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Head to a location marked on a map, shoot, do a thing (blow something up, find an object, rescue civilians all the same in application), then escape while readying for a few counter-attacks. The routine repeats with such infinity, and the death count so high, there’s no value here. No characters stand out, no personalities prove memorable, while the ultimate purpose seems to only instill an eventual tyranny. “The Division 2” becomes a passive activity, blind to basic narrative technique and crass in form. It’s remorseless violence, repetitious and ingrained after only a few hours.
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“Division 2” just replaces Native Americans with boilerplate gangs. Blood isn’t excessive, but the sheer quantity and intended thrills of it all – for the sake of Democracy – turns this into a Wild West simulator. “The Division 2” takes from both columns, reveling in the chance to extract better performance from weapons and make each shot a kill. Tom Clancy lured tech-minded absolutists who see military strength above all. Tucker Carlson empowers those sitting on their couch with Bud Light yelling at brown people. The reasoning lies in the inherent power fantasy. This isn’t the context for those gameplay traits, but a bigger gun deals bigger numbers logic, thus the need to hunt for new weapons. Of course, different enemies were born with thicker skulls, so they can withstand 500-plus points. One headshot deals 100 points, another 500. A holster can deflect X amount of said damage. Consider the idea of applying gameplay tropes familiar to sword-and-sorcery or sci-fi epics to what’s branded as a real world, near future story. It’s pale even in the standards of video game logic. Hundreds die in these shoot-outs if funeral homes stayed open, every one of them is nearing the value of a corporate conglomerate. Is fuel not important? With dwindling resources, how do the roving gangs coordinate their attire? And where do these people keep coming from? Between those joining The Division, those in the gangs, and those staying home, it’s a wonder how anyone is left after the first few gun battles.
TOM CLANCY THE DIVISION PC REVIEW FULL
If the situation is so dire, it’s questionable that so many full fuel containers lie strewn around. The fantasy is that America is overturned by capitalist desires (a flu strain coated money at Christmas, ruined the holiday, and it’s time to fight to bring capitalism back), becoming this bizarre concoction of fantasy tropes and national reclamation. “The Division 2” may as well be Carlson’s primetime lead. They’re bad guys, the lot of them, and that’s all anyone needs to know.
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That makes them easy villains to conservative eyes. There’s no narrative context for their actions, or why all of them willingly die for their cause – or what their cause actually is. Enemies wander the streets, guns outstretched sideways as they blindly fire like Hollywood’s abysmal thug stereotypes. “Division 2” is the worst of ‘stand your ground’ laws and ‘good guy with a gun’ beliefs. It’s enough to have Carlson frothing on air. An opening cinematic questions where you have your gun, and notes the goal is to “unite us.” Through guns. That’s referencing an absurdly silent protagonist draped in camo with a swelling backpack fit for anyone who religiously watched each episode of Nat Geo’s Doomsday Preppers. “There’s a new sheriff in town,” spouts the dialog. The White House is a base of operations, turned from an American symbol into a weapons stronghold. In “Division” lore, before he disappeared, the President signed an order activating a group of government-funded nationalists to legally gun down looters in hopes of restoring order.