to be a hearty appetizer, in which players may not need to care about how to build characters or optimize equipment and still be able to found a fairly well-played part of Tom Clancy’s The Division 2. Loot not only came from enemy corpses or quest rewards, they were also located somewhere in hidden corners, inside locked rooms, Ask to climb a little to find your way or find a view to break the door lock. The testing of weapons and assistive devices takes place at the player’s discretion, allowing players to understand the rules set by Tom Clancy’s The Division 2, and also decide whether or not to be really attached with it to the point of being ready to linger after the main storyline ends or not.

If you do not linger then really quite wasteful. The Endgame phase is when the role-playing element of the game really shines. Optimized mods and valuable properties are valued more than ever. The numbers are not merely “higher is better”, the manipulation function requires a slight pick-up process, and of course the Loot’s color must share its preference for Gear Score points. This number is averaged from every character’s equipment, and is often used as an arbitrary barrier for highly challenging content in other “looter shooter” games; but Tom Clancy’s The Division 2 is different in that it guarantees the Gear Score limit through higher levels of World Tier, better equipment design, better quality “loot”.

Stepping through World Tier levels, players will face both old and new challenges. Stronghold missions, Control Point points as well as a series of major missions in the campaign play will … ask you to do it again, but this time with a new faction, Black Tusk – is quite a possession. Innovative technology like robotic dogs wear firecrackers on their backs and use more automatic gun emplacements than usual. They obstruct almost every route, sometimes even setting up a block near the residential area and some activities in the previous game will be occupied by them. This part of the game is not completely different from the previous structure, but mainly gives you a new goal.

Not only enemies but also you are upgraded during the Endgame stage. After level 30, you will be given a choice of three Specialization classes, including a new special weapon and a specific Mod version for special equipment. The writer’s choice is Demolitionist, just as the name turns any place that has a static motion into a “fireworks” with a grenade launcher, along with a gunfire that now radiates in style … dropping mortars, very effective when you need to remove some thick armor or wipe the crowd quickly.

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Dark Zone – PvPvE area that operates under the infamous forest law back in Tom Clancy’s The Division 2 with a new form. Instead of a large DZ area like in New York, they are now divided into three subdivisions in the east, west and south, all covered by DC-62 powder, which is used as a cure for Green Poison, but they eventually devastate the habitat more violently than the original virus.

The biggest highlight of this DZ period is that the whole equipment is uniform – ie every player is equal in terms of the stats. The biggest advantage of this change is to solve the situation of long-time players with equipment in the “sky” to turn new players to the pastime. However, this level of uniformity seems to be done a bit too much, because at the present time, a Glass Cannon player is no different from a “tank” player supporting his allies. The idea of ​​bringing the whole player to peer is really not satisfactory in a game that motivates players to build and customize characters in their play style. You force the entire Mod to increase armor and heal, reduce the CD for the reverberated drone, and finally you still collapse two to three shots of M700 bullets into your chest – so what is the cost of building such characters?

Currently, Dark Zone in Tom Clancy’s The Division 2 is standing in front of the line between satisfying longtime players and new players, and as a result, it hasn’t really fully expressed its premise. It is a “uncompromising” area with a level of risk corresponding to the reward, but both sides have been relieved by many causes. PvE at DZ is not as challenging as before, poisoned loot (contaminated) is actually not much better than the regular loot, while the clean loot is too much. Not to mention, with the number of 12 players at a DZ at the same time, assuming a group of 4 people started Rogue status, now there are only a maximum of 8 players in Manhunt instead of 20 as before, not enough Manpower to punish Rogue players, and eventually single players are more vulnerable to “bullying”. So in the end, the old player problem confronted Dark Zone’s new player … back to the past. Occupied DZ brings back the difference between each player, but it is not the answer we need at the present time.

The remaining PvP game, Conflict, is no better. With two modes of scoring and the countdown team game along with three small levels, it’s really hard to find the reason for lingering this game mode for a long time unless you need to quickly plow some equipment boxes. The battles in Conflict are quite boring, do not bring about continuous changes in PvE, and almost everyone just uses SMG and Sniper. “Tactics” are merely a bulldozer straight into the enemy together, if any party is overwhelmed by fire, the party is considered dead. This phenomenon happened so often in Destiny 2’s Crucible, but now it’s a whole new level of absurdity.

The prospect of a once-in-a-time Washington DC, now in ruins, isolation, and a decline in violence can be considered the most remarkable feature in Tom Clancy’s The Division 2 tone. simply to bring a more intimate, more familiar feeling than any other end-future future, because in general, it is the result of an “if” exaggerated fantasy based on the social situation. present. And the game also partly takes advantage of its own potential: recordings of phones and ECHO projections give us a brief look at the struggle and loss of people in humanity, disorder, social order becomes cheap. But they are just cherries on a cream cake, because no matter how many recordings are found, what the player gets is just the context in which they are told.

What the game presents directly to the player, on the content side through the series of tasks and residents that you interact with, they … faintly unbelievable. The struggle of the Washington D.C people put them in very dangerous dangers, with the highest level stopping only at the few hostages preparing to be executed and waiting for your rescue. Reconstruction of neighborhoods is a job that rewards players but does not bring satisfaction in terms of “immerse into the context”, because we are not directly witnessed and involved in degeneration in terms of The morality that people in the world of Tom Clancy’s The Division 2 must experience?

In other words, Tom Clancy’s The Division 2 is a post-apocalyptic game that does not carry the post-apocalyptic temperament. Even worse, it was a game that decided to “fool” the main story line into an old “we and them” motif. The charity is always righteous from the beginning to the end, the evil side is also “evil” in a straight line and is described as nothing more than cardboard, the single campaign only one moment can be considered worthwhile. Remember – when the player is asked to rescue the US President.

If in the first part, the NPCs in Base of Operation clearly expressed their views on New York and SHD itself, then these three sub-characters only play a role in creating innocuous noise. Opposing factions are even worse: you confront their leader once in a while, their danger is almost invisible when you’re always on the proactive side, the last boss of Outcast doesn’t appear online in the game, the True Sons’ final boss also re-uses the heavy-duty model that you have faced dozens of times before, even Black Tusk suddenly appears without an explanation. It feels like Tom Clancy’s The Division 2 doesn’t want players to be involved in its story – the context in which the quests bring is just an excuse to keep players from complaining “what the hell is a game that is meaningless shooting ! ”. And the result that we get is a title game that has weak content, no voice, no emotion, no conscience.

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