The Order: 1886

The only worry I have is that a weapon like that may not be very fun to use as a main weapon. It's sounds like an area effect weapon that wouldn't require much skill to use- Be a bit like having a grenade launcher, despite the multi-pronged use. Maybe that's why some people weren't really blown away. The skill involved in aiming and moving is what makes the game-play fun.

Perhaps, but still sounds cool nonetheless. Do we know what kind of weapons we can have as secondary ? If we could have something like the P90 or Vector then it makes it a more viable weapon to equip.
 
The lack of climbing and "platforming" comes to mind as a pretty big differentiator. There are some stark game-play differences. There are similarities sure, but hardly any that go beyond what most story based games do. The stories don't look to be anything at all alike, and the gameplay, aside from shooting are different. I see more "Gears" in the perspective( close to over the shoulder) and general movement, and Two Souls in the QTEs (IE, a bit more involved than just pounding one button).

I'd say those differences are pretty minor when you compare them to the striking similarities.
 
Are those games linear, 8 - 12 hour single player experiences, that are graphical showcases for a Sony system?

Ready at Dawn have been pretty sucesfull doing 8-12 hour single-player experiences before, most of them were graphical showcases on their respective systems..



They aren't the biggest studio, so they havn't worked on state-of-the-art hardware yet, but how their games looked and played before clearly showed they have alot of talent, dunno how Okami on Wii were, but the other were atleast extremely good for the hardware.
With the transition to new-gen hardware, and them doing their first original IP, it might also be a good idea to stick with what they have mastered before, instead of trying to shoehorn in a multiplayer aswell.

Concidering their previous games, I don't find it that strange that alot of people might be abit hyped for this next game.
 
I thought people loved story heavy cover shooters like Uncharted or The Last of Us.


They have tacked on MP. Seems if MP is not involved people cry. Personally, I am looking forward to it. I enjoyed a fair few games last gen that were shortish and a MP that did not interest me, or was not included, things like Tomb Raider, Metro last light, Heavy Rain, Last of Us. I just hope the mechanics are well done and the story decent.
 
They have tacked on MP. Seems if MP is not involved people cry. Personally, I am looking forward to it. I enjoyed a fair few games last gen that were shortish and a MP that did not interest me, or was not included, things like Tomb Raider, Metro last light, Heavy Rain, Last of Us. I just hope the mechanics are well done and the story decent.
it's funny cause the mp community in TLOU and uncharted are non existent.
 
They have tacked on MP. Seems if MP is not involved people cry. Personally, I am looking forward to it. I enjoyed a fair few games last gen that were shortish and a MP that did not interest me, or was not included, things like Tomb Raider, Metro last light, Heavy Rain, Last of Us. I just hope the mechanics are well done and the story decent.

Like you said, many people expect MP in games nowadays. I still have fun with those games focused on SP such as the ones you mentioned as well as Wolfenstein TNO, Heavenly Sword, Beyond: Two Souls, FF XIII, etc. I'm just glad there are developers still focused entirely on the story.
 
I thought people loved story heavy cover shooters like Uncharted or The Last of Us.

The only thing that savess those 2 games are the graphics and story. Terrible game play (IMO) from all Uncharted and Last of Us games. I just hate the controls with a passion.
 
They need to get on with showing some promised gameplay "variety". A lot of people aren't willing to give it any benefit of the doubt.

Why should any one do that? You seem to think people should just bend over and take it up the ass for this and DriveClub.
 
I just hope these guys learned some lessons from Tomb Raider & Last of Us. Those are extremely linear games with well designed environments which encourage exploration. So far all I have seen are extremely tight spaces but I'll bet they are saving the best footage for closer to release.
 
Why should any one do that? You seem to think people should just bend over and take it up the ass for this and DriveClub.

Please explain how it is taking it up in the ass for these 2 games who have had very glowing impressions so far?
 
Why should any one do that? You seem to think people should just bend over and take it up the ass for this and DriveClub.
You're making up a ridiculous strawman. Not a surprise one of this forums biggest trolls hit "agree" on your post.

People should give The Order a chance instead of blindly hating it. That means "wait and see", NOT blindly "taking it up the ass".

The Order is a third person cover shooter with a heavy emphasis on story, like many other critically acclaimed games. Uncharted, Gears of War, Last of Us, etc. Devs say there's going to be be gameplay variety and the E3 impressions were decent to good. So why the overwhelming negativity and trying to downplay its visuals?

I can understand some criticism like the lack of multiplayer or not showing enough gameplay footage yet. You admit you hate Uncharted and Last of Us third person cover shooter gameplay (both critically acclaimed), maybe this game just isn't to your tastes.

The E3 2014 impressions of Driveclub were overwhelmingly positive, which is a good indication that it's going to be a good racing game. Gameplay footage looks great. That is far from blindly loving Driveclub, there are good reasons to be positive and very few reasons to be negative if you like arcade style racing games.
 
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You're making up ridiculous and disgusting strawman attacks. Not a surprise one of this forums biggest trolls hit "agree" on your post.

People should give The Order a chance instead of blindly hating it. That means "wait and see", NOT blindly "taking it up the ass".

The Order is a third person cover shooter with a heavy emphasis on story, like many other critically acclaimed games. Uncharted, Gears of War, Last of Us, etc. Devs say there's going to be be gameplay variety and the E3 impressions were decent to good.

You admit you hate Uncharted and Last of Us third person cover shooter gameplay, maybe this game just isn't to your tastes. This thread and other Playstation sub-forum threads have enough blatant garbage without you needing to pile on.

The E3 2014 impressions of Driveclub were overwhelmingly positive, which is a good indication that it's going to be a good racing game. Gameplay footage looks great. That is far from blindly loving Driveclub, there are good reasons to be positive and very few reasons to be negative if you like arcade style racing games.

Damn...That is 2 posts of yours I have agreed with in quick succession.
 
Ready at Dawn is an interesting team to keep an eye on. They made a couple of kick ass games based on an established series. Now they get their shot at the bigtime. I wish them well.
 
Since I don't play much in terms of MP, single player is fine if it is immersive and atmospheric and has branching points that make me want to replay. This game seems to have all that. This is one of those games I'm keeping my eye on.

I mean isn't this what people enjoy about games like the original RE and wanted new experiences of? Seems like a great contender so far.
 
There was a lot of really good looking stuff shown today but I still think the Order has the best gameplay graphics I've seen in a console game yet.
 
9 minutes off-screen from GC. Looks amazing, but I'm still not sold on the gameplay....although it looks more interesting than Ryse, and I actually enjoyed that more than I thought I would.

 
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http://m.ign.com/articles/2014/08/31/pax-2014-the-order-1866-seems-great-except-for-one-thing

PAX 2014: THE ORDER: 1886 SEEMS GREAT, EXCEPT FOR ONE THING…

The Order: 1886 demo I played at PAX Prime was one of the stranger slices of a game I’ve played in quite some time. It managed to reel me in from the get-go and keep my attention until the very end, despite some deep gameplay flaws. Let’s start with the positives.

I don’t need to tell you that The Order is a gorgeous video game. The characters, setting, and lighting effects are all top-notch. The world is an interesting and unique setting that straddles a nice line between Victorian horror and alternate history. The idea of a game combining werewolves and Nikola Tesla is fantastic -- I love the looking at a historical setting and playing with the idea of what it would be like with a dash of technology here and a bit of magic there. The few major events I was privy to inside of the world were equally intriguing. The voice work and banter between my team was great, and it was genuinely one of the few times where a game transitioned from a cinematic into gameplay, and I just sat there not moving because I didn’t spot the hard-cut from one to the other.

But sadly, as much as I really admired these aspects of The Order, the actual act of playing the game resonated far less with me. This certainly isn't the first time we've had reservations about The Order's gameplay. Once I did actually realize that I was in control of my character, I was thrust into a cover-based gunfight against a mob of enemies scattered across the levels of a nearby building. The sticky-cover system definitely feels like Gears of War, which is not a knock in my book. Epic really nailed that aspect, so there’s no reason to fix what isn’t broke. But while Gears had a great suite of weapons with some fantastic visual feedback when you made contact with an enemy, The Order’s arsenal felt like some really gorgeous prop guns.

...I couldn’t help but compare my progression to an early-'70s Disneyland attraction.

My main weapon in the demo was a machine gun that also fired off explosive-flares. I loved the small detail of how the flare would corkscrew through the air on its way to my target, but igniting the explosive never gave me the desired effect. Blasts right on top of enemies didn’t seem to faze them, and certain explosions would cause structural damage while others seemed to just be bursts of light. So I instead decided to focus on picking them off with my rifle. The problem here was that the bullets spread out in such a wide area so quickly, that I could burst-fire an entire clip at an enemy across a street and have every single bullet miss its target.

Trying to pick off the seemingly-endless droves of enemies became a Sisyphean task until I switched over to my tiny pistol sidearm, which didn’t feel all-that great to use, but at least did a better job at dispatching the enemies. As I made my way through the town to my eventual destination, I couldn’t help but compare my progression to an early-'70s Disneyland attraction. Enemies would pop in and out of cover, but exhibited the lack-of awareness and sense of self-preservation of an animatronic. The feedback I received from a direct hit didn’t feel empowering, but rather like when your laser-sight would get close enough to a node in a shooting gallery.

The demo closed with a moment where my party barricaded themselves in decrepit building. I was told to wander around and search for any clues in the environment that might help lead us to safety. The first quiet moment of the demo, I was immediately shocked by how close the third-person camera remained behind my character. The space we were in was relatively small, but the lack of distance between me and my avatar led to a claustrophobic and disorientating effect, and not in a good way like what Bloodborne accomplished. I finally had a moment to soak in The Order's world, and all I wanted was for it to be over.

Given how gorgeous The Order: 1886 is, I want to be able to explore its world. Given how well-defined its environment is, I want to enjoy parsing through every nook and cranny. Given how much I admire its character design and writing, I want to spend time unraveling its mysteries. I’m bummed out that the actual act of playing The Order seems to urge me away from what I want. Reading about the more horror-centric slice of the game that Colin got to play at E3 leaves me with a bit of hope that the demo I saw might not be representative of everythingwe’ll be playing in February. Here’s to hoping.
 
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http://m.ign.com/articles/2014/08/31/pax-2014-the-order-1866-seems-great-except-for-one-thing

PAX 2014: THE ORDER: 1886 SEEMS GREAT, EXCEPT FOR ONE THING…

The Order: 1886 demo I played at PAX Prime was one of the stranger slices of a game I’ve played in quite some time. It managed to reel me in from the get-go and keep my attention until the very end, despite some deep gameplay flaws. Let’s start with the positives.

I don’t need to tell you that The Order is a gorgeous video game. The characters, setting, and lighting effects are all top-notch. The world is an interesting and unique setting that straddles a nice line between Victorian horror and alternate history. The idea of a game combining werewolves and Nikola Tesla is fantastic -- I love the looking at a historical setting and playing with the idea of what it would be like with a dash of technology here and a bit of magic there. The few major events I was privy to inside of the world were equally intriguing. The voice work and banter between my team was great, and it was genuinely one of the few times where a game transitioned from a cinematic into gameplay, and I just sat there not moving because I didn’t spot the hard-cut from one to the other.

But sadly, as much as I really admired these aspects of The Order, the actual act of playing the game resonated far less with me. This certainly isn't the first time we've had reservations about The Order's gameplay. Once I did actually realize that I was in control of my character, I was thrust into a cover-based gunfight against a mob of enemies scattered across the levels of a nearby building. The sticky-cover system definitely feels like Gears of War, which is not a knock in my book. Epic really nailed that aspect, so there’s no reason to fix what isn’t broke. But while Gears had a great suite of weapons with some fantastic visual feedback when you made contact with an enemy, The Order’s arsenal felt like some really gorgeous prop guns.

...I couldn’t help but compare my progression to an early-'70s Disneyland attraction.

My main weapon in the demo was a machine gun that also fired off explosive-flares. I loved the small detail of how the flare would corkscrew through the air on its way to my target, but igniting the explosive never gave me the desired effect. Blasts right on top of enemies didn’t seem to faze them, and certain explosions would cause structural damage while others seemed to just be bursts of light. So I instead decided to focus on picking them off with my rifle. The problem here was that the bullets spread out in such a wide area so quickly, that I could burst-fire an entire clip at an enemy across a street and have every single bullet miss its target.

Trying to pick off the seemingly-endless droves of enemies became a Sisyphean task until I switched over to my tiny pistol sidearm, which didn’t feel all-that great to use, but at least did a better job at dispatching the enemies. As I made my way through the town to my eventual destination, I couldn’t help but compare my progression to an early-'70s Disneyland attraction. Enemies would pop in and out of cover, but exhibited the lack-of awareness and sense of self-preservation of an animatronic. The feedback I received from a direct hit didn’t feel empowering, but rather like when your laser-sight would get close enough to a node in a shooting gallery.

The demo closed with a moment where my party barricaded themselves in decrepit building. I was told to wander around and search for any clues in the environment that might help lead us to safety. The first quiet moment of the demo, I was immediately shocked by how close the third-person camera remained behind my character. The space we were in was relatively small, but the lack of distance between me and my avatar led to a claustrophobic and disorientating effect, and not in a good way like what Bloodborne accomplished. I finally had a moment to soak in The Order's world, and all I wanted was for it to be over.

Given how gorgeous The Order: 1886 is, I want to be able to explore its world. Given how well-defined its environment is, I want to enjoy parsing through every nook and cranny. Given how much I admire its character design and writing, I want to spend time unraveling its mysteries. I’m bummed out that the actual act of playing The Order seems to urge me away from what I want. Reading about the more horror-centric slice of the game that Colin got to play at E3 leaves me with a bit of hope that the demo I saw might not be representative of everythingwe’ll be playing in February. Here’s to hoping.

So he didn't like some of the guns and hoped it would be more open world than closed corridor shooting?

Hopefully they release this demo to us, the public, so I can see it for myself
 
it'll be a shame if this game doesn't deliver, the style is so cool
 
So he didn't like some of the guns and hoped it would be more open world than closed corridor shooting?

Hopefully they release this demo to us, the public, so I can see it for myself

the redicle on the rifle he speaks of functions very similar to that in Starhawk rather than Battlefield. its a burst fire gun that requires skill rather than auto lock. the longer you hold down on the trigger, the wider your redicle spreads apart, displaying how far your rounds will travel from the center. so basically, you have to fire the gun in bursts (2 to 3 rounds at a time to maintain accuracy 97% of the time) when a target is about 10ft to 20ft away. I belive the redicle resets itself every 1.5 to 2 seconds after you release the trigger. the worse case is they'll have to turn the sensitivity down for the number of rounds to hit the target 100% of the time before the redicle begans to spreads apart and your gun loses accuracy. they may also need to speed up the time it takes the redicle to reset to 100% again.

explosions from rpg, tanks, gernades and hawks were the same. it was either too powerful or not powerful enough when near the target. this was fixed in starhawk within two months of the beta. this game is not launching until next year.