Savantcore
Unconfirmed Member
The Order: 1886 may well prove to be a highly divisive title - but for all its controversies, we're equally confident that it represents something very special, a sneak-peek at the future direction of real-time graphics on console hardware. Ready at Dawn's visual technology is simply immense: so good, so precise, so realistic that at times it's like you're playing a game that looks as good as a pre-rendered movie. This is a milestone in the development of next-gen visuals.
Implementing the very latest rendering technologies and integrating them with a superb level of consistency throughout the rendering pipeline, this is clearly a stunning visual showcase. Every element of the scene, from environmental materials to clothing, hair and skin is exceptionally rendered, beautifully lit according to how light interacts with their physical properties. There's little - if anything - in the way of hard geometric edges to give this game an old-school gaming aesthetic, while the more traditional high detail texture work found in most games gives way to a softer, more filmic look.
Performance is the icing on the cake, and an area where we had some concerns. Initial game footage we saw revealed some clear frame-rate issues - and even the 2014 Gamescom demo exhibited noticeable performance hiccups, despite the letterboxed 1920x800 rendering resolution. The final game is a world apart: Ready at Dawn aims for a locked 30fps and for the vast majority of the experience it doesn't deviate from the target, with most of the dropped frames occurring on cuts, making them totally unnoticeable. There are very rare performance dips during the most intense of combat scenes, but these are mild judged by the standard of the majority of 30fps titles.
However, it's fair to say that Ready at Dawn has different objectives in mind. The Order: 1886 is a profoundly linear, dare we say it "cinematic" experience, where the developer revels in its immense technology, bombarding you with beautiful visuals, often to the detriment of the gameplay. To illustrate, the first hour of gameplay sees almost 50 per cent of the duration dedicated to cut-scenes, with exploration and combat equally divided at around 15 minutes a pop. For those that like to play games, not watch them - regardless of the visual magnificence - The Order: 1886 can be initially very offputting, but it puts the priorities of the developer into perspective.
Fundamentally, it all comes back to the point we made in our 2014 gaming round-up - graphics are evolving at a breakneck pace, but gameplay remains rooted very much in the last generation. And perhaps what disappoints the most with The Order: 1886 is that this imbalance is actively tipping in the wrong direction - where the emphasis on the graphical glory actively seems to come at the expense of the quality of the gameplay.
Framerate test video (YouTube). | Full playthrough timelapse.
More at the link, although more than half of the article is concerned with the length of the game and not the technical specifics.