Similarly, the Times Square map brought back the exciting memory of the time when Ubisoft first introduced Tom Clancy’s The Division in 2016. It vividly reminded me of the office cubicles of Tom Clancy’s Splinter Cell Conviction. For example, Echelon HQ, inspired by the office of the Third Echelon in Tom Clancy’s Splinter Cell, had a rather distinct feel to them. We tried four maps in total during the XDefiant hands-on beta, three of which were inspired by Ubisoft titles - similar to the factions. It’s good that Ubisoft only took inspiration for gunplay from COD, and not the armory system. It offers a simple UI and everything surrounding customization was a very pleasant experience, and I would thank the person who decided to make this thing simple not flashy and confusing. Thankfully, Ubisoft hits the nail on the head with XDefiant. I hate it when shooters try to make this process overly complex. One of my pet peeves, whenever an FPS provides weapon customization is that is should be simple to understand and customize the guns. But a lot of the weaponary reminded me of Call of Duty, right from the gun sounds to the handling. We checked out all the default weapons as well as unlocked a few of them, including the AK-47s, which become one of my favorites during the playtest. Sadly, the XDefiant hands-on session did not allow us to try out every single gun and attachment, as many of them were locked behind the progression system. The rest of the guns and the attachments are locked by default, and players can access them by leveling up and progressing through the title. Each gun category has only one gun unlocked at the start. Furthermore, over 40 attachments are available for you to tinker with and customize your guns to your liking. The game consists of 24 weapons, including the ones we regularly see in most FPS titles. Of course, the gunplay can make or break an FPS, and XDefiant has quite a many weapons in its arsenal.
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