Talking The Division 2 with Massive and Red Storm

Talking The Division 2 with Massive and Red Storm
The Division 2

For The Division 2, Massive Entertainment and Red Storm Entertainment are combining efforts to enrich the sequel with a robust endgame and a redefined PvP structure. We were able to speak with both studios on how this approach will not only increase the game's appeal but make it a worthy sequel in a busy genre.

Massive Entertainment’s arduous process of shaping The Division into more than just a competent looter shooter was one that went well past the game’s initial development process. Only after a year of tinkering with bugs, cheaters, content drips, and quality of life improvements did the game truly feel as if it lived up to that incredible–if not lofty–E3 2013 reveal trailer. In its current state, The Division is a satisfying always-online hybrid of genres that rewards player dedication and skill. But three years have passed and it’s time for The Division 2 to bolster the brand with an overflow of new.

The team at Massive is removing the veil from The Division 2‘s endgame with a confidence that could only come from a studio who knows the gulf in quality between a bare-bones post-launch and one that players can’t resist being wrapped up in. Once the player reaches level 30, the game world of Washington, D.C. is upended with a new enemy faction and increasingly difficult content to plow through. Division veterans will find familiar hooks like world difficulty tiers and modified story missions to fuel the steady drip of loot. Rather than leave progress in the past, Massive is using the first game as a springboard for a better launch and a healthier path towards maintaining player engagement over the long term.

The Division 2

Helping out Massive is Red Storm Entertainment, a Tom Clancy’s staple that knows a few things about tactical shooters. Red Storm is fleshing out PvP for The Division 2‘s Dark Zone and competitive Conflict mode. While the Dark Zone was never truly obtuse, the allure of hunting down the best gear among the hardest enemies–including fellow players who could turn on you at any minute–was intimidating to say the least. Now split into three distinct sections over the map, the Dark Zone is becoming more balanced and approachable. Casual players will be met with normalized gear to avoid being trounced by those who live in the Dark Zone. Hardcore agents are treated to a shifting “occupied” Dark Zone that strips normalization and rogue agent identifiers, in what will likely become a crucible of tension.

To gain more insight into the process behind transforming The Division 2 into a proper sequel, we spoke with members of Massive and Red Storm. From Massive, Yannick Banchereau spoke about the early story of The Division 2, the endgame, and the new ways players will be drawn into D.C. Red Storm’s Tony Sturtzel and Keith Evans spoke at length about the Dark Zone and integrating narrative and longevity across all modes of play. The interviews give a spotlight to a team that is striving for a quality game that respects players’ time and their appreciation for The Division. More importantly, they show a dedication towards improvement based on fan support and critique and a dash of self-reflection.

My excitement over the progress Massive has made with the endgame is palpable, especially when it comes to the introduction of the Black Tusk faction. Yannick Banchereau, live content manager at Massive Entertainment, breaks down the returning features of The Division‘s endgame with us and touches on how players will see different content threads throughout D.C. and what increasingly challenging tasks are in store. For the full interview with Yannick Banchereau, check out the video below.

https://youtu.be/WWA-dQdahLQ

Senior producer at Red Storm Entertainment, Tony Sturtzel, had a difficult task with finding new ways to integrate accessibility into the The Division 2‘s Dark Zone. Though we were only given a taste, gameplay loops are already in place to keep solo and cooperative players wanting more. But we were also surprised at how enjoyable the cover-based gameplay worked for PvP in Conflict. Though Tony couldn’t give us every detail we wanted behind the game’s most dangerous areas, it leaves some tantalizing questions for launch. For our full interview with Tony Sturtzel, check out the video below.

https://www.youtube.com/watch?v=phgCnDWLtPo

Keith Evans, lead gameplay designer at Red Storm Entertainment, was available to talk about The Division 2‘s early story content. As excited as we are to take back the nation’s capital, a destroyed D.C. also allows the team to create a plethora of side quests meant to expand on the overarching narrative. Of course, we couldn’t help but ask Keith if returning players can expect to see some returning faces. Though most details will have to wait for launch, we managed to get a few hints of what’s to come. For the full interview with Keith Evans, check out the video below.

https://youtu.be/QVyIwkPyMp4

On February 7, those who have pre-ordered The Division 2 will receive a code for the game’s private beta. Players will be able to experience most of the content we encountered during our preview time with the game. While the game’s Prologue is currently under wraps until launch, we played two early story missions and two endgame missions against Black Tusk. Only a section of D.C. will be playable but it is larger than players may expect. Still, it’s a small taste of what could be a massive launch for this anticipated sequel.

The Division 2 will release on March 15 for PlayStation 4, Xbox One, and PC.