Tom Clancy’s The Division 2 Review In Progress

I don’t know why I’m in Washington DC; some lady just told me to be here. But there are civilians in distress, armed gangs roaming the streets, and me, my pals, and the second amendment are apparently the only ones who can actually do anything about it. I have no idea what, if anything, is going on with the bigwigs I met in the White House. But so long as I’m helping folks, sending relatively bad people to bed, walking the pretty streets, and picking up a new pair of gloves every so often, I’m very happy to hang around.

In the world of Tom Clancy’s The Division 2, the USA has been ravaged by a virus and society has crumbled. While those who remain try to survive by banding together in groups of various dispositions, the Strategic Homeland Division activates highly specialized sleeper agents to try and restore order. It’s a setting ripe in potential, perhaps to tell a ripping techno-thriller story that scrutinizes the structures of our modern society and government, or perhaps to make a video game that leverages the chaos that occurs when multiple idealistic groups clash in a vie for power in a lawless city. The Division 2 only does one of these things.

It’s not the story. Throughout the entirety of The Division 2’s main campaign, never did the game spend a satisfactory amount of time on any semblance of an overarching plot, or the predicaments of its supposedly important figures. There are no character arcs, only abrupt setups and consequences. Narrative devices, like audio logs found in the world, add nothing of consequence. Even the game’s biggest macguffins–the President of the United States and his briefcase containing a cure for the virus–have a minimal amount of absolutely forgettable screen time. The opportunity to use The Division 2 to create meaningful fiction is wasted.

Instead, The Division 2 focuses its narrative chops into worldbuilding. The city, a ravaged Washington DC, initially feels a little homogenous in the way most Western cities do. But after some time, the personality of the different districts–the buildings, the landmarks, the natural spaces, and the ways they’ve been repurposed or affected by the cataclysm–begins to shine through. It’s this strength of environment which lays a very strong foundation for The Division 2 as a video game, creating an engrossing, believable, and contiguous open world.

Moving from your safehouse to the open world and your next mission area is almost entirely seamless. It’s something that was also true of the original Division, but that doesn’t take away from the fact that the simple act of going from place to place in The Division 2 is one of the game’s more rewarding aspects. One road may lead to a skirmish with a rival patrol or an optional activity, another might simply give you another stirring scene of urban decay in the morning sun. An obscured shortcut through an apartment block might turn up some useful items in an abandoned home, which you might decide to donate to the makeshift settlements where civilians have attempted to rebuild their lives.

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Visiting those settlements–initially as hovels, before they gradually grow and become more charming, vibrant places thanks to your efforts in the world–becomes a strong motivator in the absence of a plot to chase. Outside main missions, which are dedicated to the weakening of rival factions and achieving indiscriminate objectives, the game’s “Projects” are one of the most lucrative means of earning experience to better your character. Projects ask you to donate resources you find out in the world and participate in side activities, encouraging you to spend more time in the world, see new areas, fight new battles, search for new equipment to use, and find enjoyment in that. The Division 2 is, after all, a game devoted to providing you with a continuous stream of gripping conflicts, valuable rewards, and a perpetual sense of progress and satisfaction from doing these things. It does those things very well.

You spend a lot of time hunkered behind cover, popping out to fire at any enemy dumb enough to expose themselves. With the large amount of weapon variety available, this familiar facet of combat is solid in itself. Add to that the ability to equip two special abilities from a possible eight–which include tools such as riot shields, drones, and from what I can gather, robot bees of some sort–and combat gets pretty interesting. But the vector that really keeps The Division 2’s combat lively for upwards of 30 hours is the behavior and diversity of its enemy types.

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That time you spend in cover? The Division 2 doesn’t want you to just stay there. You can go down very quickly if you’re out in the open, but the game has a dozen ways to alway keep you taking those risks and finding better firing positions–aggressive melee units, remote control cars equipped with sawblades, even the regular assault units regularly attempt to outflank you. Those special abilities? You absolutely need to use them to their full potential to survive some encounters, whether by throwing out the seeker mines or the automated turret to keep enemies at bay while you focus on a priority target, or perhaps utilizing the chemical launcher to start a fire and create a zone of denial.

The effort needed to take out an adversary is relatively reasonable for a shooter that prioritizes the RPG nature of its combat model, but some of the tougher enemies have additional, visible layers of protection which you need to focus on breaking if you want to land critical hits. On the flip side, some enemies have additional, obtuse weak points which can work to your advantage, but only if you can hit them. The fuel tank on the back of a flamethrower unit might be feasible, but when you start running into the terrifying robotic quadruped in post-campaign activities, whose tiny weak point only reveals itself seconds before it fires its devastating railgun, you have to assess whether you can afford to take on that challenge among all the other things pressuring you. The Division 2 throws a lot of hurdles at you, but also gives you the means to quickly counter and resolve them. Whether you can juggle that many balls at once is what keeps combat tense and exciting.

What’s also exciting is the treasure at the end of these gauntlets. These Washington locations, refashioned into memorable combat arenas, are often rewarding in their own right (a fight in a planetarium is an early standout). But improving your equipment is the vital, tangible part that keeps you feeling like you’re making progress. You receive new gear in generous amounts, some dropped by an enemy or looted from a container found in the world, others rewarded for completing a mission, and the next dose always feels in reach. The weapon variety forces you to consider something completely different to take advantage of a power boost, and the armor variety provides an impressive number of different cosmetic looks. The Division 2 incorporates a microtransaction and loot box system for its inconsequential clothing options, though these can be found in the world and earned of your own accord, too.

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Like combat, gear remains intriguing throughout Division 2 not just because of the abstract desire to have bigger numbers attached to your person and progress further through the game’s challenges, but also through a raft of “talents.” These add unique perks that complement particular skills or styles of play, like doing extra damage within a certain range, when enemies are burning, or your armor is depleted. The brands of armor also have a part to play, whereby equipping a number of pieces from a single manufacturer provide additional advantages. These bonuses become particularly attractive to obsess over in the endgame, when the world is retaken by a tougher, more merciless enemy faction called Black Tusk, and you need to ensure your ability to fight them is the best it can be.

For the hundreds of pieces you will inevitably want to discard, the ability to sell or dismantle them for parts to either purchase or craft pieces you want gives value to everything you pick up. Or you might retain them in order to move their talents to better gear of the same type, And, as a wonderful convenience, The Division 2 implements numerous features to inspect, mark, dismantle, or equip things you find so quickly and elegantly–sometimes without ever having to enter a menu–that it improves the whole experience of being in its world.

The same can be said of the game’s multiplayer integration, which allows you to easily group up and progress with friends (the game will scale any underpowered players to match the most powerful). Alternatively, you can join a clan, which opens up a variety of weekly challenges, granting valuable rewards, and which features integrated game-wide group communication options. Even if you’re only interested in playing alone (which is more challenging, but entirely feasible), the ability to matchmake with other players at any time, whether that be in the open world, before you start a mission, or when you’re at a final boss, is a very welcome feature.

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And when you beat that final boss of the game’s final mission (though, such is the Division 2’s lack of plot framing, I honestly couldn’t tell you his name to save my life) and you think you’ve finally run out of treasure to keep luring you through more fights, the metaphorical table gets flipped. Flipped hard. The Washington DC you spent so long liberating from rival factions becomes completely retaken by the aforementioned Black Tusk. You unlock three unique class specializations, each with their own skill trees to work at unlocking. Your focus on growing two-digit numbers on your character (your level) moves to three-digit numbers (the quality of your gear). Even after finishing the campaign, the game still feels enormous.

More challenging, remixed versions of campaign missions and open-world challenges featuring Black Tusk become available. The idea might sound trite, but in practice, these “Invaded” missions often leverage the new enemy types to create terrifying new combat scenarios that maintain the steady ramp-up of challenges, and they give you a fantastic reason to revisit the more memorable combat arenas with a purpose. However, there’s still a lot I haven’t seen. I’ve yet to dabble in the three Dark Zones, reward-rich areas where players can potentially find themselves up against other, malicious agents as well as the usual enemies. I’m also yet to participate in Conflict, The Division 2’s take on traditional team-based competitive multiplayer modes.

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But after spending 30 hours completing the campaign and beginning to dabble in the endgame, I’m still enamored with The Division 2. The range of enemy types continues to keep combat encounters challenging, the equipment I earn and pick up continues to feel different and valuable. The ravaged environments continue to intrigue, and sometimes they’re so stunning I find myself needing to take a screenshot before I move on. There is still so much to see in The Division 2, but I want to take the time to see it. I have absolutely no clue why I’m here or what anyone’s motivations are, and I wish I had a narrative purpose to my endless hunger for progression. But I’m glad to be here right now.

Note: This review-in-progress will be finalized once substantial time has been spent in The Division 2’s endgame content, including Dark Zones and Conflicts.

Captain Marvel Continues To Dominate At The Box Office

Captain Marvel continues to be the No. 1 movie at the box office. According to box office figures from EW, the superhero film pulled in $69.3 million in the US and Canada this past weekend, keeping the film at the top of the box office charts. The $69.3 million, which is down 55 percent from its opening-weekend haul, now represents the 18th highest second-weekend in the history of movies.

There is a lot of space between Captain Marvel and the competition, as the animated film Wonder Park landed in the No. 2 position with $16 million. The No. 3 movie this past weekend was Five Feet Apart, which made $13.2 million.

Captain Marvel has now made $266.2 million in the US and Canada. Internationally, the film opened in Japan this weekend and made $5.6 million, which was good for No. 1 in Japan, and the highest opening for a standalone MCU character movie ever in the country.

The movie made a further $119.7 million from other international markets this weekend, boosting the movie’s global results to $760.2 million after just two weeks.

Captain Marvel reportedly cost $150 million to make, and it holds the record for the biggest opening-weekend in the history of film for a female-led movie on a global basis.

If you’ve seen the movie, you can check out our list of Captain Marvel Easter eggs and breakdown of the end-credits scenes. We also have a history of the Tesseract and much more for you to check out. If you want some more Captain Marvel content, you can also check out the origin of Talos, a key character in the film.

In other news, you can see more of Captain Marvel in the new Avengers: Endgame trailer that you can see in the embed above.

March 15-17 US/Canada Box Office:

  1. Captain Marvel — $69.3 million
  2. Wonder Park — $16 million
  3. Five Feet Apart — $13.2 million
  4. How to Train Your Dragon: The Hidden World — $9.3 million
  5. Tyler Perry’s A Madea Family Funeral — $8.1 million
  6. No Manches Frida 2 — $3.9 million
  7. Captive State — $3.2 million
  8. Lego Movie 2: The Second Part — $2.1 million
  9. Alita: Battle Angel — $1.9 million
  10. Green Book –$1.3 million

Top New Game Releases On Switch, PS4, Xbox One, And PC This Week — March 17-23 2019

March is packed with video games to wade through, and this week’s episode of New Releases is all about carving a path through them. You can slash through tough bosses in Sekiro: Shadows Die Twice, take on whole armies in Fate/Extella Link, navigate dark corridors in Chocobo’s Mystery Dungeon Every Buddy, and conquer obstacle courses in American Ninja Warrior Challenge. Don’t worry, dinosaur fans: Turok comes to Nintendo Switch this week too.

Turok — March 18

Available on: Switch

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The Nintendo 64 classic is coming to Nintendo’s newest console, and it looks much prettier on modern hardware (it’s already out on Xbox One). New coat of paint aside, you’ll still take control of the titular warrior Turok and battle dinosaurs that have ripped through the fabric of time. Crazy weapons like the Plasma Pulse Rifle and Atomic Fusion Cannon await.

Fate/Extella Link — March 19

Available on: PS4, Vita, PC, Switch

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This sequel picks up right where Fate/Extella: The Umbral Star left off. You’ll still be battling through hordes of evil soldiers, but you’ll do so with 16 new playable servants. You can get to know them in the flying castle that serves as your base of operations, and you can deal out massive damage in battles by teaming up for Chain Phantasm attacks.

American Ninja Warrior Challenge — March 19

Available on: PS4, Xbox One, Switch

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This is the first video game adaptation of the hit TV show, featuring all the same obstacles and even the same commentators. You can customize your own warrior and take on classic challenges like the Jumping Spider and Warped Wall. This action game sports local multiplayer too.

Chocobo’s Mystery Dungeon Every Buddy — March 20

Available on: PS4, Switch

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Navigating a dungeon isn’t anything new for the Final Fantasy series, but the way you do it in Every Buddy is quite different. Obstacles and enemies only act when you take an action, whether that’s moving, attacking, or using an item. This quasi-turned-based style exploration opens up the door for all sorts of strategies.

Sekiro: Shadows Die Twice — March 22

Available on: PS4, Xbox One, PC

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From Software brought us Dark Souls and Bloodborne, but Sekiro is something different. For one, everyone will play the same shinobi, who can grapple around the world with a special mechanical arm and actually revive after being killed. Sekiro also has no multiplayer, which means you’ll be taking on tough bosses all by your lonesome.

Further Reading:

March still has even more games on the horizon. Next week, New Releases will take another look at Yoshi’s Crafted World, plus some hot re-releases like Assassin’s Creed 3 on current consoles and Final Fantasy 7 on Switch.

Halo 5 Adds Pizza Skin And More After Halo: MCC Confirmed For PC

Halo developer 343 Industries has a pizza-themed gift for all Halo 5: Guardians players. Available now in the Xbox One shooter is the “Pizza Party” Req pack, which includes a pepperoni pizza-themed weapon skin, Last Slice, as well as the Hot Pie banner.

Why pizza? The studio originally teased Halo: The Master Chief Collection for PC, which has now been confirmed, by referencing pepperoni pizza. When the game was officially announced for PC last, excited fans sent pizzas to 343’s offices. They sent so many pizzas that 343 had to plead with fans to please stop sending pizzas.

The pizza skin for the Halo 5 Assault Rifle looks pretty slick. Check out the video above to see it in action, while some images of the notifications and more can be seen below.

Halo: The Master Chief Collection is coming to PC, and it’ll be available on Steam in addition to the Windows Store. Additionally, Halo: Reach is coming to The Master Chief Collection on both Xbox One and PC.

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In addition, a brand-new Halo game, Halo Infinite, is coming to Xbox One and PC. Microsoft is expected to talk more about this long-in-development titles at E3 in June.

A New Drake & Josh Show May Be On The Way

The classic Nickelodeon sitcom Drake & Josh is one of the network’s most beloved programs, so fans have been understandably excited about rumours of a reboot. Now, Drake Bell himself has come forward to discuss what might be coming up next.

Bell told E! that he and co-star Josh Peck have been talking, and Peck has come up with “some cool ideas” for what to do with a new version of Drake & Josh. Bell added that neither he nor Peck want to do a reboot or a “college years”-type version of the show.

“It has to be something cool; it has to be something creative. I think we’ve come up with something that’s a little bit more creative and a little more exciting,” he said.

That’s all Bell had to say on the matter, which is to be expected given that the new show–if it is even a show–hasn’t been announced yet.

The original Drake & Josh aired on Nickelodeon from 2004 to 2007. Bell and Peck play stepbrothers who don’t see eye-to-eye on much, with Miranda Cosgrove starring as their sister, Megan. A source told People that the new version would be “more adult.”

The show was known for its wacky humour, and Bell–who is also a musician in real life–wrote the show’s theme song, “Found A Way.” According to People, the new version of Drake & Josh is being shopped around to multiple networks, though none were named.

Drake & Josh would be just the latest reboot–or whatever you want to call it–based on a Nickelodeon show. Nickelodeon is making new All That and Are You Afraid of the Dark shows, while Bell has also talked about the possibility of an Amanda Show reboot.

Would you be interested in a Drake & Josh reboot? Let us know in the comments below!

Netflix’s Fuller House Drops Lori Laughlin Amid College Scandal

It’s not just the Hallmark Channel that’s dropping actress Lori Laughlin amid the ongoing college bribery scandal. According to The Hollywood Reporter, Laughlin won’t appear on the upcoming fifth season of Netflix’s popular family sitcom Fuller House.

Laughlin, who played Aunt Becky on the original Full House and portrayed her again in a guest-starring role on Fuller House, appeared in 13 of the new show’s 57 episodes.

The fifth season of Fuller House, which hasn’t started filming yet, is set to premiere on Netflix this fall. Sources told THR that the show’s production won’t be impacted by the drama surrounding Laughlin.

Laughlin and her husband Mossimo Giannulli were among those indicted in a national college bribery scandal. She and Giannulli reportedly paid $500,000 to help get their daughters into the University of Southern California. Actress Felicity Huffman was also implicated in the scandal.

This is just the latest round of controversy surrounding Fuller House. In 2018, Warner Bros. TV, the production company behind Full House and Fuller House, fired creator Jeff Franklin in the wake of allegations of inappropriate behaviour.

Microsoft Announces New Way To Play Halo Games Ahead Of Release

Microsoft has announced a brand-new testing program for the Halo series. The “Halo Inside Program,” as it’s called, is described by Microsoft as a “new way” for fans to work alongside developer 343 Industries to improve new releases by testing them before launch.

You can sign up right now, but be aware that doing so requires you to sign a confidentiality agreement. You’re then asked to take a survey with a series of questions related to your history with and interest in with the Halo franchise, including specific titles and modes. Later in the survey you’ll be asked to provide details that may get you into what 343 is calling “flighting” programs for upcoming Halo titles. These are pre-release testing periods in which 343 provides access to a subset of the community to gather feedback and data before rolling out publicly to everyone.

This new Halo Insider Program will replace the MCC Insider Program that 343 used to test Halo: The Master Chief Collection’s numerous updates on Xbox One. Going forward, the Halo Insider Program will be the overarching program going forward to support all Halo titles, products, and services.” Even if you were already a member of the MCC Insider Program, you will need to re-register for the for Halo Insider Program.

You can improve your chances of being selected for a flight by ensuring your Halo Insider Program information is correct. For PC specifically, you’ll need to provide a DXDIAG upload and send over your SteamID.

“We know everyone is super eager and excited to get started but please be patient– tweeting at the team and posting in the forums asking to be included or demanding to know why you’re not included won’t help the process,” 343 said.

Even if you do get into the Halo Insider Program, you might not get selected for each flight. For example, on PC, 343 might want to test future Halo releases against specific hardware configurations, so not everyone may be needed.

“With MCC on PC specifically, the team is going to need to ensure they have specific representation across a broad matrix of PC hardware configurations,” 343 said.

Those who get into a flight will want to make sure they participate, as 343 might not invite you back if you don’t.

“Often flights require a critical mass of players online at a particular time, and maybe in a particular region, so your location and availability could also come into play. Once flighting is up and running, the team will likely also focus on active participants who play and provide feedback as candidates for ongoing flighting while players who don’t actually participate may find they’re not included in subsequent releases.”

You can read more about the Halo Insider Program here in this detailed FAQ.

The upcoming release of Halo: MCC on PC will happen in stages, with each title releasing individually, so it seems likely that 343 will test each game with Halo Insider members first before rolling each title out widely to everyone. Looking further out, Microsoft has already confirmed that Halo Infinite will be playable early through flighting, so it seems the Halo Insider Program is returning for that game as well.

The Walking Dead: “Scars” Review

Warning: Full spoilers for the episode follow…

Following in the harrowing footsteps of Season 4’s “The Grove,” this week’s half-flashback episode, all about the morbid events that caused Michonne to close her heart – and Alexandria’s doors – to strangers, was a suspenseful and gruesome affair. It wasn’t rock solid, but it’s been a while since the show’s dabbled in extreme violence toward children (Carl doesn’t count as he’d aged out and was fair game) so there was a super harsh vibe here, which I dug. And what Michonne endured felt severe enough to, indeed, change her worldview for the years that followed.

It made sense to have Michonne get duped by a close childhood friend (played by True Blood/Queen Sugar’s Rutina Wesley), whom she obviously didn’t know had turned savage and sinister, but there still really wasn’t enough time to establish their previous relationship enough to make the betrayal feel shocking. Also, we knew going into this that bad s*** had gone down, so bitter betrayal was kind of the only option. If the episode had consisted of all flashbacks, we might have gotten a few more scenes with them to sell their past closeness.

Continue reading…