One of my only disappointments with Eugen’s Steel Division: Normandy 44 was the lack of any love for my beloved Eastern Front of World War II. I fell in love with the long-suffering 184-ya Strelkovy, a defensively-minded infantry division that gives a starring role to sharpshooters and offers that dramatic feeling of holding the line against overpowering odds.The 184-ya do particularly well in the new Breakthrough mode, which is the best new feature of Steel Division 2. This sounds cool in theory, but it led to some vexing situations like going up against an enemy armored emplacement with artillery support using only recon units and having to wait an excruciatingly long time for my armored support to show up... at which point the battle was pretty much lost already. You won’t be zooming down close enough to see them very often, but most humans in Steel Division 2’s world look like action figures that got left out on a hot day for too long. It does almost everything Normandy 44 did as well or better. One mission sent me down a long, deadly transit tunnel, another into a ritzy embassy, and another dropped me in front of Grand Central Station for a prolonged shootout. It may sound trivial, but this careful attention to detail makes the loot meta-game nearly painless.In action, loot compelled me to keep playing more than any other aspect. The Division still manages to feel plenty rewarding as you progress, but a slightly kinder XP system and an extra level of gear rarity would have gone a long way to alleviate the frustration and fatigue I experienced.Still, no matter how frustrated I grew with the game's semi-indestructible enemies or its repetitive leveling structure, I absolutely could not stop playing.
Sure, they're predictable, but when they're rushing you and sniping you and trying to blow you up all at once, you still have to dodge, aim, heal, and get back into cover regardless. Still, the structural pattern that emerges isn't unpleasant: beat a story mission, complete three or four side quests, equip any new gear you've acquired, and head off to the next major mission. The amount of fiddly campaign movement needed to alleviate this makes the whole thing feel like herding cats.To frustrate me further, I ran into a couple of instances where the End Turn button would lock up and stop my progress entirely. While those three or four side missions definitely feel a bit like grinding in an MMO, they force you to engage with The Division as a multifaceted open world game rather than just a shooter.
The Army General mode tries to add a strategic campaign layer on top of the tactical battles, and it has some good ideas. There is a lot of fun tweaking to do here as you have to consider trade-offs like having fewer, more hardened troops with higher stats but also higher costs, or a larger number of weak and cheap rookies. The game is deliberately paced in every sense of the word. Worst of all, various actions--including pulling away from cover--cause your character to stand straight up, even in the middle of combat. Some ideas needed a bit more development--especially an important enemy later on--but overall, I felt invested and immersed in the world.This immersion was further cultivated by the setting itself. The Division's robust upgrade system affords you all kinds of skills; allowing players to respec at any time without penalty turns these perks into flexible tactical options rather than permanent decisions you have to live with.
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