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Hunterbob wrote:
This looks like it could be very awesome. This is the first title to get me excited for next gen consoles, or getting a decent PC, however it works out I think it's win/win.


I will be buying this and whatever console is required to play it.
This game looks insane, really interested to see more video of how the pvp works and how the world works with so many players.

Will be buying a PS4 and this game.
I wish AI characters in games reacted with each other in a similar manner to the 'players' in the video. Kind of sick of all the over the top voice acting in games.
The Division second screen client and classless characters detailed

You’ll be able to fire up The Division app anywhere you have an Internet connection on your tablet and jump into the game. The drone you control can join groups allows players to join groups, provide buffs, debuff enemies, tag out-of-sight foes, and heal allies. When it has performed enough actions it can unleash a special missile attack.

“It’s where we’re really setting the bar for next-gen games. Our companion gaming is real-time simultaneous gameplay on the tablet,” game director Ryan Barnard told Ubiblog.

“You have your own persistence within the drone and have progression and skills and talents, a lot like the main game. So it’s not just a fluffy armory or an application. It’s a real game client that you can use to interact with the game itself.”

Barnard also explained that The Division does not have archetypes or classes, despite Ubisoft’s respect for the “holy trinity” of RPGs.

Instead, players earn points which they invest in abilities from any role; you can respec at any time should the need arise or you change your mind.

“So in the first 15 minutes of the game, we’re not asking you to choose what you are and how you want to play The Division. You’ll discover how you want to play while playing the game,” Barnard said.

“How your Division agent and mine work together is very important. Being open and not being class-locked will allow you to go back to your skills and talents and make adjustments.”

The Division is fully playable in single player but is all about co-op, PvP and faction versus faction gameplay. It’s expected on PlayStation 4 and Xbox One in 2014.
I think it's a great idea due to the fact that you could have your girlfriend play for a while on the ipad to get her involved. It'll be handy for the more casual gamer that isn't that into shooters maybe? Either way, it's a step in the right direction for cross platform gameplay, BF4 is aiming for the same thing with Commander Mode.
Ubisoft is aiming to make the consequences of death more significant in The Division's multiplayer mode. Taking a page from Dark Souls, dying in multiplayer will result in the loss of your hard-earned equipment.

The idea of losing supplies is meant to increase the tension involved in exploring the multiplayer world, which will retain the atmosphere created by the campaign. "We want player versus player to be meaningful," game director Ryan Bernard told OXM. "And the way player versus player gets meaningful is you need to have something to lose--it's not just a scorecard in a multiplayer map."

Source: … for-death#

Interesting! It's taking the survival aspect of the game one step further which I love.
Spoon wrote:
Sure sounds frustrating!

Possibly but looking at games that have 'harsh' death penelties such as EvE, Day Z etc it certainly does add to the realism, adrenline and excitement during gameplay. The opposite is a CoD style shooter (and there is nothing wrong with that - its a great genre in its own right) where death is rather meaningless and a minor pause on your way to the next gunfight.

I'm pretty happy that the game is taking that path with it's development.
I really like this idea. Yeah, it's going to get fucking annoying, but like they said. Exploring the city will be harder and more of an adventure because of the risk. Definitely getting this as soon as it's out.

On a side note, anyone know whether they'll get PS4 or xbone yet? (I already have a PS4 on order *hint hint *nudge nudge)
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