Tne thing that was clear about The Order is that it's a narrative-heavy game; interactions between the characters took precedence over gameplay during the section I witnessed. Weerasuriya talked about keeping the player involved during the frequent story beats, with one example being to have the player use the controller's touchpad to send Morse code to allies, but this struck me as more gimmicky than truly involving. Shortly thereafter, the player became embroiled in a brief bit of standard third-person cover-shooter combat, though while the gameplay looked standard, the visuals were fantastic; the brick facades of the slums of Whitechapel were in dire need of repair, the air was thick with fog (or perhaps other, more rotten things), and the way Galahad's heavy blue coat flowed as he moved through the environment was thoroughly convincing.