I've never written a detailed review for a game, so I'm still feeling my way through it. Forgive me if it isn't professional quality
MINOR SPOILERS BELOW
Let's cut straight to the chase. The Order 1886 is a missed opportunity on so many levels. Not in the sense that it didn't deliver what I wanted the game to be. It didn't even deliver what RAD promised. Other than their obvious focus on story, setting, sound, graphics and art, here's what we were led to believe when the game was
revealed:
- Awesome futuristic weapons
- Shoot werewolves in the face with a lightning gun
- Experience overwhelming numbers of these aggressive creatures in open/semi-open arenas where they would surround & flank you and your squad and use their ability to climb as an advantage against you
- Crowd-control them with the thermite rifle
- Did I mention shooting werewolves in the face with a lightning gun? Yeah...
Do any of those sound like an unreasonable expectation based on that trailer? When they revealed it, I was fucking hyped by its potential. As time progressed, we were introduced to the "rebels" and the amount of marketing around the half breeds became increasingly scarce. Every piece of media that came out focused on the rebels with the odd werewolf sighting. Every gameplay reveal had lukewarm to cold reception, because it showed nothing that stood out like the original reveal. "Oh RAD is holding so much back because of spoilers", "Oh Sony's marketing sucks. RAD deserves better", "Oh stop hating on the game, wait till it's out". We all found ways to keep that hope alive. Myself included. But it had reached a point where I started being a passive reader on those threads. There was nothing to say because nothing really was being shown. My hype had hit a plateau. Then I got to play it at PSX and found that they had nailed the gunplay, the most criticized aspect of the game. So all hope was not lost. Now that I've played the entire game, I should be hyped for a sequel, right?
Before I answer that, let's explore what the final product does and does not do well. I played it on hard, with aim assist off, vertical stick inverted (like normal people would play) and all sensitivity options cranked up to 8.
The prologue of this game when watched on mute on youtube felt like the best introduction this game could possibly get. It was intense, suspenseful and dire. Anyone who had followed the game's story prior to release would immediately be drawn by all the questions that it raised. After spoiling myself on this portion last week, I was really looking forward to playing it. Little did I know that it had the worst introduction to gameplay that I ever imagined a game of this caliber could have. The oncoming barrage of button prompts and QTEs was an assault even to my sensibilities, someone who liked heavy rain. The first 3 buttons you are asked to press are all through button prompts that interrupt an otherwise intense cutscene - tap triangle, mash triangle and hold triangle. The end result of all these 3 button prompts is essentially the same, Galahad forcefully using his hand to do something. So why the redundant variations? Makes you wonder. Once you get full control of Galahad, you would think the game would let you keep it. But surprise, it doesn't. You get about 10-20 seconds of walking around after which you are stuck in another cinematic camera angle. And another. And another. Some were forgivable and others were downright abhorrent. There was one segment where the game asks you to use L2 to aim. So like any normal gamer would, I pressed L2, expecting to aim. Guess what happens? It zooms on to the target automatically. Trying to aim left or right has no effect. I couldn't even move Galahad left, right or backwards. I was walking through a standard room just moments ago. Now I was walking an invisible line with invisible walls in all directions except forward. Failure to comply meant insta-death and a restart. So I complied. This went on for a few minutes of painstakingly choreographed cutscenes that were compromised by distracting button prompts. The analogy that came to mind was a movie that paused every few seconds and forced you to press play, just to make sure you are paying attention. Or a great orator stopping every 5 seconds to confirm that you are still listening. Wouldn't that make you want to judge the orator? The game wasn't just hand holding, it was dragging me like an abusive parent, and punishing me if I resisted. I tried not to judge the game based on this. It was too early for that. The narrative that unfolded made the ordeal worth it.
Fortunately, this was the only section in the game that was so excessively riddled with button prompts. I wouldn't call all of them QTEs, as QTEs are time sensitive. Some of these are just Press-It-or Rot-Here-Forever prompts. It still appears every now and then, but not in such an egregious and offensive way.
The game eventually opens up a lot, with its stunning visuals and atmosphere on full display and nary a hiccup in framerate. And it looks absolutely stunning for the most part. The first chapter and several others that followed let you walk around for quite a bit and take in the atmosphere. The attention to detail is staggering. The textures are all marvelously detailed. You hear sounds that you wouldn't expect them to be put there, like the ticking of a wall clock when you get real close to it. Even the coat tails of random NPCs fluttered realistically in the wind.
But the early exploration also revealed another problem that appears throughout the game. Dead ends. Empty, uninteresting dead ends. At most, you might have a newspaper or pamphlet to read. Some that add substance to the lore, others that don't. But many dead ends had nothing at all. And given that the first "exploratory" section did not allow you to run (the reason is anybody's guess), it started getting a bit boring walking around. Even the game doesn't expect you to roam around for too long. When you do, you will notice the NPC dialogues looping back to the beginning.
Also the writing on the newspapers are too small for someone viewing it ten feet away. After a point, I stopped reading the contents and stuck to the headlines. They really should have had a text only or zoom option.
Despite these niggles, the game started winning me over again. There were barely any idiotic button prompts later. I controlled Galahad for the most part. Cutscenes were very well done, dialogues and banter were enjoyable and all the lead characters showed great chemistry with each other. The story was intriguing. The voice acting was superb, the ambient sounds and background score were impeccable and the game kept blowing my mind from a technical as well aesthetic point of view. The gunplay was solid through and through. Hit detection for the human AI was vastly improved from earlier reveal videos and the AI in general was not bad, though sometimes they scream "grenade" and continue to stand right next to it. The level design during the early stages were mostly fun.
But why would I suggest that I didn't like the game if things got better? It's because other things started happening. Bad things.
Enter the Lycans. The first time I watched this on the spoiler thread, I really enjoyed it. It had such an intimidating atmosphere and it was thrilling to watch. But it was such a chore to play. As enemies, these were the least interesting enemies in the game. They literally had just one attack pattern. Line up, charge, pounce & retreat. Rinse and repeat. It didn't matter if it pounced on you and you were pinned to the ground. It will still retreat. It doesn't matter if you dodged awkwardly and it landed on you with no damage, it will retreat. You can shoot it while it retreats and it won't react. You can shoot it while it charges you and it won't react to that either. Once you pump enough lead into it, it would abruptly collapse and that's that. It felt like something out of a PS2 game and it got old real fast. I found myself going through the motions. You will even notice that there might be 2 or more lycans attacking, but as soon as you kill 3 in total, the other one simply disappeared so that you could move on to the next segment. And they all happen in closed, cramped spaces that look like abandoned warehouses. Just bad level design, bad AI, bad gameplay loop. Bad everything. And to top it off, every time you have such an encounter, you have none of those special weapons shown at the reveal. And that is all you get from the standard Lycans in the ENTIRE game. Yes. Now look back at the reveal trailer and imagine my disappointment. There are the "elders" with their own gameplay loop, but that was an even bigger slap in the face for anyone expecting anything remotely exciting from a gameplay standpoint. They are almost entirely QTE based with an option to throw in attacks haphazardly when said QTEs aren't prompted. RAD was so proud of it that they decided to regurgitate it as-is
. That right there is a deal breaker for me.
Fighting humans after the initial stages were a mixed bag. Some were good. Others not so much. I can pin the issue on mediocre level design and spawning strategies. So many potentially fun levels devolved into obnoxious 'shotgun specialists' rushing you with no care in the world, then hordes of scrubs filling in from all directions and then more 'shotgun specialists' rushing ad nauseum.
The camera bias felt unintuitive. Not sure why they were trying to reinvent the wheel here. So many games have done shoulder swapping that works well. In any case, this game seemed to do a lot of the swapping automatically, so I never actually needed to use it during gameplay.
Melee was hit or miss. Some cinematic cut scenes were fast and efficient. Others were drawn out and irritating. Melee doesn't work if prompt doesn't appear. There were several times when melee did not register because the game hadn't figured out that the target was near enough.
The lantern sections were so poorly thought out, with enemies casually walking in the open and shooting while you had no way to take cover because holding a lantern is a formidable task that a centuries old knight couldn't figure out. Those levels felt like an insanely pretty remaster of a 1990s game.
So even though the gunplay was good, the level design showed a serious dearth of innovation or inspiration. It felt like "that thing you do in shooters between story segments". And to make things worse, you end up using those futuristic weapons on humans, because RAD thought "fuck werewolves and exciting fast paced action, let's give gamers some exploding heads and dismemberment instead". It was way too inhumane for knights sworn to protect these people to use it on them. The rebels were using them too, so an eye for an eye should be expected, but it felt out of place on both sides. These weapons were so overpowered that after the initial spectacle, they felt like cheat codes to dispatch enemies in a rapid and comical fashion. When I had these, I was breezing through encounters without even having to aim properly. Soon they became boring.
The penultimate gameplay section was the worst designed shooter level I've seen in ages. Remember the travesty that was the final shooting segment in Killzone: Shadowfall? Where every enemy you have ever encountered throughout the game comes pouring in? Now imagine that in a tiny dark room. It was such a clusterfuck of epic proportions that any last vestige of fun from the gunplay was sucked right out.
The mini games were ok. I hated the inspect mechanic as the game refused to move ahead if I didn't look at the same pretty object from every possible angle that didn't involve spraining Galahad's wrist. Sometimes it would pop a triangle and you could do something. Other times it just felt pointless. The morse code was a major letdown. So utterly pointless that calling it a gimmick would be an overstatement. Browsing the audio logs in the archive was a chore. Couldn't they just play it live while I walk around? So many games have done that. And the logs themselves were so loosely connected to the story/lore that they didn't seem to add anything substantive.
The game really lacked spectacle. There were no set pieces whatsoever. They even had the chance to show an exploding/
, but they shied away from it and blacked it out, probably under the pretense of "emotional gravitas". I wonder if they feared the engine was already bursting through the seams. The destructibility was no different than most action games this generation (or the last). We've had real time shattering glass and miscellaneous objects for ages now. I can't believe they boasted so much about it to the press to make it seem like it had any tangible impact on game design, gameplay, or even visuals for that matter. There are just a handful of encounters where it was noticeable. The world, for the most part, was a static you-can-look-but-you-can't-touch object.
Noticed a couple of jarring oversights in the screenplay, but not too significant. When the guy at the brothel demanded that Galahad should deposit his weapons before entering, he totally allowed the giant conspicuous knife he was carrying on his back. Similarly, when Galahad is asked if brutally stealth killing all those guards towards the end was necessary, his response was "there is no time". So everything the man lived to uphold for centuries was thrown right out the window, because gamers could get some satisfying knife-to-throat action. Couldn't they even think about non-lethal takedowns that were just as cool? And later on, Galahad is accused of "incapacitating" the guards. What he did was anything but that. If there were any apt examples of ludonarrative dissonance in games, this would be a top pick.
The story which was quite good for a large portion of the game, started falling apart in the second half, with unclear motivations, insufficient exposition and "twists" that made no sense. Things were happening with no real context on why they were happening, so it became difficult to care after a point. Characters fell off the grid with no closure and the teaser ending that is supposed to hint at things to come was just as confusing as their PR cycles - an empty promise.
Closing thoughts:
RAD has a true gem of an engine built for this game and I hope it serves them well for their future endeavors. But this game is so inundated with questionable design decisions that RAD really needs to take a long and hard look at what separates a great game from the rest. It isn't all about the story, especially when the storytelling falls short, albeit to a lesser extent. At this point, a sequel needs to be so drastically different from the original for me to get excited for this IP again.
The Good:
+ Mindblowing graphics, sound and art
+ Solid gunplay for traditional weapons
+ Exceptional performance and predominantly bug free experience
+ Load times
+ Intriguing characters
+ Fluid movement
The Bad:
- Mediocre level design
- Obscenely excessive button prompts, instructions and QTEs
- Under utilized and overpowered exotic weapons
- Lycan combat (all variants)
- Weak story conclusion
- Lack of set pieces
- Inconsistent melee performance
- Unrewarding exploration
Final Verdict: out of 10