The Order: 1886 Gets New Direct-Feed Screenshots From Obama

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Someone made some badass props for the game, sent me some photos. Awesome stuff.

https://twitter.com/LS_Props/status/566251897620004864

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Nice. Aren't these the same guys that made the electric arc gun shown at PSX?
 
Doesn't change the fact that your original statement is false. You said 200k people max probably played the MP I posted it was false and it was much higher. Daily player numbers don't change anything many mp games have numbers fall off as time progresses people don't play the same game forever and that's where we see what kind of dedicated community comes through.

Also it doesn't disapprove the fact that mp is still a big factor in some peoples buying decision but anyways whatever you're convinced that you're right either way so I'm done. Going back to sleep :)
 
Guys, embargoes generally have nothing to do with the quality of the game except in special circumstances. Plenty of games have had even release day embargoes and be good. Take Dying Light for example, many thought it was going to end up shit, it didn't. As the poster above said, they are usually determined a long time before.

And especially with a game like this, they probably don't want any of the secrets and surprises getting out as they probably will in some of the reviews.

I don't buy the secrets and surprises thing for embargoes . Tlou had one of the best epilogues and this whole winter section surprise of playing as Ellie even tho nd has specifically stated you don't and that didn't leak .

Emargo dates have other factors I'm sure . I just don't buy the game's secrets preserved thing . Especially with so many games being sold early and streaming anyway .

Also a late embargo doesn't necessarily mean anything but an early embargo normally means a definitely solid game .
 
Guys, embargoes generally have nothing to do with the quality of the game except in special circumstances. Plenty of games have had even release day embargoes and be good. Take Dying Light for example, many thought it was going to end up shit, it didn't. As the poster above said, they are usually determined a long time before.

And especially with a game like this, they probably don't want any of the secrets and surprises getting out as they probably will in some of the reviews.

Yeah, one-two pre-launch embargos don't mean anything. Even day-and-date embargos highly depend on the publisher/type of game, etc. There's more reason to be concerned when it's post-launch embargo, but that doesn't automatically means it's shit.

The only solid (and it's not definitive either) is that if a game has an embargo that lifts 4-9 days in advance, then there's strong reason to assume that it's going to score very well. And even then we have outliers like 7.5 TLoU Polygon.
 
I want this game to be good. I don't even need it to be excellent, I just need the action to be solid, guns to feel good and the aesthetics do the rest. I'm a little worried about the amount of QTEs. But hopefully the feel right. It's actually the stealth that has me the most worried. It flatout doesnt seem good, if the airship level is anything to go by. But man, I'm so ready to buy into this game. rarely do I pre-order games, very rarely do I pre-order games that I have misgivings about, but i'm doing both later today.
 
I don't buy the secrets and surprises thing for embargoes .
Tlou had one of the best epilogues and this whole winter section surprise of playing as Ellie even tho nd has specifically stated you don't and that didn't leak .
Emargo dates have other factors I'm sure . I just don't buy the game's secrets preserved thing . Especially with so many games being sold early and streaming anyway .

Also a late embargo doesn't necessarily mean anything but an early embargo normally means a definitely solid game .

Has the period where we can't throw about TLoU spoilers Willy nilly ended?
 
I'm feeling pretty confident the story and general combat will be good . My only concerns are prevelance and timing of qte/button prompts and to a much smaller extent length.
 
I'm definitely curious how a game like this reviews though. I'm fairly certain it will reach the goals RAD set out for it achieve but I wonder if it will be heavily docked for the lack of elements they purposely left out. I hope it is judged on how well it does what it was meant to.
Same.

I do think it will be a sales success though.
 
I'm feeling pretty confident the story and general combat will be good . My only concerns are prevelance and timing of qte/button prompts and to a much smaller extent length.

I thought about this and for me, the main thing will be replayabilty for me.

I hope there's a difficulty above hard. Perhaps a grounded like mode for the game.

That would be wonderful.
 
I too hope this game has some decent replayability. This game is really begging to have a co-op/multiplayer mode added. Perhaps it can be added in a possible sequel.
 
someone just tweeted me and told me to correct some wrong info that is here on Gaf..

It´s about the number of chapters.. will spoiler it for people who like to be in the dark about this..

he says that there are 18 chapters ... not 24 like someone else said earlier.

but hey I haven´t played the game so I can´t say for sure if that is true.
 
someone just tweeted me and told me to correct some wrong info that is here on Gaf..

It´s about the number of chapters.. will spoiler it for people who like to be in the dark about this..

he says that there are 18 chapters ... not 24 like someone else said earlier.

but hey I haven´t played the game so I can´t say for sure if that is true.

18 sounds more reasonable tbh. Even then the game would still be quite long, based on the length of the videos that have been leaked thus far, that only cover a few chapters. If 18 chapters is true, it means the majority of this game has yet to be spoiled or shown.
 
I too hope this game has some decent replayability. This game is really begging to have a co-op/multiplayer mode added. Perhaps it can be added in a possible sequel.

I think it depends on what factors in a game attract you to replay it.

I replayed TLOU many times simply due to the tense atmospheric gameplay, incredible acting, and impactful story.

If this game has tight gunplay, beautiful set-piece moments, and an incredible story, I'll probably replay it many times. So far it seems like it will succeed on those fronts!
 
18 sounds more reasonable tbh. Even then the game would still be quite long, based on the length of the videos that have been leaked thus far, that only cover a few chapters. If 18 chapters is true, it means the majority of this game has yet to be spoiled or shown.

hell no. we barelly see nothing.
 
I think it depends on what factors in a game attract you to replay it.

I replayed TLOU many times simply due to the tense atmospheric gameplay, incredible acting, and impactful story.

If this game has tight gunplay, beautiful set-piece moments, and an incredible story, I'll probably replay it many times. So far it seems like it will succeed on those fronts!

I was going to mention this. I've beaten TLOU about 7-8 times now and every playthrough has been the same style too (stealth). The difficulty, atmosphere and scenarios were more then enough.

That's all I really need. Some great scenarios for replaying.
 
someone just tweeted me and told me to correct some wrong info that is here on Gaf..

It´s about the number of chapters.. will spoiler it for people who like to be in the dark about this..

he says that there are 18 chapters ... not 24 like someone else said earlier.

but hey I haven´t played the game so I can´t say for sure if that is true.

I knew I shouldn't believe someone who says MGSV is just a "souped up ps3 title".

18
sounds still pretty good, we'll see how long those chapters take.
 
18 sounds more reasonable tbh. Even then the game would still be quite long, based on the length of the videos that have been leaked thus far, that only cover a few chapters. If 18 chapters is true, it means the majority of this game has yet to be spoiled or shown.

Even if every chapter is at minimum 30 minutes, that still 9 hours. Which is good, though granted I doubt every chapter will be 30 minutes.
 
I don't buy the secrets and surprises thing for embargoes .
Tlou had one of the best epilogues and this whole winter section surprise of playing as Ellie even tho nd has specifically stated you don't and that didn't leak .

Emargo dates have other factors I'm sure . I just don't buy the game's secrets preserved thing . Especially with so many games being sold early and streaming anyway .

Also a late embargo doesn't necessarily mean anything but an early embargo normally means a definitely solid game .

You might want to spoiler hide that little bit about TLOU... No need to spoil late gamers ;-)
 
I knew I shouldn't believe someone who says MGSV is just a "souped up ps3 title".

18
sounds still pretty good, we'll see how long those chapters take.

it's a souped up ps3 title,deal with it, ^^, and it's strange, maybe i counted wrong, because the guy on the stream has started go trough the chapters selector very fast, sorry i was wrong, but it's strange!
 
It's Reddit. Subpar gaming discussion is to be expected.

/r/masterrace circle jerk for sure. The PC people and the Xbox people are going to try really hard to discredit The Order, Bloodborne and Uncharted.

The "new" picture there is from the E3 build. Game looks even better now.

I would go as far as to argue its a low res rip from youtube from their E3 build. The OP is just making shit up.
 
it's a souped up ps3 title,deal with it, ^^, and it's strange, maybe i counted wrong, because the guy on the stream has started go trough the chapters selector very fast, sorry i was wrong, but it's strange!

Without derailing this thread, Dane Cook would say "Are you out of your fucking mind?" Saying shit like that should count as trolling.
 
I wish plasma wasn't dead. I want one :(

I have been gaming and watching movies on a 50" Panasonic Plasma for years, and I always loved it. But after I bought a 1080p 3D DLP Projector (BenQ W1070) and a 110" screen, I have never turned my plasma on again ... not even once.

PS4 games looks simple incredible on my Projector. The sense of scale that a 110" screen gives to you can not be matched by any TV.

I'm pretty sure The Order 1886 will melt my face (even more because I love it's aspect ratio).
 
I have been gaming and watching movies on a 50" Panasonic Plasma for years, and I always loved it. But after I bought a 1080p 3D DLP Projector (BenQ W1070) and a 110" screen, I have never turned my plasma on again ... not even once.

PS4 games looks simple incredible on my Projector. The sense of scale that a 110" screen gives to you can not be matched by any TV.

I'm pretty sure The Order 1886 will melt my face (even more because I love it's aspect ratio).

+1 I've got an Epson 1080p projector and games look incredible on it. The only thing I prefer when it comes to gaming on a plasma is the lightning fast response time.
 
I have been gaming and watching movies on a 50" Panasonic Plasma for years, and I always loved it. But after I bought a 1080p 3D DLP Projector (BenQ W1070) and a 110" screen, I have never turned my plasma on again ... not even once.

PS4 games looks simple incredible on my Projector. The sense of scale that a 110" screen gives to you can not be matched by any TV.

I'm pretty sure The Order 1886 will melt my face (even more because I love it's aspect ratio).
Yes. I have a HD projector and a Panasonic plasma too. Sure, the Panny is better in black values and realistic colour. But nothing of that can make up for the immersion that a projector brings. Movies, tv shows, photo's, concerts, sports and games all become way more immersive with a HD projector on a big projection (indeed, 100 inch or more) screen. Somehow people still think projectors suck. But they are awesome.
 
Lots of games simulate the "rolling billow" (temporary trapping of air and presure differential): https://www.youtube.com/watch?v=0d4GtwgEQUw
https://www.youtube.com/watch?v=tU1tk3vnP5U
https://www.youtube.com/watch?v=imAVGMOnyyE
https://www.youtube.com/watch?v=tU1tk3vnP5U

I mean Cellfactor is nearly a decade old at this point
Maybe so, but it still doesn't look as good as what they have here. Every one of your examples still has this looking videogamey somehow, so whatever they're doing here to me looks like an obvious improvement in some way.

I'd also chime in on the whole tech demo / game engine tangent. IMO, even for things like simulation, tech demo and research papers is again where it is. Game engines always seem to lag behind in this, and I don't think that's unnatural as they have to mature the tech demo stuff into a production ready product. My game engine interest predominantly lies precisely in the merger or tech and art pipeline, which is where they really shine. I'm saying this, because that is precisely where this game really shines. I look at something like Star Citizen, and while it on paper may use more effects than this game, the overall look is still somehow cheap and less appealing, even for things that should be a no-brainer like light reflecting off of metal surface. I too, like R Deckard, think this game is the start of something and a benchmark for visuals to come, and I don't think analyzing its features on paper alone tells why that is so. There's something ingenious that RAD crew has done here, and if it's not pure tech (although I think in part it is the refinement of much that was there before), then it has to be the art and production pipeline they've developed - the process or the tech that's used for it is something that I think others will study carefully, or already are. I think RAD must be credited with one or the other, if not both. The end product speaks for itself - I really can't think of a single scene from any other game that looks as completely convincing as that rooftops shot from one of the trailers.
FluffySlipperyGrouper.gif

And what's funny is that seeing it on a large screen just makes it look more real and more believable than in the small gif that usually hides a lot of imperfections.
 
Maybe so, but it still doesn't look as good as what they have here. Every one of your examples still has this looking videogamey somehow, so whatever they're doing here to me looks like an obvious improvement in some way.

I'd also chime in on the whole tech demo / game engine tangent. IMO, even for things like simulation, tech demo and research papers is again where it is. Game engines always seem to lag behind in this, and I don't think that's unnatural as they have to mature the tech demo stuff into a production ready product. My game engine interest predominantly lies precisely in the merger or tech and art pipeline, which is where they really shine. I'm saying this, because that is precisely where this game really shines. I look at something like Star Citizen, and while it on paper may use more effects than this game, the overall look is still somehow cheap and less appealing, even for things that should be a no-brainer like light reflecting off of metal surface. I too, like R Deckard, think this game is the start of something and a benchmark for visuals to come, and I don't think analyzing its features on paper alone tells why that is so. There's something ingenious that RAD crew has done here, and if it's not pure tech (although I think in part it is the refinement of much that was there before), then it has to be the art and production pipeline - the process or the tech that's used for it is something that I think others will study carefully, or already are. The end product speaks for itself - I really can't think of a single scene from any other game that looks as 'complete' as that rooftops shot from one of the trailers.
FluffySlipperyGrouper.gif

And what's funny is that seeing it on a large screen just makes it look more real and more believable than in the smll gif that usually hides a lot of imperfections.

It's the game's merging of art and tech that's so successful. It's not just pushing effects, everything implemented in this engine has been meticulously tweaked and chosen to flatter the art. Combine that with the sheer consistency of the assets, and you have a game that gets closer to the concept art than any other 3D game with a realistic art style that I've seen.
 
Maybe so, but it still doesn't look as good as what they have here. Every one of your examples still has this looking videogamey somehow, so whatever they're doing here to me looks like an obvious improvement in some way.
There is quite a simple reason for that, this game has the best clothe shading in a game to-date. But simulation-wise, lots of other games have done the same stuff (and arguably more when you look at the clothe in cell factor), which is what we were originally talking about anyway.

I'd also chime in on the whole tech demo / game engine tangent. IMO, even for things like simulation, tech demo and research papers is again where it is. Game engines always seem to lag behind in this, and I don't think that's unnatural as they have to mature the tech demo stuff into a production ready product. My game engine interest predominantly lies precisely in the merger or tech and art pipeline, which is where they really shine. I'm saying this, because that is precisely where this game really shines. I look at something like Star Citizen, and while it on paper may use more effects than this game, the overall look is still somehow cheap and less appealing, even for things that should be a no-brainer like light reflecting off of metal surface.
Comparing to Star Citizen is really not a good idea. That game is legitimately years off and has a completely non-final rendering pipeline, art assets, and everything. Likewise, everything shown has been multi.player. There are literally only 2 screenshots of the singleplayer assets in existence (1, 2). I would just generally avoid that at the current impasse until we see footage from Squadron 42 (the single player, directed, etc. campaign). Which is more similar to the order rather than some pre-alpha stage testing stuff.

I too, like R Deckard, think this game is the start of something and a benchmark for visuals to come, and I don't think analyzing its features on paper alone tells why that is so. There's something ingenious that RAD crew has done here, and if it's not pure tech (although I think in part it is the refinement of much that was there before), then it has to be the art and production pipeline they've developed - the process or the tech that's used for it is something that I think others will study carefully, or already are. I think RAD must be credited with one or the other, if not both. The end product speaks for itself - I really can't think of a single scene from any other game that looks as completely convincing as that rooftops shot from one of the trailers.
FluffySlipperyGrouper.gif

And what's funny is that seeing it on a large screen just makes it look more real and more believable than in the small gif that usually hides a lot of imperfections.
I have yet to see the game running on a screen before me, so it is hard to say (it being at a framerate I dont play games at also is something to consider). Though, I agree that the game is a benchmark for combinations for tech and art direction. I have never said anything but that. Although I at the same time think it is perfectly applicable and reasonable to point out places where it could be better given different constraints or tech decisions.
 
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