The Division Reviews: 8 Early Reactions You Need To Know

3. The Same Basic Gameplay As The Beta (For Better Or Worse)

As was assumed after some hands-on time with the beta - and the fact it was released too close to release to change anything really integral - the full product retains that similar feeling of plunging rounds of ammunition into an enemy that by all accounts, should be on the floor. Personally, I don't mind the whole "Shooting aliens makes it more believable" thing, as a far larger problem comes down to how repetitive and basic your combat options and interactions are. See, imagine a scenario where you're firing a weapon at an enemy. Whether you're 20 minutes or 20 hours in, the basic act of doing this is exactly the same. You're not unlocking stealth kills, dropping in from above, deploying vicious melee attacks or varying up tactics in any meaningful way. Instead, the variation and progression in gameplay comes from how much damage you're doing, how much is being dealt and whatever satisfaction you'll get from doing so with different-sounding and feeling weapons. The numerical stats popping off an enemy's head will go up and down accordingly, but that's it - you get as much out of this game's progressional elements as you do watching these values fluctuate. As Metro confirmed, "Headshots are acknowledged, but the damage you do is dictated by your equipment and stats just as much by your actual aim, and as a result some enemies do come across like bullet sponges". Whilst we can put some stock into the 26 story missions people are yet to get through (and will assumedly replay), the longterm playability of The Division is routed in your own personal penchant for stat-tracking and incremental upgrades.
Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.