The Division Player Discovers Possible DLC Locations
Unfinished zones, such as Central Park and Dewitt Park, can be freely explored after exploiting a glitch.
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One curious adventurer has discovered what could be the future DLC locations in The Division, after discovering a way to glitch through various walls and barriers.
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A YouTube user, going by the online handle Chaz, has published a four-minute video that explains how players can explore sectioned-off areas in Ubisoft's shared-world shooter.
One location, Dewitt Park, is clearly unfinished and laced with bugs and anomalies, as well as little touches such as a giant plush monkey resting on a park bench. Further on, beyond a long bridge blanketed in snow and lined with abandoned cars, players can find Central Park. This area is significantly under-developed, with a few buildings and barren stretches of land.
Whether or not developer Ubisoft Massive will populate these areas in future DLC updates remains to be seen. It could be the case that both the Dewitt Park and Central Park locations are merely abandoned works.
The process of visiting both is somewhat awkward. After fast travelling to the Dante's Run Safe House in Hell's Kitchen, players can find a metal fence that they can glitch through by jumping at a certain angle. Once out of bounds, the game will routinely try to warp players back to the map. A further set of obstacles will need to be circumvented by using the Ballistic Shield and Mobile Cover, and only then will both locations be accessible. This video offers a step-by-step guide for the curious.
Laying the foundations for DLC levels and locations, particularly for open-world games, is becoming a common practice in games development. Bungie's shared-world shooter Destiny featured several such unfinished locations, much to the ire of some fans who saw this as evidence that the developer was siphoning content for future DLC.
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In a recent interview with GameSpot, Electronic Arts executive Peter Moore claimed that laying the foundations for future expansions was a technical necessity.
"You have to do that from a technical perspective," he said. "Think of them [base games] as APIs. Knowing down the road that something needs to sit on what you've already made, means you have to put some foundations down.
"What people are confused about is they think DLC is secretly on the disc, and that it's somehow unlocked when we say."
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