EDGE

THE DIVISION

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Publisher/developer Ubisoft (Massive) Format PC, PS4, Xbox One Release 2015

Massive is in a confident mood. When we bump into MD David Polfeldt at Ubisoft’s E3 booth and say we’re off to interview The Division game director Ryan

Barnard, he smiles. “Ask him about graphical downgrades,” he says, referencin­g the furore over the difference between the

Watch Dogs announced two years ago and the one that shipped. So, will The Division end up matching the standard set by its announceme­nt footage? “Setting a graphical bar for this generation has been one of the pillars of the game,” Barnard says. “The new demo is that bar. It will actually get a little better than that. We’re not creating fairytales: of course there’s going to be speculatio­n, but all we can do is take care of our own business. What you saw on stage is absolutely what we will hit graphicall­y on all platforms we have for the game.”

The behind-closed-doors demo seems designed to make that point. First, we have a second viewing of the Microsoft stage demo; then one of the dev team sits next to us on a sofa and returns to the same area at night. The two are indistingu­ishable. Resolution doesn’t matter when there is so much else going on – global illuminati­on, lit smoke, a Perspex informatio­n booth shattering under enemy gunfire. We see new factions – the Cleaners, with their hazmat suits and flamethrow­ers, destroying potentiall­y valuable supplies in a contagion-zone convenienc­e store – and gameplay systems, too. An echo formed from CCTV footage and smartphone data provides intel with an AR glimpse of the past. We see a skill tree that eschews a traditiona­l class system and allows for abilities to be switched on the fly. Gear can be tweaked too: with a few button presses, a seeker mine is turned into a flashbang, and a recon drone modded to strobe and stun an enemy. We’re shown the companion app, in which the tablet player controls a support drone. The team is debating whether or not enemies should be able to shoot it down, another design challenge in a game full of the things.

But it’s the look of it that sticks in the mind. “I’m an eyecandy guy, a graphics whore, so it’s important,” Barnard says. “Of course we want the game to be beautiful, but it’s about immersion. The less distracted I am by how something looks, because it looks real, the more immersed I am in the game. Games are about transporti­ng you into a situation, and every element that pulls you out of it detracts from it.” There’s little of that in The

Division. Massive has the ambition and the tech to pull it off. On this evidence, the studio has every right to be bullish.

 ??  ?? WatchDogs has shaken players’ faith in Ubisoft’s trailers, but The Division’s new Snowdrop engine might surprise everyone
WatchDogs has shaken players’ faith in Ubisoft’s trailers, but The Division’s new Snowdrop engine might surprise everyone

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