Original Post — Direct link
Seriously though...

The lack of some sort of gore is so obvious, I can only see this. It would add so much to the atmophere & realism of the game in my opinion.
IGN First Gameplay : We're 20 minutes of total buchery. And yet, there's litteraly not a single drop, or blood stain to be seen, anywhere !

M for Mature proudly shown on the division's twitter bio...
Shall we expect a .50 Cal Headshot to have the effect it is supposed to have ?
Just like the 1st game, the division is seriously lacking the obvious : Some Gore & Death Animations.
Blood at least.
[Even though, I'm pledging more for something like dismemberment]

Don't tell me it would take THAT LONG to make Head, Left/Right Arm & Leg chopped off animation.
[B]Add some Soldier of Fortune to The Division[/B], and you'll have a real Tom Clancy's kick *** game.
over 5 years ago - Ubi-RealDude - Direct link
Originally Posted by DexG4mes
Seriously though...

The lack of some sort of gore is so obvious, I can only see this. It would add so much to the atmophere & realism of the game in my opinion.
IGN First Gameplay : We're 20 minutes of total buchery. And yet, there's litteraly not a single drop, or blood stain to be seen, anywhere !

M for Mature proudly shown on the division's twitter bio...
Shall we expect a .50 Cal Headshot to have the effect it is supposed to have ?
Just like the 1st game, the division is seriously lacking the obvious : Some Gore & Death Animations.
Blood at least.
[Even though, I'm pledging more for something like dismemberment]

Don't tell me it would take THAT LONG to make Head, Left/Right Arm & Leg chopped off animation.
[B]Add some Soldier of Fortune to The Division[/B], and you'll have a real Tom Clancy's kick *** game.
How might the lack of gore/blood impact your moment-to-moment playtime? How do you find it distracts from the gameplay at hand? Or rather, perhaps, highlights certain things? I'd love to get a deeper dive on this topic.
over 5 years ago - Ubi-RealDude - Direct link
Originally Posted by EvolExE
I see a heavy dude enemy loads of armour, chainmail, metal plates, helm etc.., I notice that he's got nothing on his feet, I shoot his foot clean off with a .50 cal, he now has to drop to his knees, cant walk anywhere.

I see a enemy using a heavy machine gun, I notice a un protected arm, I fill that full of bullets, his arm goes limp or is shot off, he cant fire the machine gun as it requires both arms, so he has to switch to a pistol.
Excellent examples! Though in your wording for each one you supply a sort of counterpoint. Does the man's leg need to come off for him to drop to his knees? I think we'd both agree that just stunning him or reducing his movement speed is nowhere near as satisfying, but the action of dropping to his knees gives a.... heavier feeling to it. Same with the arm; reducing his accuracy stat, shooting off his arm, and making his arm go limp may all technically have the same ultimate effect, but which feels more impactful? This is usually a subjective matter which brings me to...

Originally Posted by Magmort82
To me the sound effect of headshot kills in D1 was more satisfying than if blood squirted everywhere. I mean, I just shot a guy in the face with a shotgun, my mind assumes it’s a bloody mess, don’t need to see the blood to know I won.
The relationship between audio/visual is a huge part of this. Think of the moments where you're watching a movie and the punch sound effect for two characters fighting doesn't match the materials, power, or speed of the visual hit whatsoever. How does it influence your experience of the fight? How does it impact the realness of the fight and of the scene? (And of the movie?) Now consider the sound/visual matchup of shooting enemies in The Division.

How do these things match? How might changing one aspect throw off the other (or improve it?)

Originally Posted by DexG4mes
It's more about the feel of the game. I mean, take a look at The Division as a whole, it's kind of a buchery.

I'm just pointing the lack of visual feedback, feedback of the weapon you carry, can you feel its power ? Can you SEE its power, its impact.

All I'm saying is that it would add a lot to the general mood of the game.

But blood & weapon's damage visual feedback was already lacking in the first game, I thought it was something you also noticed back then, and that you'd make it up for the division 2.
I forgot to say before, welcome to the forums! (At least as a poster.)

But here we have my ultimate question:
How does blood and viscera add to the feel of The Division's gunplay in a way that nothing else can, if it does at all?