The Order 1886 Gameplay Footage

Because I've hated them since I first came across them in Shenmue. Press X, now press Y, now press B, now press X... oh, you missed! Too bad, you can't proceed until you get the sequence right. Well, fuck that noise. They're the laziest implementation of "gaming" I've seen developers use. I kinda understand their purpose - to give the player a cinematic view of say, some great-looking moves in Shenmue, but I hate them. I hate having to deal with them, and games that won't let me go past a certain point because of them make my blood boil.

It's a good thing that The Order doesn't have that then.
 
Because I've hated them since I first came across them in Shenmue. Press X, now press Y, now press B, now press X... oh, you missed! Too bad, you can't proceed until you get the sequence right. Well, fuck that noise. They're the laziest implementation of "gaming" I've seen developers use. I kinda understand their purpose - to give the player a cinematic view of say, some great-looking moves in Shenmue, but I hate them. I hate having to deal with them, and games that won't let me go past a certain point because of them make my blood boil.
Well, it seems that The Order's QTEs are for you, then. You can "fail" them and keep going towards another branch.
 
Well, it seems that The Order's QTEs are for you, then. You can "fail" them and keep going towards another branch.

It looked like he was about to be stabbed in the video, but if that's true, then alright then. My somewhat half-hearted interest in the game has returned :)
 
Simmer down? Heh. I'm not angry. I just watched a video of a game I was only sorta half interested in, it featured a QTE that makes it look like they are an inescapable part of it, so I'll pass on it. I just don't like QTE's is all.


Wasn't calling you out, just that you said it made your blood boil, and I figured a nice simmer would do just nicely lol

Sorry, I am failure incarnate with jokes :p
 
Zero. I play primarily on pc and a little on Wii U. It's rare that the type of pc games I play have QTE's, and if they do, then I won't play them (such as Max Payne 3. First QTE I came across, I quit the game immediately). I have a few games on Wii U and none of them have any QTE's at all.



Because I've hated them since I first came across them in Shenmue. Press X, now press Y, now press B, now press X... oh, you missed! Too bad, you can't proceed until you get the sequence right. Well, fuck that noise. They're the laziest implementation of "gaming" I've seen developers use. I kinda understand their purpose - to give the player a cinematic view of say, some great-looking moves in Shenmue, but I hate them. I hate having to deal with them, and games that won't let me go past a certain point because of them make my blood boil.

huh. how is that any lazier than you having to figure out how to beat something? it's a different form of mechanic but in no way is it a "lazy implementation of gaming". following prompts on-screen a la rhythm games is as basic as controlling a crosshair to hover across your monitor.

also, not all games handle qtes the same way, so disregarding a game just because the qte mechanic exists is just plain narrow-minded. different games tackle qtes their own way. they aren't all shemues.
 
I've never been bothered by QTE's, and even loved Quantic Dream games, but playing the Castlevania LOS2 demo with them on and off was really eye-opening. Turning them off made such a difference, and left the action alone, without breaking it up every 20s for an obligatory button press. I still don't mind them though, and The Order looks to use them in an interesting way.

Sorry for being off topic, I feel like this is best place to ask. How many development teams do SSM have?

I read three in a different thread this morning.

here
 
Zero. I play primarily on pc and a little on Wii U. It's rare that the type of pc games I play have QTE's, and if they do, then I won't play them (such as Max Payne 3. First QTE I came across, I quit the game immediately). I have a few games on Wii U and none of them have any QTE's at all.



Because I've hated them since I first came across them in Shenmue. Press X, now press Y, now press B, now press X... oh, you missed! Too bad, you can't proceed until you get the sequence right. Well, fuck that noise. They're the laziest implementation of "gaming" I've seen developers use. I kinda understand their purpose - to give the player a cinematic view of say, some great-looking moves in Shenmue, but I hate them. I hate having to deal with them, and games that won't let me go past a certain point because of them make my blood boil.
I understand some QTEs can be annoying. This implementation seems more like a "select your path" rather than a QTE fail mechanic, so instead of just pressing a button you are selecting the object in the environment or reaction you want to use from multiple options. At least from my understanding

Kind of like the the Walking Dead
 
Found it noteworthy to mention that RaD just hired (January) a lighting artist from Quantic Dream who worked on The Dark Sorcerer demo and the unannounced PS4 project.
Yeah he was a part-time employee charged with supervising QD's CG pipeline and preparing the team for next-gen graphics development. He implemented a number of things into their engine with The Dark Sorcerer. He already left a while before joining RaD, because his contract was up after the engine work was completed. Full production on their PS4 title began in November IIRC.

Wouldn't be surprised if he does the same for RaD. Talented guy.


QD certainly have some voodoo going on, that bike scene in Beyond is truly insane.
The most beautiful scene is probably Old Friends. Gorgeous aesthetics:

beyond_park_01qxseq.jpg
 
Sorry for being off topic, I feel like this is best place to ask. How many development teams do SSM have?

I'm not sure if they have officially said, but my guess would be 2, Stig Asmusen and Cory Balrog are probably leads on each. Also don't assume that just because their logo is in every 1886 trailer they actually do any of the programming etc, they act like producers they are basically the american version of XDEV (helping 2nd party games).
 
Excited about this game and I have to be honest even though I know I'm not part of the majority here, but I don't mind QTEs at all. Never have. Sometimes I find them enjoyable (example: god of war games).
 
Excited about this game and I have to be honest even though I know I'm not part of the majority here, but I don't mind QTEs at all. Never have. Sometimes I find them enjoyable (example: god of war games).

I don't mind them much either, unless it's a particularly bad implementation like in BF3.
 
This game to me. Is the Uncharted 1 of the Playstation 3.

Ready at Dawn definitely has the chance to be the next Naughtydog if they play their cards just right.
 
Those QTEs look revolutionary.

Really? They reminded me a lot of the RE4 QTEs. What is so revolutionary about them?

GOW 3 had revolutionary QTE's imo. Putting the button prompts at the edge of the screen and putting them on the edge that corresponds with the button's placement on the controller was a genius move that I don't believe I've seen any other game do.

It allowed you to focus on the cool cinematic move that was happening, without having to move refocus your eyes or constantly be on edge wondering when/where the prompt would appear. If you see a prompt in your peripheral near the top of the screen, hit Triangle. Worked perfectly.

Edit: Also, the footage looks pretty sweet. I'm a little concerned it's going to be a fairly by the numbers over the shoulder tps, but I'm in for the art style alone.
 
Looking at those GIFs gives me vibes of a playable in-game "Final Fantasy: Spirits Within"

Really? They reminded me a lot of the RE4 QTEs. What is so revolutionary about them?

GOW 3 had revolutionary QTE's imo. Putting the button prompts at the edge of the screen and putting them on the edge that corresponds with the button's placement on the controller was a genius move that I don't believe I've seen any other game do.

It allowed you to focus on the cool cinematic move that was happening, without having to move refocus your eyes or constantly be on edge wondering when/where the prompt would appear. If you see a prompt in your peripheral near the top of the screen, hit Triangle. Worked perfectly.

Edit: Also, the footage looks pretty sweet. I'm a little concerned it's going to be a fairly by the numbers over the shoulder tps, but I'm in for the art style alone.

The QTEs in RE4 amounted to pressing a button really fast. The QTEs here are multilayered, after when the user presses the button to dodge, he has a choice of finding an object to kill the enemy with. So it at least is more tense in the fact that you might not find a good enough weapon in time before the enemy reacts.
 
Look fantastic graphically (except for the HUD that practically looks like it was drawn in the screen with chalk) but man the aiming looks really stiff and awkward, and fuck QTEs.
 
Amazing graphics and production values aside, the gameplay looks type 2006. Cover-and-pop shooting mechanics with quicktime events? Is that what's hot in the streets in 2014?
 
Really? They reminded me a lot of the RE4 QTEs. What is so revolutionary about them?

GOW 3 had revolutionary QTE's imo. Putting the button prompts at the edge of the screen and putting them on the edge that corresponds with the button's placement on the controller was a genius move that I don't believe I've seen any other game do.

It allowed you to focus on the cool cinematic move that was happening, without having to move refocus your eyes or constantly be on edge wondering when/where the prompt would appear. If you see a prompt in your peripheral near the top of the screen, hit Triangle. Worked perfectly.
.

Agreed and LoS did it as well afterward
 
Amazing graphics and production values aside, the gameplay looks type 2006. Cover-and-pop shooting mechanics with quicktime events? Is that what's hot in the streets in 2014?

There have been cover shooters for a long time. It didn't start and stop in 2006. I think every third-person shooter of the last several years has had cover mechanics.
 
This game gives me an HBO (Deadwood-ish) series vibe. That's the first time I've ever said that about a game... weird.

The character models in the demo look great, but the environments leave a lot to be desired. I noticed that enemies weren't bullet sponges. I wonder if your character has that same level of vulnerability? AI looked pretty bad, but this is an early build, so I'm not expecting final product level stuff here.

It's the Swearegen clone, dude.

For sure.
 
Amazing graphics and production values aside, the gameplay looks type 2006. Cover-and-pop shooting mechanics with quicktime events? Is that what's hot in the streets in 2014?

They haven't really shown off the horror side of this game with the half-breeds. Hopefully at E3 we get a proper, long gameplay demo.
 
Someone should cut together a gameplay trailer of Uncharted 2 to make it look like this, because I'm pretty sure there are comparable scenes. You can make fucking amazing games look bland if you only show a few scenes from it, and it's pretty obvious that they showed scenes from a less tense part of the game. I'm not saying the Order actually will end up being great, but I feel like people should wait to see more before writing it off entirely.

The gameplay is all cut up so we don't get to see a solid one or two minutes of continuous gameplay. Doesn't do the game justice. I'm still buying this day 1 though
 
I can already tell you the sound design is better than Infamous SS.
The voices evoke the ambiance of the spaces the characters are in.
The sound mix is broken in the video, and they apologized for it...

It sounds obviously broken too, in some scenes you can't even hear what a character is talking because some sound channels seem to be missing.
 
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