9 Reasons The Division Is Ubisoft’s Best Video Game In Years
3. Being Overwhelmed By Options (In The Best Way Possible)
If you've played Metal Gear Solid V, you'll be a little accustomed to how a triple-A shooter made for a mass audience can handle all sorts of different currencies and factors that segue into abilities to unlock in the field. However, where MGS V had you catching soldiers, Pokémon-style, tracking their stats and factoring research budgets into what weapons and items you could unlock, The Division multiplies everything by a factor of five. Whilst it would take a full article to break down every option on offer (and whaddya know, there's one here), from a base starting point you'll have three slots for weapons that can all be modded in at least three different slots for each, including suppressors, magazines, scopes etc. Then there are your abilities; portable explosive launchers, placeable turrets, deployable cover, healing grenades etc. that will replenish over after use. You also have talents and perks, the former you can equip two of (say bonus headshot damage, faster movement after a kill or what have you) and the latter being constant, so additional med pack slots or viral infection resistance. On top of THAT, there's the base-building stuff, comprised of three wings to your main safehouse. Each wing has unlockable tiers of abilities that factor back into the three previous trees of abilities, talents and perks, unlocking more for you to equip - provided you've enough XP to unlock the slots, of course. The entire presentation is slick and seamless, and SOMEHOW, not completely overwhelming, thanks to tutorial pops that take their time filling you in as to their intersecting function.