The Division - Observing cool features and stuff

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Published on ● Video Link: https://www.youtube.com/watch?v=N9QOjeL3KAI



Tom Clancy's The Division
Game:
Duration: 16:39
312 views
6


I like this game. A lot. In my time playing, there have been numerous cool things I've noticed about the game. It's also a very pretty game.

0:00 - Aiming, Different firing animations for hip and shoulder, moving and shooting for both. Muzzle effects are really nice (that's just something to notice throughout the whole video).

0:30 - Aiming when near objects

1:03 - Jogging, rolling, sprinting, and idle animations. Different idle, jog, and sprint animations for combat and non-combat. Also different idle and non-combat sprint when there's a blizzard but the blizzard just passed as I was getting ready to record. Snow will also pile on the model during those times.

2:40 - Jogging/sprinting when near objects

3:18 - Vaulting. Vaulting speed is different from a stopped or almost stopped speed. It is faster with momentum or when activated from farther away instead of right up on it. Same applies to climbing taller objects. Different animation for low and short obstacles (the jump).

4:27 - Destruction. You can't blow shit up super hard like in Battlefield or RB6 Siege, but alot of objects are degradable and the particles even interact with the player model and when shot (concrete walls specifically are really good examples).

7:00 - Glass in particular reacts really nicely.

8:55 - A wood encased crate. The woods breaks nicely.

9:26 - Some objects you can even shoot through and it does make a clean hole through the object (the street cone was my example).There are some cover objects that react that way and while you can't shoot someone with the first round (even though it makes a hole), if you put another bullet through the that same hole or make a bigger hole, you can indeed shoot and enemy on the other side of it (not many cover objects like that though).

11:07 - Thin, but tough metal surfaces will dent on the other side of your shots. Barrel also glows red from continuous fire.

12:09 - The fantastic, streamline, and easy to use cover system. There's also a quick door closing animation when moving along cars with open doors.

13:25 - Playing with a light. Multiple light sources react that way when shot, but not shooting out the bulb (which of course destroys the light source).

14:00 - Weapon characteristics. Assault Rifles are initially accurate and easy to control in burst and work well at all ranges but get harder to control and less accurate during sustained fire. Shotguns, well, are shotguns. Pistols are reliable backups good at close range and reliable enough at mid range. Snipers obviously excel at long ranges but require time to aim. If you you keep firing without giving it a second, shots tend to hit farther away from center, even when scoped in. LMGs are initially inaccurate, but get more accurate and easier to control during sustained fire (opposite of ARs) making them excellent and pumping rounds into targets or keeping them suppressed. SMGs are good close to midrange weapons. Not accurate, but fast firing (generally) and will drop targets real quick.
Each weapon class has its use and own ammo supply making it a good choice to carry at least one of each class to handle every situation or when your favorite weapon runs out of ammo.

There's a lot more small things to notice about this game, but trying to record and explain it all would take to much time.







Tags:
analysis
Tom Clancy's The Division
The Division
game
video game
PC
physics
destruction
guns
firearms
gameplay



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The Division Statistics For Rancor12

At present, Rancor12 has 312 views spread across 1 video for The Division, with his channel publishing less than an hour of The Division content. This is 6.33% of the total watchable video on Rancor12's YouTube channel.