Reviews
[Review-in-Progress] Masterful Level Design Elevates ‘The Division 2’ Over Loot-Shooting Peers
Read our in progress The Division 2 review to see how the post-apocalyptic shooter sequel is shaping up. Is a war-torn Washington the perfect loot n’ shoot playground?
As I sidled along a wall of artfully arranged sandbags in a museum exhibit devoted to the history of the Vietnam War, I peeked through lush, faux flora to try and spot my real enemies amid the silhouettes of mannequin soldiers. The trench I moved through was designed to give museum visitors a feel for life in the trenches of the southeast Asian jungle. But, the Gatling gun that my opponents had aimed at me was very real. Well, video game real, at least.
The Division 2, the new sequel to Ubisoft’s 2016 loot shooter, constantly walks this line. Some of its most memorable setpieces—like a bombastic shooting spree through the National Air and Space Museum—mine a real-world location for all its worth, arranging cover and enemies expertly to facilitate a field trip significantly more exhilarating than my eighth-grade jaunt across the nation’s capital. But some, like the hazy Nixon-era shooting gallery mentioned above, are manufactured whole cloth.
The team at developer Massive Entertainment is aware that museum exhibits, like video game levels, are artificial spaces, arranged to provide an experience for their guests; for the visitors who pace their halls; who stop to read the inscriptions on the ample informational placards; who ooh and ah at the dinosaurs, or fighter planes, or other really big things that the curators somehow, improbably, managed to fit beneath their rotundas. The Division 2 marries the real to the imaginary to create the best levels I’ve seen in a shooter since Titanfall 2. In a genre that’s often defined by repetition, The Division 2 is as wonderfully varied as the museums that call D.C. home.

Seven months after the events of the first game, the paramilitary Division organization has expanded their efforts from New York to Washington D.C. You’ll start the game by creating a silent avatar, and after a brief tutorial mission, will move into the White House —setting up shop like Cory from Cory in the House, but if he was a paramilitary agent instead of a psychic’s wisecracking kid brother. From there, you’ll work with other Division-aries and armed civilians to take back the city from a pair of gangs — the Hyenas and the True Sons—both of whom are as uninteresting and cartoonishly evil as possible.
These opposing factions are boring in every way, except the way that matters most: they’re worthy opponents. The Hyenas and True Sons aren’t bullet sponges like many loot shooter baddies. With the proper weaponry, most enemies will go down after a few shots. But, what they lack in defense, they make up for in agility, constantly flanking you and taking multiple bullets to the chest if it means they can club you on the noggin. In The Division 2, you will hardly ever follow the standard cover shooter formula: hide in one spot, pop out of cover to fire a few rounds, duck down again, repeat for half-an-hour. While many games with Gears of War-style combat force you to cower until you get hemorrhoids, The Division 2 will have you running from cover to cover, twitching from left to right, searching for the glint of an enemy’s gun, sweating as you hear an opponent’s footsteps or muffled laughter. This game, frequently, is terrifying.
Those enemies, paired with The Division 2’s incredible mission design, is a match made in shooter heaven. The mission locations are interesting enough on their own—I would happily play a more narrative-driven adventure set in this fictional D.C.—but, when enemies begin pouring into the starry dimness of a planetarium or charging along the red dirt of a Mars exhibit, The Division 2 really shines.

This isn’t just a series of missions, though. The Division 2 is an open world game, with about a half-dozen sizable areas to explore. So far, at least, clever design and some dynamic systems make these areas continuously compelling to root through. Ubisoft’s shooter takes some design cues from The Legend of Zelda: Breath of the Wild. That game incentivized exploration by constantly rewarding the player with loot, collectibles, new shrine puzzles to solve and just plain cool stuff to find in the wilderness. The Division 2 takes a page out of the Hyrule Historia, stashing new guns, armor and audio diaries around every corner. If you take the time to explore, you will consistently be rewarded — and unlike in Breath of the Wild, your weapons won’t break after a few uses.
And, in one of The Division 2’s smartest design decisions, Massive included a dynamic weather system and a day-and-night cycle. Exploration is made all the more exciting by the knowledge that a sand storm could roll in at any minute. During one memorable encounter, I had been banging my head against the last fight of a lengthy mission for about a half-hour, as the sun sank in the sky. In my final attempt, the sun had fully set and cracks of thunder pealed out overhead as rain fell on the battlefield. While the mission’s design didn’t fundamentally change, my last hurrah was made all the more memorable because the battlefield felt just different enough. Little touches like this are a brilliant way to help a game designed to be played “forever” stay interesting over time.
Overall, The Division 2 is a fantastic experience; a shared world shooter that isn’t asking players to hang in there and wait for it to reach its full potential. It’s already great. However, while BioWare’s storytelling—esoteric and proper noun-filled as it may be—will keep me coming back to Anthem, The Division 2 will need to continue to provide exciting gameplay experiences. The story here is as bare bones as humanly possible, dotted with barely-there characters with the sketchiest sketches of personalities. I don’t care about the lore of The Division 2; each and every audio log I’ve found has been poorly written and equally poorly acted.
Meanwhile, the fascinating political implications inherent in Washington D.C. as a setting are ignored. While Ubisoft has chosen the center of American politics as its setting, and chosen to tell a story about opposing factions warring for control, the company continues the tradition that Far Cry 5 began, gesturing at the important subject matter, but shrinking from the opportunity to say anything. Instead, the White House is a “symbol of hope.” Nothing more, nothing less.
While the game says nothing, it does plenty. This is a mechanically rich, impeccably designed, technically proficient open world loot shooter that is getting everything right (on the gameplay end of things, at least) from the very start. It may fail to tap into D.C.’s significance as a national capital, but it expertly uses the town’s landmarks for some of the best levels I’ve seen in a long time.
Oh, and so far, about 25 to 30 hours in, I’ve barely scratched the surface of the PvPvE Dark Zones, and haven’t played any of Conflict, the PvP mode. I’ll continue to play, and will update this review after I’ve had some more time with this excellent game.
The Division 2 review code for PS4 provided by the publisher
The Division 2 is out now on PS4, Xbox One, and PC.
Reviews
‘I Hate Found Footage’ Review: A Clever Puppet Horror Parody That Becomes the Joke
The problem with parodies is that there’s an extremely fine line between precise mockery and simply creating a genuine example of what was being made fun of in the first place. That’s why the best kind of cinematic satire comes from a place of love, as unironic appreciation for the material being parodied means that you’re still left with something fun to watch even when the humor fails.
I was reminded of this while watching I Hate Found Footage, the latest horror comedy by Michael Rock, director of the Tahoe Joe trilogy and founding member of Horror Dadz Productions. This cheekily titled parody has just been released on Found TV as one of the budding streamer’s first exclusive productions, and while I commend the folks at FTV for enlisting a found footage veteran to help popularize their fan-funded platform, the ensuing product might just be a little too accurate for its own good.
Taking inspiration from classic Muppets spoofs as well as a lifetime of experience with some of the best and worst that found footage movies have to offer, I Hate Found Footage may not be the very first comedy to poke fun at the FF genre, but it’s certainly the first one to feature colorful puppets as the protagonists.
In this decidedly meta experience, we follow Eddie Blake and Michael Rock himself as Ollie and Filbert – a duo of talkative hand puppets who embark on a quest to shoot a no-budget found footage movie in the middle of the Nevada wilderness. Unfortunately for the budding filmmakers, their cameras end up picking up much more than they bargained for when their impromptu monster movie accidentally puts them in the path of a masked gang of ritualistic murderers.

What follows is a self-conscious comedy of errors poking fun at all of the most hated and some of the most beloved tropes that the found footage genre has to offer. Ollie and Filbert frequently interrupt their terrifying POV misadventure with jabs at common faux pas like their own inability to stop filming even under risk of death, as well as multiple instances of puppet-based physical humor.
In general, this is far from a bad premise. The kid-friendly puppetry might be a bit jarring during the first few minutes as you get used to seeing this playful duo interact with the gritty real world, but there’s an undeniable charm to the way that these unorthodox characters record ironic versions of the familiar exposition dumps and ominous testimonials that we’re so used to seeing in “serious” found footage flicks.
Unfortunately, Rock is so dedicated to recreating an authentically terrible found footage production that the finished film often feels more like a failed attempt at an earnest project than an enjoyable parody. Sure, the copious amount of jokes and the fact that our leads are played by fluffy masses of felt should indicate that the film isn’t meant to be taken seriously, but pointing out how amateur found footage productions suffer from long stretches of dead air and unnecessary build-up is only funny until the movie becomes the very thing it’s supposed to be criticizing.
I get that having Ollie and Filbert’s ill-advised cinematic endeavor be a laughably bad movie is itself part of the joke, but unlike similar genre parodies in the vein of Ed Wood or even stuff like Sharknado and Velocipastor, which benefit from the fun parts of traditionally “bad” horror filmmaking, I Hate Found Footage has to contend with the fact that poorly-made found footage tends to be more boring than ridiculous.

That’s not to say that there’s no enjoyment to be found here, as I especially appreciate absurdist jokes like when the characters encounter the murdered “corpse” of another hand-puppet, and his full skeleton only consists of a bloodied arm. Or even the ridiculous scene where the duo attempts to simulate a jump scare for their monster movie using embarrassing levels of puppet-on-puppet effects work. But it’s a shame that these elements are shackled to excruciatingly long, though admittedly beautiful, shots of the Nevada setting.
That being said, regardless of certain stilted/unfunny line deliveries and the painfully slow build-up that doesn’t really lead to a horrific finale, Rock is still a skilled enough filmmaker to know that this kind of comedic experience works best in short bursts. That’s why the hour-long runtime comes as a blessing even if it also serves as an example of why the flick would probably have been better off as a short film. As it stands, however, I’d argue that it’s still worth suffering through some of the flick’s cringy moments in order to get to the good stuff.
Ironically enough, I Hate Found Footage will probably only entertain veterans who are already more inclined to forgive the genre’s common pitfalls and recurring tropes. After all, the production was clearly helmed by a team with a deep knowledge of how these movies work and what fans expect to see when they press play on a low-budget POV adventure. While I still think there’s only enough humor and story here to sustain a half-hour-long short, I’d still recommend this feature to die-hard fans who enjoy a healthy dose of silliness alongside their POV scares.
I Hate Found Footage is now streaming on Found TV.

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