The Order 1886 Gamescom Gameplay Trailer

Hmm….maybe lol. Are you suggesting he could be one of the Knights?

Take your pick! :D

the-order-lycans-21.jpg
 
It looks fantastic, I just hope it plays as good as it looks, from what we've seen so far I'm not completely sold on how fun it'll actually be. Definitely one I'll be keeping an eye on but probably not going to be a day one purchase for me, will wait to see what the opinion of it a few weeks after launch. Either way though, those graphics are quite the achievement in itself.
 
Looks better than ever. The gunplay and sound effects were pretty good and the trailer showed different outfits and environments
dat church

Was it so hard to make a trailer like this from the start, Sony?
 
Hmmm... really don't know about this game. Looks incredible visually of course... I just am not at all interested in a generic cinematic corridor shooter. I hope it's more than that. Really gonna have to wait for reviews on this one. Thankfully the PS4 isn't relying on this game next year.
 
Hmmm... really don't know about this game. Looks incredible visually of course... I just am not at all interested in a generic cinematic corridor shooter. I hope it's more than that. Really gonna have to wait for reviews on this one. Thankfully the PS4 isn't relying on this game next year.

I really don't see what the issue is with 'corridor shooters'. I know opinions and all that but what makes this worse than what Uncharted, The Last of Us and many other games have thrown our way?

Gameplay looks enjoyable enough to me.
 
Six months till release and yet not a single showing of soft-body/destruction engine.

It's a game largely about taking on Lycan's, yet we first saw their version of a Lycan only a month and a half ago. I think they're being purposely coy and guarded with the information reveals.
 
Hmmm... really don't know about this game. Looks incredible visually of course... I just am not at all interested in a generic cinematic corridor shooter. I hope it's more than that.
The story is far from generic.
The setting is far from generic.
The atmosphere is definitely far from generic.
The weapons are far from generic.
The character design is far from generic.

What is generic by your definition? It's a fucking shooter with a massive emphasis on story. Simple as that.
 
Played it today for 20 Minutes :P
(should be only ~10 minutes, at first).

Looks damn damn good. Best looking game this gen, together with DRIVECLUB.
Plays a bit like Uncharted, which is a mighty compliment. Atmosphere, design, etc. stands out. Really good job, Ready at Dawn.
Only issue with this unfinished build.
You're shooting 5 bullets into an enemy (far away) but he doesn't get hit (hit detection way off). But hey, this was an early alpha :)

Thanks for the impressions! Game sounds awesome. Hopefully the hit detection will improve from all distance to resemble the new trailer. It Looked awesome there.
 
The story is far from generic.
The setting is far from generic.
The atmosphere is definitely far from generic.
The weapons are far from generic.
The character design is far from generic.

What is generic by your definition? It's a fucking shooter with a massive emphasis on story. Simple as that.

Definitely. This game has much going for it.
 
The story is far from generic.
The setting is far from generic.
The atmosphere is definitely far from generic.
The weapons are far from generic.
The character design is far from generic.

What is generic by your definition? It's a fucking shooter with a massive emphasis on story. Simple as that.


But the gameplay seems generic. Non-risky standardized approach as padding to carry the real meat (a.k.a. The story). This game could have the interactivity of Dear Esther and the experience wouldn't be diminished. When you are in the "game" industry, I expect developers to push that aspect of the medium forward - not "alternative" cinema as so many AAA developers are trying to emphasize.
 
The story is far from generic.
The setting is far from generic.
The atmosphere is definitely far from generic.
The weapons are far from generic.
The character design is far from generic.

What is generic by your definition? It's a fucking shooter with a massive emphasis on story. Simple as that.

Gameplay of course, the whole point of games for me.

Not that a copy of Uncharted or Resident Evil 4 or Gears would be the worst thing by any means. But when clearly a lot of resources are being pumped into a game, it makes me wish it could make a name for itself with gameplay. Not to mention the aforementioned games each have gameplay quirks that make them feel at least a little unique, while so far The Order looks like a dumbed-down combination of them. It could end up being really fun of course of course, they just haven't shown it yet. Which is why I feel the need to wait on reviews.

That said the character designs are pretty generic imo. That's not really a big deal though.
 
But the gameplay seems generic. Non-risky standardized approach as padding to carry the real meat (a.k.a. The story). This game could have the interactivity of Dear Esther and the experience wouldn't be diminished.

That's debatable. In third person shooters the gunplay mechanics (e.g. animations, aiming acceleration, sense of weight, feedback etc) coupled with the diversity of weapons and enemy AI encompass a massive portion of the gameplay draw, and in these respects The Order seems pretty accomplished, and in a few areas, far from generic (e.g. the thermite rifle and it's unique usage). It also has a very non-generic answer to melee combat what with the branching dynamic melee tree system, similar to that from Heavy Rain.
 
Why is the narrator talking about giving them guns, when the trailer shows them grabbing it from some random crate?

Sometimes I wonder about the posters on here. Could Tesla had you know just maybe packed them in a crate? Let that simmer in brain cells for a bit.
 
"Gameplay seems so generic."

*Buys Battlefield and Call of Duty every year*

Who is this post directed towards?


That's debatable. In third person shooters the gunplay mechanics (e.g. animations, aiming acceleration, sense of weight, feedback etc) coupled with the diversity of weapons and enemy AI encompass a massive portion of the gameplay draw, and in these respects The Order seems pretty accomplished, and in a few areas, far from generic (e.g. the thermite rifle and it's unique usage). It also has a very non-generic answer to melee combat what with the branching dynamic melee tree system, similar to that from Heavy Rain.

I dunno. What is essentially a mine launcher being the selling point of the gameplay's uniqueness kind of illustrates the point of it being generic imo. But I don't play that many shooters, and I tend to see people acting like reticule changes and scope speed and so on are huge innovations for the genre and it all seems ridiculous to me, but maybe I'm just not deep enough into it to feel the supposed magnitude of slightly altered physics.

Generic isn't the worst thing ever as long as it's still fun though, which it could very well be. Just one of those wait and see games. Wolfenstein certainly didn't look like much to begin with and people are loving it, could be the same for this game.
 
I dunno. What is essentially a mine launcher being the selling point of the gameplay's uniqueness kind of illustrates the point of it being generic imo.

Generic isn't the worst thing ever as long as it's still fun though.

Except it's not a mine launcher. It has two functions, one that fires a spray of aluminium iron oxide in a cloud/fluid like form. Which can be tactically placed above, behind, underneath enemy cover etc, but poses no damage or threat on it's own, and then another that fires a spark or flare that ignites the previously laden thermite, in to a fiery burst of molten metal.

I mean, to me that's a pretty interesting and unique weapon, and certainly not generic. Don't get me wrong, not saying elements of the game aren't or can't be generic, but it's really far too soon to make such a judgement. It certainly doesn't appear to be that generic based on everything we've seen, and as we know from games like Last of Us, sometimes it's pretty hard to judge the level of genericness of a game simply off a few short snippets. Being of a particular genre doesn't automatically make a game generic.
 
Played it at E3 - gorgeous and excellent sound design, but yeah pretty "been there, done that" gameplay. Very linear and almost on rails. I'm hoping by release it will add some depth. I did really enjoy the weapon that shot like sulfer that would stick to enemies then an alt trigger would ignite them.
 
Why is the narrator talking about giving them guns, when the trailer shows them grabbing it from some random crate?
Sometimes I wonder about the posters on here. Could Tesla had you know just maybe packed them in a crate? Let that simmer in brain cells for a bit.

They explained that earlier. Those guns in random crates were illegally obtained by the rebels and the knights found them at the warehouse. They are stolen/smuggled goods that were meant for the Order.

Concern grows even more as rumours abound of the Rebels, in their desperation for justice, allying themselves with the Half-Breeds - madly driven to wrest victory from those they are helplessly outgunned, oppressed and overpowered by. Crates of weapons meant for use by The Order are finding themselves in Rebel stockades, to the growing alarm of Sir Galahad, his mentor Sir Percival, and the younger knights lady Igraine and Marquis de Lafayette as well.
http://theorder1886.wikia.com/wiki/The_Order:_1886

EDIT: I just responded to a post on the first page? :/

Don't know if you got a proper response, so will leave it here anyway.
 
I want someone to provide me a list of 'generic corridor shooters' that this game appears to just like. I'm being serious.
 
I want someone to provide me a list of 'generic corridor shooters' that this game appears to just like. I'm being serious.

TLOU
Uncharted
Gears of War
Resident Evil 4

How? Follow these generic instructions:

1) Ignore everything that is unique about the game. This is a mandatory step. Don't bother reading step 2 if you refuse.
2) Define an incredibly broad defintion of 'generic' that works in your favor, such as "Shoots at things" or "Takes cover behind things" or "Walks around with a gun in hand"
3) Apply definition to any game that doesn't pique your interest for whatever personal reason
4) Voila!
 
I want someone to provide me a list of 'generic corridor shooters' that this game appears to just like. I'm being serious.

If people see the game and think "generic" then the game has already lost. The burden of proof is not on consumers. They don't have to make an argument in order to not buy the game; they'll simply walk away. The responsibility lies on the game to stand out.
 
I'm inclined to believe that those labeling this 'generic' just have a shortsighted view of game design. Maybe they would've preferred double jumping or something obvious -- something outlandish like that would have provided the 'innovative' element, perhaps.

Gears of War is a fantastic game that built on the Resi 4 foundation in subtle ways and added a cover mechanic. I don't really know of anyone who faults Gears for being 'generic', because the gunplay is tremendously satisfying. Last of Us had fantastic gameplay on the harder difficulties -- the combination of crafting + stealth + multipath combat arenas gave it a good deal of depth. Of course, these things don't stick out instantly, they grow on you over the course of playing the game. What I'm trying to say is: a lot of games innovate in subtle ways, just by building on a strong foundation and adding a few little unique touches.

We can't say for sure whether The Order will be generic, because a lot of elements are and will be unknown until we actually play the game. AI behavior, level design, encounter design, how the weapon powers interact with the environment, how weapon placement is paced, etc. -- these are all subtle elements that may combine to create a fascinating gameplay experience, but they're not obvious at first glance.

Just because a game doesn't INSTANTLY strike you as innovative, doesn't mean that it's generic.
 
TLOU
Uncharted
Gears of War
Resident Evil 4

How? Follow these generic instructions:

1) Ignore everything that is unique about the game. This is a mandatory step. Don't bother reading step 2 if you refuse.
2) Define an incredibly broad defintion of 'generic' that works in your favor, such as "Shoots at things" or "Takes cover behind things" or "Walks around with a gun in hand"
3) Apply definition to any game that doesn't pique your interest for whatever personal reason
4) Voila!

I like this post a lot.

About the gore: I'll be damned if Europe gets a gimped gore version. I may proceed to import from US but that's not where my PS plus account and any potential discounts are.
 
TLOU
Uncharted
Gears of War
Resident Evil 4

How? Follow these generic instructions:

1) Ignore everything that is unique about the game. This is a mandatory step. Don't bother reading step 2 if you refuse.
2) Define an incredibly broad defintion of 'generic' that works in your favor, such as "Shoots at things" or "Takes cover behind things" or "Walks around with a gun in hand"
3) Apply definition to any game that doesn't pique your interest for whatever personal reason
4) Voila!

Haha


I'm inclined to believe that those labeling this 'generic' just have a shortsighted view of game design. Maybe they would've preferred double jumping or something obvious -- something outlandish like that would have provided the 'innovative' element, perhaps.

Gears of War is a fantastic game that built on the Resi 4 foundation in subtle ways and added a cover mechanic. I don't really know of anyone who faults Gears for being 'generic', because the gunplay is tremendously satisfying. Last of Us had fantastic gameplay on the harder difficulties -- the combination of crafting + stealth + multipath combat arenas gave it a good deal of depth. Of course, these things don't stick out instantly, they grow on you over the course of playing the game. What I'm trying to say is: a lot of games innovate in subtle ways, just by building on a strong foundation and adding a few little unique touches.

We can't say for sure whether The Order will be generic, because a lot of elements are and will be unknown until we actually play the game. AI behavior, level design, encounter design, how the weapon powers interact with the environment, how weapon placement is paced, etc. -- these are all subtle elements that may combine to create a fascinating gameplay experience, but they're not obvious at first glance.

Just because a game doesn't INSTANTLY strike you as innovative, doesn't mean that it's generic.

You pretty much said what I posted earlier in this thread in a much more eloquent way.
 
TLOU
Uncharted
Gears of War
Resident Evil 4

How? Follow these generic instructions:

1) Ignore everything that is unique about the game. This is a mandatory step. Don't bother reading step 2 if you refuse.
2) Define an incredibly broad defintion of 'generic' that works in your favor, such as "Shoots at things" or "Takes cover behind things" or "Walks around with a gun in hand"
3) Apply definition to any game that doesn't pique your interest for whatever personal reason
4) Voila!
Beautiful. And accurate.
 
TLOU
Uncharted
Gears of War
Resident Evil 4

How? Follow these generic instructions:

1) Ignore everything that is unique about the game. This is a mandatory step. Don't bother reading step 2 if you refuse.
2) Define an incredibly broad defintion of 'generic' that works in your favor, such as "Shoots at things" or "Takes cover behind things" or "Walks around with a gun in hand"
3) Apply definition to any game that doesn't pique your interest for whatever personal reason
4) Voila!
Pretty much. The generic responses above made no sense to me.
 
don't let the door hit you on the way out.

Oh don't take my word for it. Here's a snippet of an interview regarding the "focus" of the game:

CVG said:
So of the three key aspects of a game - visuals, gameplay and story - which would you say was your priority with The Order 1886?

I think story and visuals are very high. Gameplay is something that... it's a game, we make games, we can't get around it. We love games, but we also love telling stories, so I think story is always going to be at the top because it's what we start with. It's at the top of the pyramid and everything else supports that. I think it'd be more challenging to make a game for the gameplay's sake, then try to make a story that fits in there.

And there you go.... Story first, gameplay takes a back seat. So even if the were to focus design gameplay, it is more challenging than the latter option.

That's debatable. In third person shooters the gunplay mechanics (e.g. animations, aiming acceleration, sense of weight, feedback etc) coupled with the diversity of weapons and enemy AI encompass a massive portion of the gameplay draw, and in these respects The Order seems pretty accomplished, and in a few areas, far from generic (e.g. the thermite rifle and it's unique usage). It also has a very non-generic answer to melee combat what with the branching dynamic melee tree system, similar to that from Heavy Rain.

A lot of people tend to draw conclusions that generic = bad. Far from it, out of the 3rd person shooters, only Vanquish/Binary Domain and to an extent TLOU tried to diversify how we approach enemies in the game. Everything else follows a rote formula, the guns are just a visualized wrapping with the standard risk/reward approach.

Take a look at the trailers and that's exactly what you see. Maybe you have open areas that allow you to SC style takedowns but that is simply an established formula for wide-battle scenarios.

As for the branching dynamic, the only examples we've seen is that it activates under scripted conditions. Does this mechanic apply to every enemy in the game? Doubt it. If so, then they must have a really good procedural approach we have not seen in gaming.
 
TLOU
Uncharted
Gears of War
Resident Evil 4

How? Follow these generic instructions:

1) Ignore everything that is unique about the game. This is a mandatory step. Don't bother reading step 2 if you refuse.
2) Define an incredibly broad defintion of 'generic' that works in your favor, such as "Shoots at things" or "Takes cover behind things" or "Walks around with a gun in hand"
3) Apply definition to any game that doesn't pique your interest for whatever personal reason
4) Voila!

<3
 
And there you go.... Story first, gameplay takes a back seat. So even if the were to focus design gameplay, it is more challenging than the latter option.

The spin that has been put on this statement has reached epic proportions.

I think story and visuals are very high. Gameplay is something that... it's a game, we make games, we can't get around it. We love games, but we also love telling stories, so I think story is always going to be at the top because it's what we start with. It's at the top of the pyramid and everything else supports that. I think it'd be more challenging to make a game for the gameplay's sake, then try to make a story that fits in there.

Translation:

They start with a story and then make a game from said story. That is exactly what they meant and exactly how it should have been taken. Is the wording different? Yes. Is the message exactly the same? Yes. Of course they make games (good ones in fact) so of course it will have game play.I almost think anyone who takes that out of context is doing so purposely because it's really not hard to comprehend what was said.
 
And there you go.... Story first, gameplay takes a back seat. So even if the were to focus design gameplay, it is more challenging than the latter option.

Every game has a story, even chess, and do you believe the mechanics of the game of chess were fully realised without anyone giving names of the monarchy to the pieces or rationalising which piece can attack another?
 
The best visuals in a game ever; Victorian London plunged in class warfare; Lycans and a Knight Order; Unique weapons; Charismatic characters and a heavy atmosphere. You got me, RAD!
 
It's a game largely about taking on Lycan's, yet we first saw their version of a Lycan only a month and a half ago. I think they're being purposely coy and guarded with the information reveals.

Im loving the way they are showing this game off, in this day in age where we seem to know way too fucking much about every single aspect of the game months before we even get to play it (im looking at you watchdogs) its refreshing how coy they are being and how guarded they are being about there game. Ive seen enough to know i want it take my money, id love them to continue with the level of reveal right up till launch.
 
Hmmm... really don't know about this game. Looks incredible visually of course... I just am not at all interested in a generic cinematic corridor shooter. I hope it's more than that. Really gonna have to wait for reviews on this one. Thankfully the PS4 isn't relying on this game next year.

Reviews won't help you if you're not into these kind of games as most reviewers praise them to hell and back without ever seeing them and describing them the same way as you might do. At least this is how I feel on the topic of that. Better listen to people that you are certain of to have the same view on this.
 
People have the right to call the game generic. There's no personal agenda here. So far we haven't seen a single thing the game does differently in its gameplay. The setting is original and that's pretty much it. Hopefully they haven't shown all the gameplay features yet.
 
Played this at Gamescom, absolutely super gorgeous game and the way it moves between cutscenes and gameplay is really cool.

But,

- way too clunky aiming, like Uncharted pre-patch type aiming. I sincerely hope that it gets tuned.
- camera is way too tight on your player character making him take up a lot of screen estate, very evident with the narrow FOV and AR.
- monster closets!! Maybe it was just this build but I found two occasions where I could walk back and forth and spawn infinite enemies from the same spot over and over.

Still super hopeful for the game but I sincerely hope this does not turn out to be one of those super hyped games that fall flat, like Lair or Perfect Dark Zero etc.
 
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