36 minutes of The Order 1886 gameplay (offscreen)

Just finished watching it. This game pisses me off already. Incessant gameplay cuts, mini-games, narrow corridors, having to wait for the NPC to open the doors and so on. It's a shame because some of the fights have some punch to them thanks to the sound effects but the game reminded me of Heavy Rain more often than not. Doesn't help the player was crap.
 
OK. But then at 11:15 - none of the shadows from those rails are cast. I can only believe that means there is some LOD for casting shadows.. which is lame tbh.

There are also shadows cast at 10:55, but at the specific time your talking about the camera is at almost at the exact same height and is positioned directly behind the light source which would make shadows incredibly hard to see. If you place a light source directly in front of your face pointed at an object you're looking at there is almost no visible shadow.

Edit: you can actually see really thin shadows cast on the right hand side at 11:16.
 
It really is a beautiful looking game, Ready at Dawn are flexing their muscles. The gameplay looks unremarkable, but you know what? It's decent. Even if it ends up being mediocre, that's going to be an improvement over the comically bad earlier demonstrations. Hopefully they'll fix the AI glitches like trying to take cover on wrong sides of objects.
 
this looks infinitely better than anything we have seen officially so far. They need to do better showings of this game, with actual structure. Not just mindlessly going through a hallway shooting enemies over and over again with no context
 
Judging from this short clip: I don't think it's actually possible to make a more bare bones third person shooter than this.

Developers don't need to invent revolutionary new features for every game they make of course, but The Order seems to have hit a new low in minimalism, seemingly having fewer or far shallower mechanics than even other simple cinematic third person shooter franchises like Uncharted, Mass Effect and Resident Evil.

Nothing shown here hasn't been done much much better a hundred times before in other games.

I guess this just goes to show how important impressive visuals still are.

Smh
 
Great visuals, music, and atmosphere.

Unremarkable claustrophobic third person shooter. But then I liked Space Marine (THQ), and that was just a bunch of corridors and WAAAAGGGHHH!!! So it would be wrong of me to judge more than that.
 
Makes sense to me. He's saying the gameplay is very bare-bones cover-based TPS and that the visuals seem to be the only thing that make this game special.

No, it doesn't make sense. He's talking about the gameplay mechanics of a game he hasn't played. How do you judge how deep or shallow the mechanics are without even touching the game? Also, he doesn't explain why the mechanics are shallow.

From the impressions I've read, at least the cover mechanics are really well done. Not shallow at all.
 
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We are commenting the post of the guy who was not happy that 5th game set in Uncharted universe still has jumping, climbing and shooting that was "not improved".

The jumping, climbing and shooting in this new Uncharted seemed barely improved upon. Disappointed. A step back from the great mechanical improvements of The Last of Us.

He somehow managed to not spot the mechanical improvements of much better stealth, drastically larger [and highly vertical] battlefield, and smart integration of exciting moves inside that battlefield. Heck, new uncharted does not need to change much, and what they shown at PSX represents very nice improvement upon old gameplay set.

I could praise Order 1886 in the same way. It has gorgeous visual style, exciting story setting, weapon type that we never saw before in this type of game [phosphorus gun], black water mechanic, branchable melee fights and presumably that ability of controlling magnetic fields that RAD did not publicaly show just yet. More than enough distinctive elements to make it stand out from other TPS games and make gameplay interesting [if the pacing and story are crafted well].
 
I don't want to go there. You can have your opinion but there are several things that detract from it being on that pedestal (especially comparing it to PC games that can push 4k visuals). One of them being the game can't even display the full 1080p.
The resolution of a game isn't the only thing that makes a game have good visuals. And don't give me that crap about it lacking certain visual techniques when we both know the game is pushing some pretty amazing tech to begin with, with or without whatever you deem missing.
 
I like that their approach has been back-to-the-basics, actually. Way too many games these days are going for bullet points rather than simple, effective design (open world, 5000+ hours of optional collectathon content, 50 usable skills for the sake of having 50 buttons to press). What you see as tired, I see as refreshing in today's gaming climate.

Simple and effective is one thing, it's of course important that every mechanic serves a purpose and makes the game better and all that.

The Order though seems to me as a step back from games that already had a bit too few or too shallow mechanics.

Wow.....just wow

Or a shill.


I don't see what was so outrageous about my post, I think it's very much in line with what others had said during the last year about The Order. My opinion just haven't changed much from seeing this clip.
 
No its not. You are seeing static shadow maps. That flashlight hits several pieces of geo and they don't cast shadows.
I'm not sure what do you mean? In both the video I linked to and the time mark of the OP video I pointed to, I could clearly see dynamic shadows being cast from people carrying the torch.
 
Really liking the look of this. Doesn't change much on the game play perspective of things but it still looks worth a punt. Story sounds quite interesting just from this 30 minutes of footage alone.
 
The resolution of a game isn't the only thing that makes a game have good visuals. And don't give me that crap about it lacking certain visual techniques when we both know the game is pushing some pretty amazing tech to begin with, with or without whatever you deem missing.

Resolution means a lot to the IQ of a game -- as does the limited space this game runs in (which is why understandably many feel UC4 is still more impressive). As I said, the game looks the best on the PS4. Arguably the best on both X1 and PS4 (Ryse still looks stellar on X1). But if we go to the PC, then you are talking a whole lot of shit that this game just doesn't have that some PC games do because they aren't downgraded like the consoles.

Lastly, don't mistaken a photo-real color palette to mean it's doing some technical wizardry. I have always stated that AC:U on PC looks as good as it does because of it's art direction -- not it's technical prowess.
 
Just finished watching it. This game pisses me off already. Incessant gameplay cuts, mini-games, narrow corridors, having to wait for the NPC to open the doors and so on. It's a shame because some of the fights have some punch to them thanks to the sound effects but the game reminded me of Heavy Rain more often than not. Doesn't help the player was crap.
Yup. Totally looks like Heavy Rain.... :/
 
I'm not sure what do you mean? In both the video I linked to and the time mark of the OP video I pointed to, I could clearly see dynamic shadows being cast from people carrying the torch.

Let's wait till the game releases to discuss it's technical merits. For now, all I'm seeing done really well is the PBR (which is a HUGE plus in my book) and the AA.
 
Let's wait till the game releases to discuss it's technical merits. For now, all I'm seeing done really well is the PBR (which is a HUGE plus in my book) and the AA.
OK well, I'm not sure what's there to discuss about the shadows as you were clearly wrong. You might be right about the reflections lacking color information though, but it's hard to see from this kind of video. You thought reflections of people in I:SS lacked color information too, but were wrong about it.
 
I'm really worried about the replayability of this game. Just watching this footage, I feel like a majority of those sequences are instances that would be rather annoying during a second or third playthrough of this game given the incessant hand-holding nature of what we've seen. The shooting does look good though, and I like the amount of kick and power your weapons seem to have.
 
Game is also cheating on the reflections.

https://www.youtube.com/watch?feature=player_detailpage&v=CMjLVRc17kM#t=1614

That looks weird. I bet it's just an approximation projected onto the reflective surface. No color information for the reflection pass.

It's a graphically intensive game. It's going to be cheating everything.

As for the overall game itself, it certainly looks gorgeous, but I'm still not seeing anything to set it apart from the avalanche of TPSs we've had over the last decade or so. The acting and dialogue actually finally seems to have some energy to it, which is good to see. But the core game doesn't seem committed to doing anything new whatsoever. I also question the sense in having the game over mechanic cause the player to get knocked to the ground and wait to regenerate, seeing as there's no multiplayer. That particular design choice makes zero sense yet. The melee QTE system appears to be little more than a flashy Dragon's Lair re-imagining. Outside of that, the extremely on-rails nature of the level design isn't all that surprising, but it does make the game heavily dependent on the devs coming up with both a great story to tell as well as coming up with inventive ways of keeping the incredibly safe shooting feeling fresh.
 
No, it doesn't make sense. He's talking about the gameplay mechanics of a game he hasn't played. How do you judge how deep or shallow the mechanics are without even touching the game? Also, he doesn't explain why the mechanics are shallow.

From the impressions I've read, at least the cover mechanics are really well done. Not shallow at all.

I think we've all played enough games to be able to watch someone else play something and understand what's going on. There's nothing about picking up the controller for yourself that suddenly opens up a whole new world of progressive design.
 
Shooting in this looks really fun and fluid, going from sniping to close-range and back again. Nicely designed combat encounter, too.

EDIT: Also physics look good. Galahad seems to have left a trail of destruction in the lobby.
 
Something that doesn't get enough credit is their cloth physics tech. It looks uncanny how they move in the wind, collapse when touching the ground, etc.
 
OK well, I'm not sure what's there to discuss about the shadows as you were clearly wrong. You might be right about the reflections lacking color information though, but it's hard to see from this kind of video. You thought reflections of people in I:SS lacked color information too, but were wrong about it.

Then don't listen to me. It's that simple.

I:SS may have reflected color from people in some areas and not in others.. it's what devs do to tone down graphics and keep the game running. TLOU had GI bounce realtime for it's flashlight.. but it was only in certain sections of the game -- not everywhere (like Alien:Isolation). This points to a hardware limitation. I respect pure brute-force rendering more than tricks. It's just my tastes.
 
We are commenting the post of the guy who was not happy that 5th game set in Uncharted universe still has jumping, climbing and shooting that was "not improved".

He somehow managed to not spot the mechanical improvements of much better stealth, drastically larger [and highly vertical] battlefield, and smart integration of exciting moves inside that battlefield. Heck, new uncharted does not need to change much, and what they shown at PSX represents very nice improvement upon old gameplay set.

Well I don't think they improved the jumping, climbing and shooting enough, in an earlier thread I wrote this. (Now that we are scrounging through my post history)
...so ad a new competent but lightweight parkour system and a really nice jump mechanic, which this time actually is affected by things like momentum and timing. The key is making the platforming and tomb raiding as fun, exciting, free form and challenging as the shooting.
I was disappointed I didn't get something like that. And I sure noticed the new stealth and the vertical map design, I liked that but it wasn't something that blew me away.
 
I understand people saying it seems to play like a generic TPS. What I don't understand is how that hurts its chances of success. I mean I want fresh gameplay ideas too, but let's not pretend that the majority of the best selling games of today are anything but generic examples of their genres and that generic cannot be a blast to play.
 
Pre-order time =)
I really like the game, seems like it will be a great story based tps with amazing graphics and many different gameplay elements.
Still I understand that it might feel very cinematic and a bit too slow for those who just want to have non stop action.
 
Well I don't think they improved the jumping, climbing and shooting enough, in an earlier thread I wrote this. (Now that we are scrounging through my post history)

I was disappointed I didn't get something like that. And I sure noticed the new stealth and the vertical map design, I liked that but it wasn't something that blew me away.

seems like there are a certain type of games you like, and you want other games to fit it or else it's not "good enough". It's definitely your taste.. and your taste only.
 
I think we've all played enough games to be able to watch someone else play something and understand what's going on. There's nothing about picking up the controller for yourself that suddenly opens up a whole new world of progressive design.

Surely you can't be serious.
 
I hope this will encourage them to release at least part of the sequence in direct feed.

If you've seen my first post, you'll know that's not true. Stop trolling and read next time.

Oh come on, you do push AC U...every time you enter a PS4 thread. There is nothing wrong with you favouring that game, just don't expect your opinions to be universal or even objective. They aren't. You have technical knowledge and yet still display serious partiality.
 
Well I don't think they improved the jumping, climbing and shooting enough, in an earlier thread I wrote this. (Now that we are scrounging through my post history)

I was disappointed I didn't get something like that. And I sure noticed the new stealth and the vertical map design, I liked that but it wasn't something that blew me away.

This is not RADs goal and have never stated as much. Your own expectations do you injustice
 
seems like there are a certain type of games you like, and you want other games to fit it or else it's not "good enough". It's definitely your taste.. and your taste only.

...Maybe. But I was definitely not alone in that thread wanting much improved platforming and climbing in Uncharted. Still this thread is about The Order so enough about that.

This is not RADs goal and have never stated as much. Your own expectations do you injustice

That was actually me talking about Uncharted because a dude found something outrageous in my post history. Sorry for the confusion.
 
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