Quantcast
Connect with us

Reviews

[Review-in-Progress] Masterful Level Design Elevates ‘The Division 2’ Over Loot-Shooting Peers

Published

on

tthe division 2 review header

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.

the division 2 review 01

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.

the division 2 review 02

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.

Click to comment

Books

Experimentation in ‘You Will Die In This Place’ Provides Wealth of Gameplay Possibilities [Tabletop Terror]

Published

on

Welcome to Tabletop Terror, a monthly series highlighting roleplaying games new and old. 

Tabletop roleplaying game manuals are an interesting object. Traditionally, we want them to be laid out cleanly in a way that’s easy to understand so they can be played effectively. But this means they are often dryly written, focusing on clarity instead of style. That’s not to say they don’t have good art, but they are rarely experimenting with the form in a way that makes the book itself exciting.

Some of my favorite games in recent memory are the ones that purposefully break the rules in an attempt to be just as much of an art book as a rule book. Games like Mork Borg, whose aggressive, borderline unreadable layouts are constantly shifting fonts alongside its maximalist artwork. Games like Triangle Agency, which use in-fiction format changes to illustrate the strange forces at play behind the titular agency. Games like Soul Cemetery, a book that kept up the illusion that it was an instruction manual for a lost PS2-era video game, tell a tale of how our relationship with fiction shapes our lives.

You Will Die In This Place takes this to the extreme, mixing its nihilistic dungeon crawling rulebook with a House of Leaves-style meta narrative that tells a deeply personal tale about identity, mortality, and the act of creation. Not only is it stylistically bold and endlessly inventive, but it weaves its characters with a raw believability that brings the book itself to life in a way I’ve never seen in the medium.

The Meta-Narrative That Sets You Will Die In This Place Apart

The actual game is by Elizabeth Little, but it’s framed as a reconstruction of an abandoned project pieced together from various notes and design documents. Fictional tabletop designer Samantha Little is cleaning out boxes in her parents’ attic when she comes across the game, which was originally written by a college friend, Charlotte Avery, whom she hasn’t talked to since graduation.

The version of You Will Die In This Place that you’re reading is one that Samantha hasfinished,compiling Charlotte’s notes, which included design work, microfiction, and illustrations, but the line between Charlotte’s original vision and Samantha’s additions to the work remains a tension throughout. There’s also a third character, KC, who is the book’s editor, who comments to Samantha about the process and questions her decisions. The book presented is thefinal versionof the game, along with footnotes that give insight into Samantha’s work on the book and how it felt rediscovering her old friend through these notes.

The actual game part has a premise that seems pretty standard, but is done with its own unique flair, both mechanically and narratively. Your party plays a group of people who have been exiled to the Abyssal Labyrinth, a horrific series of corridors and rooms full of creatures warped by manablight.

You will never return from the labyrinth. There’s no winning your way out.

The title says it all. Rather than being a game about heroically slaying the beast that has cursed the labyrinth, it’s about trying to find meaning before you die in this place. While it’s definitely not the first game where you are doomed adventurers that will reach an unfortunate end before the campaign is over, the way it explores the idea thematically feels unique.

It’s hard to figure out where to even begin to talk about this game, and that’s part of the fun. Should I go into the maybe-too-clever class system first, or dig into the themes about what it means to create? Is it best to dive into the strange bestiary, or do you first need to have context about Charlotte’s thought process through her tangential essays that Samantha decided to include? Maybe I don’t even get into the details of that because the rewarding part of the book is watching it all click together in a holistic way.

Experimental Character Classes and Innovative RPG Mechanics

I’ll start by treating it as a traditional tabletop RPG, but even that will immediately give way to talking about the meta layers. One of the most interesting ways for me to look at what a game is capable of is by looking at its character classes and the ways it expects players to use them to interact with the world through their rules. In a bold move, You Will Die In This Place forgoes traditional conventions by having each class operate on a completely different set of rules. While it may seem like a bit of a stunt at first, it’s very clear that each of these disparate ways of playing is well thought out and intended to convey something important about each class.

The Muzeiiyd Mercenary sounds like the most standard class of all of them, a powerful warrior, but you play by rolling a pool of dice and placing them on different body parts to do different actions, almost like a worker placement board game. The Zibari Headhunter uses a deck of cards and asks you to play poker hands to activate your skills, with your deck acting as an alternate health system. The Corpse Engineer forces you to directly control your character while also doing a programming minigame for a flesh golem that does most of your fighting for you.

The Bermail Knight wears a powerful set of armor, but that comes with a heat management system that alters your available actions as you heat up and cool down. The game’s wizard class, the Blight Channeler, writes as many spells as it can fit on a section of its character sheet, but crosses off words of the spells when using them, while also having to physically tear off pieces of its sheet when injured. There’s even a pair of hidden classes, including one that is written in a cipher that I was not able to solve.

At the beginning of this section, there’s a note about how Charlotte wasn’t a fan of class-based systems because they felt immersion-breaking, and these classes are almost a hyperexaggerated response to that, each being as maximally fiddly as possible in its own unique way. As someone who runs a lot of tabletop RPGs, I pride myself on being able to get a good sense of how something will play just by reading, and I have no idea how these would feel at the table. They definitely are clever, but they might be too clever to the point of not being balanced, or maybe even fun, in action. But I feel like Charlotte would agree with that and respond by saying,Yeah, pretty cool, right?

Identity, Roleplaying, and Self-Discovery

The classes are successful on two layers, because they not only offer a fun experimentation with the form, but they also use the mechanics of the game to give us insight into the surrounding meta-narrative of who Charlotte is as a designer and as a person. The notes also mention she was not a fan of levels and hit points, and this game plays with those as well. In an inverse of the traditional power fantasy structure, your characters will get worse the further they get into the dungeon.

When you hit certain thresholds of damage, you will take injuries, which will give you debuffs that will constantly make it harder for you until your death. It’s another bold choice that might not make the game asfun,but leans hard into the themes in a way that reinforces the text overall.

The idea of creating characters, both for players and creatures, is one that is very important to Charlotte throughout her notes. Not only was she very particular about putting work into non-playable characters in order to make sure they felt like they had lives that didn’t revolve around waiting for the player characters, but it was also an act that was associated with discovering your own identity.

As the story goes on, it’s revealed that Charlotte is a trans woman, and this fact immediately feels like it unlocks the work thematically. Passages about the disproportionate power of choosing your character’s name make sense within that context. The idea of using roleplaying as a mask to try on different identities is a potent one, made all the more powerful by this detail. The real-life author Elizabeth Little is also trans, making this feel like a deeply personal work that’s just as much about her journey as it is about the fictional characters’ journeys.

The Abyssal Labyrinth’s Bestiary and Worldbuilding

The bestiary of the game contains a lot of strange variants on common ideas, some of them even pushing into experimental territory with their mechanics. Each enemy is described sparsely, with just enough stats and special rules to get you rolling, often leaving the minutiae of the physical description up to you. A giant worm with a human-shaped appendage used to lure unsuspecting individuals, animated chunks of alien meat, and innocuous-looking creatures that devour meaning and words are among the creatures you’ll run into in the Abyssal Labyrinth, making for a more surreal and upsetting dungeon crawl than most.

There are several floors laid out to act as your complete campaign of You Will Die In This Place, each with its own grid layout and threats listed. Many of these are pretty simple fights against enemies, but some of them have clever gimmicks that test the player in ways beyond their character sheet. There’s interesting lore contained within these spaces, but never too much that it takes away from the ominous nature of the setting by filling in too many details.

Coming from Charlotte, who describes her GMing style as one that has trended away from overprepping, I found the explicit dungeon maps to be a bit surprising, but it’s here where much of the tension between the two creative forces of the work comes to a head. This was an unfinished game when Samantha found it, but it becomes clearer as the book goes on that she has made significant changes to the final product, including many that seem to go against Charlotte’s design intent.

So many of the notes and microfiction pieces are about the nature of creation, about what it means to create for the artist and what it means for a piece of the author to live on in the art, making this feel like a strange violation. How much of what we’re reading is Charlotte’s work and how much is Samantha’s, and how much does that really matter if we just want to play the game?

Final Verdict on You Will Die In This Place

You Will Die In This Place is the rare tabletop RPG that I would recommend picking up and reading, even if you have no intention of getting it to the table. As a game, it’s deeply experimental, taking a well-worn grimdark dungeon crawl and bringing it to life with intentionally overcomplicated mechanics that feel fresh and odd, even if they perhaps aren’t the most balanced or intuitive.

As a whole, it’s a marvellous work about the act of creation and finding yourself, even in the face of the bleak world in front of you. It was hard not to make this review into just a list of my favorite passages, but I’d rather leave it to you to discover the story of the Corpse Engineer or Charlotte’s tale of being haunted by the memory of a dying fox or the unsettling demonstration of the natural blind spot we all have in our vision.

There’s so much going on in this book, but it all gels together into one of the most unique tabletop RPGs I’ve ever seen. It’s a powerful statement about the creative process, one that’s inspired me to pick up the proverbial pen again and start writing my own RPG, which is honestly the highest compliment I can give it.

You Will Die In This Place is now available in full over on itch.io.

 

 

 

 

Continue Reading