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The fate of the Free World is on the Line
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The Division 2 is an open-world Third-Person Shooter Massively Multiplayer Online Role-Playing Game under the Tom Clancy brand and a sequel to The Division, which is scheduled for a worldwide release on March 15, 2019, according to Ubisoft representatives when it was first shown at the E3 2018 convention. It takes place throughout Washington D.C. in the summer, in contrast to New York in the first game when it was set in winter.

The game takes place six months after New York City-based Division agents and their allies in the Joint Task Force were able to secure the downtown area from various hostile factions prowling around in the aftermath of the collapse of federal and state government control. In terms of the story, it takes place seven months after the Dollar Flu virus outbreak began and led to the collapse of numerous countries.

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Division agents based in Washington D.C. were summoned to take control of the city in the absence of the federal government, which collapsed during the outbreak. The only authority power are numerous warlords and armed groups vying to take control of various parts of the city, leaving civilians not in their areas of influence to fend for themselves.


The Division 2 provides examples of:

  • Action Bomb: One of the Outcast enemy archetypes lights himself on fire and charges at nearby players before blowing up, much like elite Cleaners did in the first game.
  • After the End: The first game essentially took place during a State of Emergency. The sequel straight out takes place after the total collapse of Western Civilization; nature has significantly reclaimed much of the city, and the streets are significantly emptier compared to New York's. You won't see civilians randomly wandering the streets, unless they're an organized scavenging patrol from one of the few remaining civilized settlements.
  • Aluminum Christmas Trees:
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    • Players have commented on how weird and/or stupid-looking the Black Tusks's dog-like robots look. Those are actually based on a real life robot dog, aptly named "BigDog", developed by Boston Dynamics.
    • The Turbine Blimp improvement is something that is being developed in the real world.
    • EMP grenades from Black Tusk Elite Controllers both harm the player as well as disrupt them. This seems a little far-fetched, but it's entirely possible that those grenades are emitting some form of lethal radiation, which is known for disrupting electronics in real life.
  • Anti-Frustration Features:
    • The game as a whole is the logical conclusion to all the nerfs that happened in The Division. Medkits are now armor plates that take a few seconds to apply, all skill-based healing options are heals-over-time, weapon talents are more situational, and players can only carry two grenade types.
    • Weapon mods are now one-time permanent unlockables, moving them away from their tendency to be frustratingly hard to find Stat Sticks in the previous game (which also could be lost if players deconstructed/sold guns with them equipped and didn't remember to remove them beforehand). They will also now have negative aspects to them as well, so players will have to think carefully about what to apply rather than just stacking buff after buff with no drawbacks.
    • Various player-made technical alpha videos revealed that the Dark Zone is now divided into three separate areas, each roughly the size of one DZ district in the previous game. The player count was also reduced from 24 to 12. Presumably, this works in favor of both parties - the smaller areas mean that Manhunts have less space to run away from battle, and the smaller player count means that Manhunts are presented with a 4v8 situation at worst, rather than a 4v20 dogpile.
    • To compensate for the larger pool of crafting material types in the game, each material's Flavor Text points out where to get that material (e.g. "obtained from deconstruction", "Scouts have observed higher amounts of this material from (insert faction here)", etc.), so players don't have to waste time trying to find out where certain materials spawn.
    • Unlike the main story missions, side missions and free roam activities respectively give roughly 33% and 10% of the EXP required for the next level, giving players the option to make the grind to level 30 less tedious if they so desire by holding off on doing these activities until after the story is finished.
    • The shooting range offers four shooting lanes with different sets of targets (e.g. groups of Mooks, moving targets, close- to mid-range, and finally long-range) so that players can test their weapons and gear in different scenarios. The targets' health can even be adjusted to simulate normal, Veteran, Elite, and Named enemies.
  • Artistic License – Geography: While D.C. is an extremely faithful recreation, there are a few errors in the city's geography.
    • The White House sits on a hill overlooking the Ellipse and Washington Monument; there is no such hill in the real city, the building itself sits perfectly level with the Ellipse and has no vertical incline of any kind.
    • The Capitol Building is set much farther back on the Mall than in real life. When standing roughly parallel to the Newseum (Viewpoint Museum in game), the Capitol Building should be much closer to the player, but is still relatively distant.
  • Ascended Meme:
    • Apparently, Sergeant Ramos has had enough of getting saved by the Division at Lexington Event Center.note 
    • One of the first official TD2 tweets simply read "Fixed a weird door.", addressed to fans who thought all the police car doors had "POLCE" emblazoned on them.note 
  • BFG: The player's Signature Weapon is some form of this. The Survivalist gets a crossbow with explosive-tipped bolts, the Demolitionist gets a grenade launcher, and the Sharpshooter gets a .50 caliber sniper rifle.
  • Big Bad Wannabe: Like the factions in the previous game, The Hyenas, a loose coalition of crimals who banded together for survival, the True Sons, JTF officials who went rogue, and the Outcasts, renegade healthy carries who were wronged by the government, are all credible threats in their own rights, but the true threat are the Black Tusks who appear in the endgame. Not only the Black Tusks much better organized, disciplined, and armed then the other three factions, they also have access to Division Technology.
  • Bland-Name Product: The Richter & Kaiser Gear Set is a parody of Heckler & Koch. The R&K logo is styled very similarly to H&K's, and they are both a GmbH.
  • Body Armor as Hit Points: Players get an armor bar that functions much like enemies' armor does, and "healing" this time around involves replacing broken armor plates with new ones instead of a syringe. The process takes a few seconds and leaves the player vulnerable to flanking.
  • Bodyguard Betrayal: The Black Tusk echo logs strongly imply that the Vice President's death by suicide was actually an assassination carried out by a pair of Secret Service agents, who killed him on behalf of Black Tusk in exchange for safe passage out of the city. They are promptly Rewarded as a Traitor Deserves by the Black Tusk Special Unit.
  • Bonus Boss: The 12 Hunters operating in the D.C. area are Endgame bonus bosses that only become active after you complete the main campaign. Each one is a One-Man Army significantly tougher than pretty much anything else in D.C.; on the plus side, they're not aligned with any of the factions and thus you at least don't have to worry about them being Flunky Bosses.
  • The Cameo: Faye Lau makes a brief appearance when the Agent restores the nationwide SHD Network.
  • Color-Coded Item Tiers: Much like the first game, the item rarities have the same WoW-inspired color scheme. This time around, Gear Sets (e.g. the True Patriot set) are bright yellow instead of teal, and Signature Weapons are pink.
  • Cosmetic Award: Players can find bits of clothes throughout the city as they loot chests and backpacks, starting out looking like a hardbitten government operative and ending up looking like someone who just went on a shopping spree at their local thrift shop.
  • Creator Cameo: Yannick Banchereau, one of the franchise's developers and a streamer on State of the Game since its inception, shows up as a hidden boss with a rather convoluted unlock method. Despite his mook archetype, he has the attack patterns of a Hunter.
  • Developers' Foresight:
    • Using an emote near children in settlements will cause them to follow suit, and it's every bit as cute as it sounds.
    • Each of the factions has some sort of victory animation for when the player dies. The Black Tusks in particular are notable for checking the player character's pulse just to make sure they're actually dead.
    • Taking a page from Rockstar Games, NPC civilian and JTF forces live their own lives instead of wandering aimlessly. For example, if one were to follow an allied group that's currently scavenging for supplies, they would eventually come across supplies and carry them back to the nearest settlement. To alleviate boredom between engagements, the civilians will occasionally engage in small talk, such as brief stories from before the Green Poison outbreak or talking about the player.
    • One of the True Son strongholds is defended by an enormous "GAU-8 Avenger" gatling cannon, a weapon so big that planes are built around the weapon to accommodate its sheer size and power. Where in Earth would they have gotten one? In the Air and Space Museum there is indeed an A-10 Warthog on display, whose GAU-8 has been crudely torn off by the same faction.
  • Dressing as the Enemy: The theme of the first Apparel Cache Event revolves around outfits that look like one of the four factions' outfits.
  • Dynamic Difficulty: After reaching the highest possible World Tier, all Control Points and free roam activities display an Alert Level of +1 on their map icons, indicating their difficulty increase from Easy to Normal. Completing free roam activities raises the Alert Level to +2, +3 and eventually +4, corresponding to Hard, Challenging and Heroic difficulty, respectively. Completing harder Control Points rewards more loot and occasionally a crafting blueprint for a weapon mod.
  • Elite Mooks: Unlike the first game, where being an Elite only amounted to having more health and armor, Elite enemies in this game either have more effective skills or entirely new ones. For example, Elite Hyena Rushers have better self-heals and Elite Black Tusk Controllers have their EMP grenades upgraded to deal damage instead of simply disabling their enemies' skills.
  • Equal-Opportunity Evil: Each enemy faction has a fairly even 50/50 gender split among both basic units and named bosses.
  • Even Evil Has Standards:
    • In the Air and Space Museum mission, a True Sons soldier defects to the JTF and opens a path for the Agent since they cannot tolerate the True Sons attempting to build operational missiles. While the True Sons have been using chemical weapons on civilians without batting an eye, a player that's never been to the museum might wonder why a soldier would defect over some museum piece missiles. For the record, the Air and Space Museum has both an honest to god Minuteman missile and a Soviet ICBM on display to the public.
    • In the Tidal Basin stronghold mission, despite being a Black Tusk officer, Schaeffer frantically tries to order Wyvern not to destroy the White House via missile strike.
  • Expy: Many of the museums and organizations in D.C. are faithful in design to their real-life counterparts, but use different names.
    • Construction trucks are found all over the city, and use the exact same type face and font as the real life Clark Construction.
    • The District Union Arena is based on the Verizon Center.
    • The Potomac Event Center is a dead ringer for the JFK Performing Arts Center (which hilariously enough is what the in-game building has written in big white letters on its facade.)
    • The local police, while displaying accurate livery, is known as the District of Columbia Police. D.C.'s police force is formally known as the Metropolitan Police Department (MPD).
    • The Manning Institution is based on the Smithsonian Institution.
    • In Dark Zone East, Capital Station is the game's equivalent of Union Station.
    • The National Gallery of Art is known here as the Museum of Contemporary Art, the East Building also lacks the famous "sharp corner" architectural feature.
    • The Viewpoint Museum is located in the same spot as the Newseum.
    • The Ring Safehouse in the Mall is located in the real life Hirshhorn Museum.
    • The Theater Settlement is located in what is called the Warner Theater, which is based on Ford's Theater.
    • The Jefferson Trade Center is located where the real life Environmental Protection Agency headquarters is and even features the Federal Triangle Metro station at it's entrance.
    • The National Organization of Aeronautics is based on NASA.
    • The Museum of Native Peoples is a direct copy of the Museum of the American Indian.
  • Fantastic Drug: Zigzagged. The Hyenas utilize a drug called "Spice" and one of their missions is to get more innocent people in D.C. addicted to the stuff. It's never clearly elaborated what exactly Spice is - the closest the game ever gets to an explanation only shows up when one gets killed by a Hyenas Rusher, where the Rusher's Flavor Text has a quote from Agent Kelso speculating that Spice might be PCP (and possibly some other things).
  • Fog of Doom:
    • The Hyenas can disorient and/or poison Division agents with the drugs they carry on them — this takes on the appearance of a sickly green cloud that harms players if they stand too long inside them.
    • The reason Dark Zone East (the area north of Constitution Avenue NE and around Capital Station) was walled off was because a container holding DC-62 (some sort of antiviral agent designed to be sprayed around) blew up, causing the stuff to billow around the region. Although players don't actually get to see this happen, some areas in DZ East have a distinct yellow tinge to them.
    • For that matter, Dark Zone East didn't suffer that particular blight even half as bad as Dark Zone West, formerly known as the district of Georgetown. The residents voted to be the first place where DC-62 was used to counteract Green Poison, and there are entire swathes of the district where the streets and buildings are so covered in yellow powder that you can't see the original bricks. There are even sprayer trucks (presumably still full of the stuff) sitting in the middle of the streets, abandoned mid-sweep when people realized that this cure was as bad as the disease.
    • The Pestilence Exotic light machine gun causes this to enemies it kills, leaving behind a brown cloud that causes Damage Over Time to anyone dumb or unfortunate enough to linger in it. If the cloud somehow manages to kill an enemy, that enemy also leaves behind a cloud, resulting in a possible chain reaction if set up right.
  • From Bad to Worse: Not only is the federal government long gone by the time the game starts, but there's suggestion that the president and most of the cabinet were killed quickly when the crisis started, leaving out immediate successors who can take control of the government. The presence of the Air Force One wreck on the Capitol Reflecting Pool reinforces this.
    • And at the end of the main campaign, Black Tusk invades D.C.
  • Gatling Good: Some locations have pintle-mounts for M134 miniguns as part of their defensive works. Any gunner - NPC or Agent - who gets on the controls can shred entire squads of enemies in short order.
    • Then there's the True Sons lodgement mentioned above, which defends its approaches with a GAU-8 "Avenger" 30mm cannon designed to chainsaw through main battle tanks. Where did they source such firepower? From an A-10 on display in the Air and Space Museum.
  • Global Currency Exception: The Thieves' Den safehouse in each Dark Zone, which is only accessible by Manhunt players, has the added caveat of not being able to access it unless the vendor is given Dark Zone-specific resources first (e.g. morphine).
  • Greater-Scope Villain: Finding various collectables on the Black Tusks suggests that they, and whoever is leading them, is directly responsible for the events of the game, such as Air Force One getting shot down.
    • Several dead drops found across Washington D.C. reveal that Aaron Keener from the first game is still out there, and he’s having Vitaly create new viruses with Gorden Amherst’s research and equipment.
  • Have a Nice Death: Players get a table of which enemies did the most damage to them after dying. The enemy that actually killed the player is always at the top of this table, even if they only ever landed one or two shots. As if that wasn't enough, nearby enemies are likely to cheer over the player's dead body if given enough time to do so.
  • Healing Shiv: Many skills have a skill mod that converts it into this, such as the drone being capable of repairing nearby allies' armor plates instead of attacking nearby enemies, or the Hive becoming a Support Station-esque area of effect heal.
  • Heavily Armored Mook: All 3 major factions ( as well as Black Tusk) have Heavies that carry heavy weapons (from LMGs for the Hyena heavies all the way up to portable miniguns for Black Tusk). They wear heavy armor that can soak a few mags worth of full auto fire before breaking, and even without armor they're tough enough to take a few dozen bullets before going down.
  • Intrepid Merchant: After reaching level 30, a hidden merchant (possibly buried deep in enemy territory) will appear in a random location every 36 real-time hours, ready to sell named, high Gear Score weapons if the player is lucky enough to find them.
  • It's Up to You: Still in effect but nowhere near as bad as the first game. It's established that every decent person in DC is at the end of their ropes. The other enemy factions are just that powerful, and you're just that good. However once you start taking back territory from the factions, the Civilian Militia start showing up in force and have a decent chance to win any fights they engage in. And that's not counting both the scripted and unscripted times they back you up in one of your fights.
    • And Justified in The aftermath of the Castle Chemical Attack. Kelso tells you to bring the survivors back to the settlement while she'll go get revenge. Except the little girl she's comforting latches even tighter to her.
    • Once you finish the main campaign, civilians can and very likely will begin reclaiming control points without player intervention. The same goes for enemy factions, but hey, points for initiative!
  • Mirror Boss: The 12 Hunters have similar combat capabilities as they did in the first game, being able to heal using armor kits, utilize SHD tech abilities, use EMP bursts to disrupt your own SHD tech abilities, and even hack your own drones and turrets.
  • Nice Job Breaking It, Hero!: In the early stages of the outbreak, the US government attempted to stem the spread of the virus by shipping in large amounts of DC-62, an antiviral agent. However, under certain conditions (primarily cold weather, as DC-62 was deployed around Christmastime) and DC-62 can be converted into an incredibly lethal chemical weapon, which is exactly what the True Sons do when they recover large stockpiles of it. It's also the reason why the D.C. Dark Zones exist.
  • No Fair Cheating: To counteract endgame players boosting newer players straight to World Tier 4 (Level 34 content), the game forces players to clear a Black Tusk-controlled Stronghold mission to progress to the next World Tier, at least from Tiers 1 through 3.
  • Playing Card Motifs: The bosses that randomly wander the world map this time around have a "Deck of 52" playing card assigned to them. Much like a lot of other things featured in Tom Clancy branded works, the group's name has a real life basis.
  • Product Placement: Much like the MechaniX gloves in the first game, the 5.11 Tactical Brand Set is a real set of tactical equipment.
  • Randomly Generated Loot: As is typical for MMORPGs, with the sole difference from the first game being that weapon attachments are one-time unlockables. Certain types of Named enemies (namely, the Deck of 52 that roam D.C. and those from some of the harder bounty missions) also have randomly generated equipment a la Path of Exile's Rogue Exiles, resulting in things like Outcasts attacking with a Firefly, or a Black Tusk attacking with a Hive, and so on and so forth.
  • Real Is Brown: Justified and Downplayed. DC might not have been built on swampland, but it has a very high water shed with multiple rivers. That and there hasn't been any public works or maintenance for months. So there is trash and mud everywhere. However the Settlements have plenty of artwork and DC itself is colorful.
  • Reality Ensues: The Green Poison, being a virus specifically designed with a very very high lethality that can't keep infectees alive long enough to really spread the disease, has more or less burned itself out after only seven months.
  • Regenerating Shields, Static Health: Inverted with the new Armor system. Agents have a non-regenerating armor bar that must be broken through before the enemies can start doing damage to the Agent's pool of regenerating health. Armor does regenerate rapidly out of combat, however.
  • Sequel Difficulty Spike: The sequel does away with most of the second-chance mechanics that were present in the original game; healing is no longer instantaneous and can't be triggered while under fire. You no longer have Supers/Link Abilities to get you out of a tight spot - there are several abilities that fix your armour in combat, and the Hive's revive ability will automatically deploy when a solo Agent is downed, but the "tank bullets and heal through damage" approach has been all but destroyed. Enemy AI is also much more aggressive and smarter with its flanking, grenades and general tactics. Despite hostiles being much more fragile, they are far, far deadlier than in the original Division.
  • Set Bonus: Two types in this game:
    • Brand Sets, which are activated by wearing up to three armor pieces from the same manufacturer and are weaker but more general-purpose.
    • Gear Sets, which are activated only by wearing all six armor pieces in the set, offering niche but tide-turning bonuses.
  • Scenery Gorn: Throughout the game, players can see what's happening to the city. Parts of DC will include places that are wrecked beyond recognition, having plants grow inside places because of nature reclaiming it or are just abandoned and left alone.
    • Special mention has to go to the National Mall. What was once an iconic, beautiful open air plaza that sat between the Capitol Building and Lincoln Memorial, has turned into a devastated ruin of sunken craters, swampy sections, abandoned vehicles and encampments, areas of the Mall that have entirely collapsed and exposed underground sections, the entire area resembles a battlefield.
  • Scenery Porn: Some of the missions take place in expy's of DC's many famous Museums and Monuments. Ever wanted to have a gun battle inside the Lincoln Memorial, NASA HQ, or the Smithsonian?
  • Shadow Archetype: The agents who rappel out of a helicopter at the end of the Story Trailer (revealed in the game to be part of a PMC known as Black Tusk) are wearing what look like Division Badges, but with a blue diamond as opposed to an orange circle.
  • Shout-Out:
  • Shown Their Work: Like New York's Midtown Manhattan in the first game, Washington D.C. has been faithfully recreated in stunning detail. Notable buildings and landmarks are where they should be, the streets and architecture are virtually identical, the Metro stations are modeled with their famous vaulted ceilings and style, and even museum interiors (barring slight artistic liberties) are near exact matches.
  • Take That!:
    • An email ad campaign that Ubisoft briefly ran at the end of January 2019 made fun of a month-long US government shutdown in its subject linenote , fitting thematically with the game's anarchy-ridden Washington D.C. setting. Said ad campaign was very quickly retracted as Ubisoft quickly realized they basically just made fun of a couple hundred thousand Americans going without pay for a month.
    • Exploring the White House, the player is able to overhear a conversation where the new President starts asking the Mexican Government to open up the southern border for American refugees to cross to safety.
    • Some office printers have a mugshot of a prisoner named "Flat Earther" who looks suspiciously like a dumb hick.
  • Temporary Online Content: Averted with Apparel Cache Events. Unlike the first game, the contents of said event Caches get added to the general pool of Apparel Cache items.
  • Urban Warfare: Like the first game, the Division agents will fight against hostiles inside and near DC. Downplayed in that various trailers have shown swamp and woodland areas alongside the urban jungles.
  • Useless Useful Skill: Pretty much all of them. As a side effect of deliberately designing skills such that they require more manual input to preemptively counter certain Player Versus Player metas (a common complaint in the first game), most skill builds end up being useless in Player Versus Environment settings, which is most prominent in the Operation: Dark Hours raid as shown here. The only skill that gets away from this trope is the Reinforcer Chem Launcher, which repairs armor the fastest out of the three armor repairing skills and is easy to deploy.
  • Wham Shot: The Story trailer ends with someone saying "Terminate all Division Agents with extreme prejudice," followed by a shot where a group of armored enemies rappel out of a helicopter. Then we see that they're all wearing shoulder badges that look very similar to, but also totally distinct from, the orange circle badges that Division Agents wear.
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