![](https://d2skuhm0vrry40.cloudfront.net/2019/articles/2019-03-18-00-47/tom-clancys-the-division-2-review-an-accomplished-sequel-with-an-awful-story-1552870054947.jpg/EG11/resize/300x-1/format/jpg/2028775.jpg)
![](https://d2skuhm0vrry40.cloudfront.net/2019/articles/2019-03-18-00-47/tom-clancys-the-division-2-review-an-accomplished-sequel-with-an-awful-story-1552870054947.jpg/EG11/resize/300x-1/format/jpg/2028775.jpg)
There are a few things you can count on me to be embarrassed by on any given day - my beer gut, for example, or the time I called my teacher 'mum' when I was six. One of the things embarrassing me most at the moment is how much I like The Division 2, because it is a game that manages to be both great and repugnant.
Let's start with the good stuff - The Division 2 is a very well made cover shooter. The core experience introduced in the first game is still gripping, offering countless busy set pieces with just enough of a challenge to make its players feel like part of a well oiled machine.
Skills remain a big part of the game, offering a wide array of sophisticated, deadly and very often daft gadgets to help agents get an edge on their opponents. The range of core skills - and variants of those skills - has been greatly expanded for the sequel, which now boasts a drone that can fix your armour, chemical launchers that can stick people to the spot, and a silly device that zips around the screen attaching magnetic grenades to pre-selected targets before quite often flying into the nearest wall. The gear system has also undergone some changes. Items of gear now have manufacturers - effectively gear sets - adding a layer of complexity to your equipment loadout that can offer some useful perks. Weapon mods, meanwhile, now feature one negative trait along with a positive one, making customisation more of a challenge.
0 comments:
Post a Comment