Tom Clancy's The Division [PS4, XO]

New screenshot:

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Several open world games, even on consoles, put much emphasis on verticality and vertical exploration (Assassin's Creed, InFamous, Batman Arkham, Just Cause etc...) but it's definitely not the norm.
It's not a bad thing per-se, let me be clear, but I don't enjoy open world games that don't have vertical exploration/navigation/traversal anymore, I find them terribly limed.
Still there are exceptions, like Dragon's Dogma.

Dragon's Dogma has verticality in spades. Fairly robust traversal mechanics too.
 
Dragon's Dogma has verticality in spades. Fairly robust traversal mechanics too.

It's a very robust traversal, as you say, but IMO not as "complete" as in inFamous or AC.
Truth be told though Dragon's Dogma definitely allowed more freedom of exploration than most RPG but I think Capcom could have done even more because the climbing mechanics were there...but I am not complaining, Dragon's Dogma is my favourite RPG on PS3.
 
http://www.dualshockers.com/2013/12...ide-a-consistent-experience-on-all-platforms/

Havok announced today that its proprietary physics technology will be used by upcoming next generation titles by Ubisoft like Tom Clancy’s The Division and Watch_Dogs, as it was already embedded in the recently released Assassin’s Creed IV: Black Flag.
According to the press release the publisher is “leveraging Havok technology across platforms to ensure a consistent experience on PlayStation 4 computer entertainment system and on Xbox One, the all-in-one games and entertainment system from Microsoft, as well as across PlayStation 3 computer entertainment system, Xbox 360 games and entertainment system from Microsoft, the Wii U™ system from Nintendo and Windows PC.”
 
looks awesome its from Ubisoft, so I will wait until the real game is out....

My thoughts :) ! Btw, whent he fisr visual opened, i thought : Resistance 3 !

Otherwise, this is what I want from nextgen, not static high quality stuff. Make everyhting dynamic so that the same place changes everytime we visit it, changes with weather, changes with gameplay. Thankfully most of the devs are showing similar ideas.

I am so surprised how much TOD and variable weather has added to my GT6 experience. They are thesame tracks as before, yet now they feel alive: real .... places i like to explore, spend time in and visit again n again.
 
Having everything dynamic is fine if the game still looks fantastic overall as seen here. However if having everything dynamic compromises the overall look and/or performance then it's a bad tradeoff. It also depends on the type of game as well. Since this game is going to be a persistent online world it makes a lot more sense to have lots of dynamic/procedural stuff.
 
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