As much as I kinda liked the original game, I would definitely be interested in seeing a sequel to The Order: 1886. Hopefully, SCE will realize the potential of the IP and that it needs two things first... renew/change the way the public/journalist perceive the IP and its game direction (as a franchise). Two things that could be "fixed" if handled by another developer.
Two routes are possible...
Full-on Third-Person Shooter:
- Studio(s) I would consider due to their "knowledge" in that field: Sony Bend (TPS experience), Guerilla Cambridge (they are very good at revamping/refreshing IPs), SSM (with Cory Barlog as the CD).
- The initial premise released in 2012 gave the vibe of a co-op action/horror game with Gears of War kind of gameplay. They should do and build level design around the idea that two people could work together across an entire game, whether in single player or co-op. It would leave more room and options for puzzle solving, platforming and encounters.
- Have a proper Creative Director and a separate Writer, both working together. As the CD will deal with the overall experience (art+gameplay) and the writer with world building and characters development and interactions. The CD of the first game didn't have a clue on how to do both at the same time (same thing goes for David Cage, now has two separate writers for his next game).
- Do not do a full open-world (risk of boring/filler side-quests are too high).
- A more open-areas kind of approach (ala TLOU or Uncharted 4) could be one of the keys to help with the pacing and encounter problems the original had.
- Give QTEs more meaningful purposes (ending each phase of boss battle, environment hazards, falling, etc). Not stuff like opening doors... :/
- Diversify weapons and loadouts. As you progress, the first game's world shows that it is built around the idea that you have a tech guy (Tesla) bringing you new toys/gadgets and weapons. It would be nice to customize our loadouts before going on a "mission".
- Branching storyline... it would be interesting since Galahad's current situation is not entirely black or white (well... as perceived from the first title). Depending on how Uncharted 4 deals with this, it could be a good way to bring players' input into their vision of the story.
- Branching level design... multiple paths but one common goal/objective. Give player freedom/agency in how they proceed their story/missions could benefit the IP to regain its status as a proper game, through player's agency.
- Better and more diverse encounters. The main problem with the first game was the uneven pacing of its level design due to the structure of the several boring encounters.
- Better use the unique natures of these new-age weapons (Arc Gun, Thermite Rifle, etc) in the level design and enemy encounters (got hints of that with The Thermite weapon when you shoot that metal structure).
- Better Close-Quarter-Combat system... In the first game, you never get to use your knife except on a few occasions (alpha half-breed encounters).
- Better Stealth system... no BS like once spotted insta-failed occurs thingy.
- A proper combat behaviour for the different type of Half-Breed, especially the Werewolves. They should be more feral and aggressive, which should portrayed in their combat patterns and animations. No more scary babies that bails the moment they see you... :/
Full-on Cinematic Adventure Game (ala Telltale or Until Dawn):
- Studio(s) I would consider due to their "knowledge" in that field: Supermassive Games.
- Have a proper Creative Director and a separate Writer, both working together. As the CD will deal with the overall experience (art+gameplay) and the writer with world building and characters development and interactions. The CD of the first game didn't have a clue on how to do both at the same time (same thing goes for David Cage, now has two separate writers for his next game).
- More meaningful encounters with the half-breeds
.
- Fix the behaviour Isabeau developed through the last half of the original game. Jealousy or a bitch attitude shouldn't be the source of her anger, especially after knowing Galahad for so long. To me, it seemed really weird and out of place, since she would most likely know Galahad better than that. :/
- Start briefly (and I mean it) with London, then explore the different sources of the Half-Breeds (India, Germany and USA).
- Delivered as episodic titles (ala TellTale games or Life is Strange). It would help lower the scope and the budget needed for this IP.
That's the creative director's job, to unify the experience of the player across a game, from an art (music, visuals, art direction, etc) and gameplay perspective. The Game Director is there to assure that the levels design and the game mechanics fits with the CD's vision of the game.
Honestly, a sequel-first would be more useful than a reboot to "fix" some of the plots issues... that and the weak gameplay elements.
Two routes are possible...
Full-on Third-Person Shooter:
- Studio(s) I would consider due to their "knowledge" in that field: Sony Bend (TPS experience), Guerilla Cambridge (they are very good at revamping/refreshing IPs), SSM (with Cory Barlog as the CD).
- The initial premise released in 2012 gave the vibe of a co-op action/horror game with Gears of War kind of gameplay. They should do and build level design around the idea that two people could work together across an entire game, whether in single player or co-op. It would leave more room and options for puzzle solving, platforming and encounters.
- Have a proper Creative Director and a separate Writer, both working together. As the CD will deal with the overall experience (art+gameplay) and the writer with world building and characters development and interactions. The CD of the first game didn't have a clue on how to do both at the same time (same thing goes for David Cage, now has two separate writers for his next game).
- Do not do a full open-world (risk of boring/filler side-quests are too high).
- A more open-areas kind of approach (ala TLOU or Uncharted 4) could be one of the keys to help with the pacing and encounter problems the original had.
- Give QTEs more meaningful purposes (ending each phase of boss battle, environment hazards, falling, etc). Not stuff like opening doors... :/
- Diversify weapons and loadouts. As you progress, the first game's world shows that it is built around the idea that you have a tech guy (Tesla) bringing you new toys/gadgets and weapons. It would be nice to customize our loadouts before going on a "mission".
- Branching storyline... it would be interesting since Galahad's current situation is not entirely black or white (well... as perceived from the first title). Depending on how Uncharted 4 deals with this, it could be a good way to bring players' input into their vision of the story.
- Branching level design... multiple paths but one common goal/objective. Give player freedom/agency in how they proceed their story/missions could benefit the IP to regain its status as a proper game, through player's agency.
- Better and more diverse encounters. The main problem with the first game was the uneven pacing of its level design due to the structure of the several boring encounters.
- Better use the unique natures of these new-age weapons (Arc Gun, Thermite Rifle, etc) in the level design and enemy encounters (got hints of that with The Thermite weapon when you shoot that metal structure).
- Better Close-Quarter-Combat system... In the first game, you never get to use your knife except on a few occasions (alpha half-breed encounters).
- Better Stealth system... no BS like once spotted insta-failed occurs thingy.
- A proper combat behaviour for the different type of Half-Breed, especially the Werewolves. They should be more feral and aggressive, which should portrayed in their combat patterns and animations. No more scary babies that bails the moment they see you... :/
Full-on Cinematic Adventure Game (ala Telltale or Until Dawn):
- Studio(s) I would consider due to their "knowledge" in that field: Supermassive Games.
- Have a proper Creative Director and a separate Writer, both working together. As the CD will deal with the overall experience (art+gameplay) and the writer with world building and characters development and interactions. The CD of the first game didn't have a clue on how to do both at the same time (same thing goes for David Cage, now has two separate writers for his next game).
- More meaningful encounters with the half-breeds
and The Order since they are the main "enemies"
- Fix the behaviour Isabeau developed through the last half of the original game. Jealousy or a bitch attitude shouldn't be the source of her anger, especially after knowing Galahad for so long. To me, it seemed really weird and out of place, since she would most likely know Galahad better than that. :/
- Start briefly (and I mean it) with London, then explore the different sources of the Half-Breeds (India, Germany and USA).
- Delivered as episodic titles (ala TellTale games or Life is Strange). It would help lower the scope and the budget needed for this IP.
It needs a game director. Everything else is top notch but it needs someone that knows how to make an engaging experience. The artistry was unreal. It looks incredible, I just wish the game design was more open...
That's the creative director's job, to unify the experience of the player across a game, from an art (music, visuals, art direction, etc) and gameplay perspective. The Game Director is there to assure that the levels design and the game mechanics fits with the CD's vision of the game.
No...... a Reboot of the Order 1886 instead, with a different developer
Honestly, a sequel-first would be more useful than a reboot to "fix" some of the plots issues... that and the weak gameplay elements.