The Order: 1886 (Official Thread)

ISS has even dumber AI than Unity.. :)



I agree.



GTAV is still a port and wouldnt' have had the PBR in place (which is clearly looking to be something to have in games but very expensive).



Disagree. Unity, like The Order, is focusing on shading and materials and lighting. No lighting touches AC:Unity right now.. and Order and Unity are equal at implementing stellar PBR materials.

I knot it's not comparing apples to apples but everything I've seen from the Order blows unity away from a visual standpoint. As far as lighting at times it's Unity's best friend and at other times it's worst enemy.

Again I'm talking Unity on consoles and you seem to be talking about it on PC which may mean we just have differing views because we are looking at different versions of the game. I think you'd be better served keeping any comparison (we probably shouldn't do any) to games that appear on the same platform.
 
Unity lighting definitely ranges from amazing to terrible.
 
Again I'm talking Unity on consoles and you seem to be talking about it on PC which may mean we just have differing views because we are looking at different versions of the game. I think you'd be better served keeping any comparison (we probably shouldn't do any) to games that appear on the same platform.

I think you are being hyperbolic on your judgments of Unity on the console. The lighting is the same on all platforms. They didn't just degrade the lighting for the console versions. Larger textures, better filtering, higher resolutions, etc.. are on the PC. But the materials and lighting is a part of the engine and is the same.
 
I think you are being hyperbolic on your judgments of Unity on the console. The lighting is the same on all platforms. They didn't just degrade the lighting for the console versions. Larger textures, better filtering, higher resolutions, etc.. are on the PC. But the materials and lighting is a part of the engine and is the same.

I played the game for hours and unless you are at the right angle the lighting is kind of flat, the nighttime lighting is particularly bad as it's still too bright. When you are inside by a fireplace that looks good but when outside in the game world often times it just looks washed out and dull. This is a thread about the Order though so I think we should stop talking about Unity here.
 
Ok. Initial impressions of the graphics are stellar! The best use of PBR materials to date followed by a close second by AC:Unity. They have so many variety of materials in this game that's quite a surprise but again, I see how they was able to pull it off (see further impressions). The geometry looks pretty good and I see a lot of curvature with most objects. I can't really judge the texture quality or filtering because these are compressed videos. Framerate seems to run pretty stable. Lighting looks on par with AC:Unity as well. Environment lighting looks pretty good with good baked GI light probes for indirect illumination.

Now for the bad part -- the game is extremely linear and almost feels like it's taking you through a tour of the game. Lots of enclosed spaces that you can't explore. Too many QTEs just to move the story forward. It feels even more linear than Ryse because of all the cutscenes they throw at you. Also counted the number of enemies on screen during a firefight and sadly, they limit this to like 4-5 at most. Also, while some objects can move around (i.e. cans, teapots, glasses, bottles, etc..) others can't. I also hate the shadow projection reflection implementation. I'd rather have color or nothing at all. They also seemed to have skimped out on dynamic occlusion for the character against a wall during a firefight. I couldn't see any shadow. I hate the SSS maps on the ears. I wish they could have done a more conservative approach as they went overboard. Looks quite unnatural to me. Lastly, still no real hair like in TR, but oh well..

Overall, this is definitely the Ryse game for PS4 owners. But I'm still more impressed with AC:Unity's open world and number of NPCs, open buildings, and free roaming with 2nd place PBR materials and par lighting.

SPOILERS AHEAD!!





 
It does seem like Rollins only posts negative news though and it's usually rumor stuff that ends up not being true. I'm not saying he makes it up because obviously it's stuff he's seeing online but I don't think I've ever seen him post something positive. I'm not saying he's a bad guy, he seems pretty cool but he really does seem to only post negative things about PS4 games that originate from questionable sources of information.

He's a rumour guy. Simple as that. And let's face it, the majority of rumours on any game tend to be something negative.
 
Ok. Initial impressions of the graphics are stellar! The best use of PBR materials to date followed by a close second by AC:Unity. They have so many variety of materials in this game that's quite a surprise but again, I see how they was able to pull it off (see further impressions). The geometry looks pretty good and I see a lot of curvature with most objects. I can't really judge the texture quality or filtering because these are compressed videos. Framerate seems to run pretty stable. Lighting looks on par with AC:Unity as well. Environment lighting looks pretty good with good baked GI light probes for indirect illumination.

Now for the bad part -- the game is extremely linear and almost feels like it's taking you through a tour of the game. Lots of enclosed spaces that you can't explore. Too many QTEs just to move the story forward. It feels even more linear than Ryse because of all the cutscenes they throw at you. Also counted the number of enemies on screen during a firefight and sadly, they limit this to like 4-5 at most. Also, while some objects can move around (i.e. cans, teapots, glasses, bottles, etc..) others can't. I also hate the shadow projection reflection implementation. I'd rather have color or nothing at all. They also seemed to have skimped out on dynamic occlusion for the character against a wall during a firefight. I couldn't see any shadow. I hate the SSS maps on the ears. I wish they could have done a more conservative approach as they went overboard. Looks quite unnatural to me. Lastly, still no real hair like in TR, but oh well..

Overall, this is definitely the Ryse game for PS4 owners. But I'm still more impressed with AC:Unity's open world and number of NPCs, open buildings, and free roaming with 2nd place PBR materials and par lighting.

SPOILERS AHEAD!!







YouTube impressions ftl
 
What are we guessing @ review score wise?

Jot me down for average of 8ish...

7.5 mainly because of the visuals. If it were a PS3 game I would guess 6.5.

I hope I'm wrong. But the game comes out this month and we don't know very much about the gameplay at all.

I'm still on the fence as to whether I want to purchase on Day one or not.
 
Ok. Initial impressions of the graphics are stellar! The best use of PBR materials to date followed by a close second by AC:Unity. They have so many variety of materials in this game that's quite a surprise but again, I see how they was able to pull it off (see further impressions). The geometry looks pretty good and I see a lot of curvature with most objects. I can't really judge the texture quality or filtering because these are compressed videos. Framerate seems to run pretty stable. Lighting looks on par with AC:Unity as well. Environment lighting looks pretty good with good baked GI light probes for indirect illumination.

Now for the bad part -- the game is extremely linear and almost feels like it's taking you through a tour of the game. Lots of enclosed spaces that you can't explore. Too many QTEs just to move the story forward. It feels even more linear than Ryse because of all the cutscenes they throw at you. Also counted the number of enemies on screen during a firefight and sadly, they limit this to like 4-5 at most. Also, while some objects can move around (i.e. cans, teapots, glasses, bottles, etc..) others can't. I also hate the shadow projection reflection implementation. I'd rather have color or nothing at all. They also seemed to have skimped out on dynamic occlusion for the character against a wall during a firefight. I couldn't see any shadow. I hate the SSS maps on the ears. I wish they could have done a more conservative approach as they went overboard. Looks quite unnatural to me. Lastly, still no real hair like in TR, but oh well..

Overall, this is definitely the Ryse game for PS4 owners. But I'm still more impressed with AC:Unity's open world and number of NPCs, open buildings, and free roaming with 2nd place PBR materials and par lighting.

SPOILERS AHEAD!!






Nice write up- looks gorgeous. Shame they pulled the vids already. Didn't get to see them.

Now I want to see footage so I can see the ears, lol.
 
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...But the game comes out this month and we don't know very much about the gameplay at all.

That's what concerns me about this game, not that I have a PS4 to play it, however, most of what's been shown are QTE' or cutscenes with very little actual gameplay. Hopefully it does have some awesome gameplay to match the visuals, cause it does look like a winner.
 
7.5 mainly because of the visuals. If it were a PS3 game I would guess 6.5.

I hope I'm wrong. But the game comes out this month and we don't know very much about the gameplay at all.

I'm still on the fence as to whether I want to purchase on Day one or not.

I agree with this post
 
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Judging from the game-play videos, I also agree this will be around the 7.5-8.0 range in terms of reviews. In addition to practically no replay value with games like this. It is a looker though.
 
Looks like it is averaging 4-5 hours to finish

Well that sucks. I will wait for others I guess to see what an average ends up being after it is released.

What are we guessing @ review score wise?

Jot me down for average of 8ish...

7ish here. Though Eurogamer is no longer in the loop with their new rating scale. What are they going to give it? Essential, Recommend or Avoid?

ISS has even dumber AI than Unity.. :)

I think the AI in Destiny is some of the dumbest I have seen in a long time.
 
Looking more like around 10 hours to finish for the average gamer, longer if you go with the toughest setting.

However this was posted today as well (if true the replay value is most likely pretty low considering no MP):

http://gamingbolt.com/you-should-be-able-to-platinum-the-order-1886-in-one-day

Nice. Quick complete through and sell back out my physical copy. 10 hours sounds good. Was hoping to finish it before House of Wolves came out anyways since I know I'll be playing Destiny a lot.
 
These games are awesome choice for rentals, especially if its a decent game and I can finish in less than 3 days. No online so makes it even easier choice.
 
IGN is having a preview event right now...might get some new impressions soon:


@IGNUK: It's gaming time at our @TheOrder1886 event with IGN readers. [HASHTAG]#TheOrder1886[/HASHTAG] http://t.co/E67gVgvTMH
 
Pff He's the news version of theseeker

Union needs guys like theseeker, astro, and Flynn. Unfortunately 2 of those 3 jumped ship once they realized the PS4 was killing it this gen. Having negative people makes for a more interesting community though. Even though PS exclusives rule the roost it would be boring if everyone agreed all the time.
 
Flush the FUD from the year+ old 5 minute demo down the toilet. Impressions from the leaked retail game and most recent demos are positive.

Gameplay really feels like a mix of TLOU and Gears of War. The only complaint I have is that some of the story building (slower moments) tend to go on for a bit too long.

The AI (on Hard difficulty) is good, enemies take cover and actually try to flank you. Its not super advanced but they don't just stand there and wait on you to shoot them like they did at PSX.


Smooth framerate through all first 3 hours I've beaten. Not any drops what so ever. Shooting in this game feels so much right to me. And fighting Lycans is so much fun. So far my expectations are met quite good.

It's a beautiful Gears of War clone. The game has no prerendered cutscenes. No tearing and so on what so ever. And for example the weapons you were using would be present in cutscenes.

Some things that may bother people are that the game is quite scripted. It doesn't give you as much freedom as say TLOU gave the player. It's closer to the last COD in that regard.


Very responsive and smooth, not a slight hiccup in frame rate either with ALOT going on. What you probably dont get a feel for in the footage is how inaccurate and loose the guns feel which I have tk say I LOVED. guns have a real old school feel to them as hand guns pop in your hand and machine guns spray hoplessly out of control. The tesla gun is extremely powerful one shot kill but take a while to charge. They are a specialty weapon.

NOTE 1: this game is HARD you won't be streaming through this game immediately, im a seasoned gamer and i died about 5 times in the first 5 seconds.

Its tactical, run and gun gears style and youll be dead in seconds galahad is skilled but has an air of old timer about him.


I played the Westminster bridge level and the Airship one today at the IGN Event In London and have to admit it plays pretty well very fluid and the scenes really get you involved in the game as the story is something that will keep you playing it and is one of those games you have to play first as the videos online only show can show you so much.

You cannot go in guns blazing though as you can get killed easily like I experienced that today and this franchise looks like it could be something very special as the lore sounds very rich.
 
They are mostly from the same guy, and go much deeper. Obviously the guy liked the game. Sounds like everything got improved from the earlier demo. Why no MP co-op?? Or is there? Seems like the perfect game for it.

http://www.dualshockers.com/2015/02...event-info-on-possible-dlc-gameplay-and-more/

With The Order: 1886 just a few days away from release, there are quite a few things that we still don’t know, and NeoGAF user Readingaid just went to a Sony event with developer Q&A, bringing back impression and further information on possible DLC, an artbook, and on where the story might go after the first game.

The impressions and information below have been cleaned up (since they were initially written on a mobile platform, with obvious effects) for readability, but have been kept in first person as they reflect the opinion of their original author:

– This game is very much the real deal. There, I said it. For me there hasn’t been a comparable level of cinematic gameplay and characterization in a game since The Last of Us.

- Westminster Bridge: a huge firefight across the bridge with all your AI buddies running around you, and chaos raining down. London looks incredible. The graphics are off the chain. Visually this is the best looking game on ANY platform. the atmosphere I got from it was a kind ofResident Evil meets Killzone, but in 1886. It’s dark and eerie. Ready at Dawn have simply nailed Victorian London. Like the real London the place is cobbled, streets are narrow and short with a slight mist in the air. Explosions look stunning. Lighting and distance effects are impeccable.

– Controls? Very responsive and smooth. Not a slight hiccup in frame rate either with a lot going on. What you probably don’t get a feel for in the footage is how inaccurate and loose the guns feel, which I have to say I LOVED. Guns have a real old school feel to them, as hand guns pop in your hand and machine guns spray hopelessly out of control. The tesla gun is extremely powerful one shot killer, but it takes a while to charge.

– The game is HARD. You won’t be streaming through this game immediately. I’m a seasoned gamer and I died about five times in the first five seconds.

– It’s tactical. Run and gun Gears-style and you’ll be dead in seconds. Galahad is skilled, but has an air of a old timer about him. The demo was short and ran us across the bridge. All along the way your fellow knight shout valuable and intense info, as well as actually helping you out and maneuvering to tactical positions. As I went down for the fourth time, a fellow knight runs to my body laying down covering fire, as I try and drink my precious Blackwater (after about ten seconds you can crawl, followed by prompts to drink the Blackwater and furiously mash X to recover more health).

– The second demo was the one on the airship, and fairly straightforward, but it was more tightly knit and allowed for more melee and destruction (you can shoot wood and it splints). Yes it has that kind of level of detail. We have all seen the walkthrough, but in person on your screen in native resolution we are in for a stunning treat. The detail is so incredible you can practically feel the textures of the cloth. In one instance the minute fuzzy bubbles on a parka-style coat particularly stood out, and I was floored.

– If you want to explore wide environments and get lost in pointless escapades, let me say now this is not the game for you, nor it is a QTE-fest (there was one in my entire time with the game). The level of detail in the story was apparent from the panel section and its something I will delve into next.

Key points from the panel:

-It’s possible that there will be a story-focused DLC. Jack the Ripper was asked about, and the reply was “there will be maybe important figures from that time.”

– No chance of the royal family being characters in the game.

-No multiplayer planned, nor there will ever be.

-Hinted at a sequel being more open world, when asked about it, Ru Weerasuriya mentioned that they were looking into it.

-The storyline has been planned from 1886 to the present day. He reiterated that the story has to make sense to him through that timeline.

-Knights are replaced and chosen by the order when one dies.

-The biggest inspirations for the game were Metal Gear Solid, Alien, James Bond and The Last of Us.

-There will be an artbook.

In a further post, he continued:

– A couple of things: before I started, as I do with most shooter based games, I upped the sensitivity of all aim modes, don’t ask why. It’s just something I do. The shooting was sharp and concise. I started out with the Tesla gun and had to pop off some enemies from a distance. Since it was anarchy, the load time for the charge was too long to pop up and kill enemies quickly, so I had to swap to my handgun and boy, do the hand guns feel satisfying. They have a similar inaccuracy to TLOU. You can wildly aim and fire your gun around, but if you take a little more damage you can aim for that headshot, which is very satisfying.

– Guns are absolutely littered about the place, from dead bodies to ammo drops, leading to a style of gameplay I would attribute to a game like TLOU, where you will often run low on ammo and pick up a random weapon to get you through to the next area to restock on your main armory.

– Melee is brutal and satisfying, it lends itself much like Uncharted to weakening enemies, and as they recover, head in for an incredibly stylish finisher.

– The characterization is second to none. I cant stress this enough. I felt like there was a proper connection between characters, and it is superbly acted. I would go as far as to say this is the closest I’ve felt to game characters having a genuine connection IN game and IN cinematic… To the point in which many times I didn’t realize I was actually controlling my character.

– Sound: my profession is based on sound design. I have done sound for most of my adult life in many jobs. This is pretty close to some of the sharpest and most detailed sound I have heard and It fills me with pride that a game like this has such an incredible soundtrack and detail in sound. Its not just the detail of kicking pots recreating a sound, and that sound having its own room sound but also the clarity of the sound, where Assassin’s Creed Unity had some very obvious low bit rate audio this was crystal clear and a joy to the ears.

– Black Bars: i’ve been playing through The Evil Within lately and it can feel cramped in that one. In this game, I’m sorry guys, it adds to the cinematic feel, and if you are dubious as to the degree of honesty in regards to this game being cinematic, it was VERY VERY clear that they always intended this game to be an incredibly cinematic game, right down to the point where we were handed The Order official pop corn in our goodie bags. In terms of it effecting gameplay, it was unnoticable, and I have to say it, I rather enjoyed it.

– The level of detail and shine runs throughout the game, even the pause screen is classy.

A third post goes deeper in detail from the Q&A:

– I wanted to ask about how the game will be continually sold. I mentioned Uncharted 2 and 3as examples of story-based games that had multiplayer seemingly tagged on to continually sell the game. Ru was quite up front: there were never plans for any sort of MP, including Co-Op. He said that the option of a story based DLC is completely down to how well the game sells.

– My friend asked about main Mmovie influences, citing that from the trailers we can see Nikola Tesla acting as a Q-style character and aiding the Order. Ru confirmed that 007 is a huge influence on the game, and joked that Bond needed saving as a franchise, and Casino Royalecame along. He mentioned direct homages to Alien, and considers Alien as a horror movie, not a sci-fi one. He was very clear on that point.

– Game influences were asked about: he said Uncharted 2 and The Last of Us had a huge influence on the game. He also mentioned how he used to hate games that broke immersion with things like like transitions from game to cinematic. He hated how people could tell the difference in early games. It’s something the dev team worked tirelessly on, as it was his vision. He said the biggest influence on how the story is told is Metal Gear Solid for PlayStation. He loved how you always knew there was more to the game, something mysterious about it and how the story was told almost like a mystery. Personally I was eating his words by this point, because MGS is my favorite game ever. He said the story telling blew him away.

– Possible hints to gameplay time. Not sure. He never referenced it directly, but in relation to the last point about breaking immersion he said he loved those games you would sit down and finish from start to end and be completely in that world. Something I completely relate to, having last done that with TLOU. They didnt want anything to bring you out of that victorian dystopian London. From what I played shortly, by hell they have succeeded.

– A nice girl in the crowd was interested in the art of the game and asked about an artbook, which he reluctantly confirmed.

– A lad near the front asked about possible future entries into the series. Now I should probably mention that during his chat, everything he mentioned was delivered with the certainty that this was indeed part one of many. He mentioned something funny: I don’t remember the exact quote. Anyway he didn’t confirm different locations or time zones, but he did say there was a huge over arching story and this particular entry is an extremely important chapter in the story, hence us jumping in here. He said that there is a bigger picture which he thinks we will love.

– Ok first minor/major hint at a spoiler here. He won’t give too much away on the details of potential endings, but he hinted that the end of this game will show a glimpse on the bigger picture. To me the whole set-up reminds of a huge movie franchise.

– He was asked by the presenter as to why there was no Co-Op, since we have guys running around all the time. He said it didn’t make sense to the story they wanted to tell, and that it wasn’t something they considered from a cinematic point of view. Playing the game, it makes sense. The combat is extremely intense and close.

– He was asked about foreign influences by a chap that seemed really into the game. It was also asked why they chose the enemies they did. The reason is that those enemies have been a constant and semi-realistic myth throughout all time. They researched Russian, Japanese, Native American, English, Spanish and Eastern myths and one always cropped up and was always similar. The emphasis is on semi-realism and hence the human element.

– Asked about the Royal family, he responded with that they may be alluded to but not involved as characters, as apparently obtaining the rights is harder than approaching Disney. Other historical figures may be involved and one person asking specifically about Jack the Ripper to which he replied “the great thing about this time is the amount of mystery and characters of the time”.

More was explained in a fouth post:

– In regards to the timeline, THIS game DOES NOT cover 1886 to the present day. What Ru was saying is that in order for the franchise to make sense, he had to pretty much write the stroy from that period to now, and that 1886 is a particularly important time to jump in. Mostly hinting at sequels based in different time periods.

– Ru was actually asked about exploration elements. It’s a hot topic, as everyone wants open world. He mentioned specifically that there were not open areas like in TLOU but there were different approaches. I found that out myself whilst playing the first demo. You couldn’t decide “Oh I wont head in that direction, Ill go the opposite and long way round” but it was up to you how you would progress through that specific area. In the second demo, the airship, there was a large open room and several options in terms of taking the stairs up, holding the bottom floor, swapping out for a shotgun and going up close and personal with each enemy, hiding it out in the upper levels and picking off enemies as they filtered through.

– Also the Blacksight was awesome. It reminded me of Red Dead where you could pick out body parts, things they are carrying and so forth. It’s well balanced too, you can only use it once in an encounter and it has a cooldown period. You’ll also have a slow-motion “last chance” but its triggered automatically, not too dissimilar from Ground Zeroes, but harder to use.

Finally, a fifth post sealed the deal:

– Also a heads up! tomorrow they will be releasing a video they showed us. covering a few things I have mentioned in more detail, and Ru having a chat with an historian.

– After I overheard a guy asking about comic-books and anime, Ru said it’s all possible, depending on how well the game sells.

And that’s pretty much it. The Order: 1886 definitely looks like an interesting game, and it appears that there’s still a lot about it that we don’t know. On Monday I’ll be heading to a launch event myself, and I’ll have more information for you then.
 
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Wow, that's encouraging. Of course, it's just one guy, but those are very detailed and specific impressions, almost all of them good. I'm hopeful this will turn out better than it seemed.
 
Yeah it sound suspiciously good, like TLOU good. Tall order 1886.
 
Gameplay videos for this still haven't grabbed me. I like the Victorian setting though. But I'm at a point where a single player only game needs a bit more to get me to purchase. A 10-12 hour experience will need to be super good like Wolfenstein good for me to get excited. You know, a single player game that is so good I feel the need to replay it right after the first time. I guess I need more info before deciding.
 
I love the attention to detail they are giving the game. Seems like Ready at Dawn is right up there with Turn 10. Great studios.
 
I have to say this is one of the most confusing near-release times I have ever seen for a AAA game. Impressions just 6 months ago were relatively poor, but in the last 2-3 months are generally positive. Can a game change that much that quickly? I guess the same can be said about Ryse though. I'm not arguing graphics, but they seem to have a lot of parallels: Beautiful, slower gameplay, more of a cinematic experience, a little shorter than most games.
I have a feeling the reviews will be all over the place. Gentlemen, place your bets! I'm guessing 76 on metacritic. I think the lack of any MP is going to be a big negative, but I'm still looking forward to trying it out.
Post your guesses here.