• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

The Order 1886 at PSX - Impressions, Gameplay, etc.

Could you link me the links or videos all I have been seeing até negative impressions, I'll be more positive about the gameplay when I see people actually saying it so

No, because nobody is going to waste their time when the situation will end up like this:

I have no idea what you are talking about. Here is the text from the actual IGN interview against your "conclusions":

[*]There are standard collectibles (e.g., newspapers). You can read them. Yay?

"These collectibles are wonderfully detailed and can be fully examined, front-and-back. It was cool to read a piece of the newspaper's front page, and flip over a piece of paper to see a government stamp adorning it. Little touches like these make the world of The Order feel more lived in, more realistic."

[*]There are multiple guns. The ones you expect.

"Getting to use a wide array of firearms -- sniper rifles, pistols, machineguns, and the like -- showed-off a diverse, yet familiar arsenal... I enjoyed toggling between firearms, blasting fools from up close with the spray of a shotgun, taking shots from safety with a scoped sniper rifle, and then cleaning up with the spitfire of an automatic weapon."

[*]When you shoot dudes in the head they don't seem to die.

"Enemies seemed a bit spongy to me, especially when I used my pistol (some enemies wouldn't even die when I shot them in the head), but I found combat to be satisfying."

[*]Pots go flying when shooting them in the kitchen.

"One especially cool battle took place in a kitchen, with copper pots and pans hanging all over the place, awaiting their next use. As enemies hid behind stoves, ovens, and counters, those pots and pans went flying as they became casualties of a brutal and violent battle between rebel forces and The Order."

[*]You can't really explore but it did look nice.

"The zeppelin, named Agamemnon, is vast, and there's a ton of space to explore. Everything is delivered linearly -- there are no alternate routes or choices to be made -- yet I felt a true sense of exploration as I poked my head into rooms and around corners, waiting to see what was next... I had a lot of fun exploring, even if I wasn't choosing where to go next, and even if I did have to grapple with unfortunate QTEs, particularly in the cockpit of the zeppelin."

[*]QTEs sucked.

"Stealth kills aren't difficult to execute (though the AI is a bit wonky), and they aren't achieved simply by moving behind an enemy and hitting a certain button. Rather, you have to time your stab with an on-screen, QTE-like prompt. I especially dug how as I drew towards my targets, my character slowly reaches for his blade, as if he knows exactly what's going to happen. That was a very nice -- albeit small -- touch.

The concern trolling is all disingenuous. You and some others have already made up your minds yet.
 
This a Gaming forum, if you don't like my opinion about the game you should move on, my criticism is valid and it's specific about the gameplay, I liked the graphics and other aspects of the game, if you don't see flaws in it I respect your opinion but don't try to impose it

Why should anyone waste their time trying to convince you of anything? It is as fruitless as you wasting your time on a game you'll never play.
 
For the record guys, he's talking about the game itself, not visuals.



Seems in line with everyone else who thinks the game is good and has just been demoed/marketed poorly
Bananafactory I love the setting of this game and still excited about it, I just concerned about the gameplay because I have seen negative impressions and think the videos emphasized cinematic too much, people here act as they were the game pr without taking justified criticism
 

le-seb

Member
This a Gaming forum, if you don't like my opinion about the game you should move on, my criticism is valid and it's specific about the gameplay, I liked the graphics and other aspects of the game, if you don't see flaws in it I respect your opinion but don't try to impose it
But there's a difference between having an opinion and shit posting.
Here, you're just shit posting.
 

Rajang

Member
laa-yosh from beyond3d ( i think this guy works in the industry of cg movie i'm not sure) but he wrote that the order gameplay and cinematics are night and day in difference (in uncharted 4 thread)...O_O I'm blind, i can't see it!

Dont worry. One of RaD's graphics programmer's already responded to him on beyond3d, basically saying that there are no differences between cutscenes and gameplay. The models, textures, post-processing, lighting features, etc are identical.
 
No wonder developers just talk about cinematic experience while commenting about the order, all we have seen is quick time events and little shooting or action, I'm expecting this game to bomb hard, it's supposed to be a game not an interactive movie... http://youtu.be/QV1nFJkdxaU
Perhaps try watching some of the other commentary to create a balanced view rather than jumping into a thread and saying 'it's shit, this guy says so'.

A lot of people have been in this thread dissecting, watching and reading any video, article or even tweet about this game so that they can absorb as much information as possible and, rather unfortunately your view is not as valid as someone who has been doing this and regardless of any bias that one may hold you would probably be better received if it appeared that you had done this as well.
 

Jaradakar

Member
So in that scene where he shoots the guy in the trailer before he assasinates the important character, I wonder does that guys body reacts differently depending on where he shoots him since its in real time?

https://www.youtube.com/watch?feature=player_detailpage&v=KJ6M49gnsgA#t=41

Yes -- he falls in-game and the cin starts as he falls.

Cover
Also I'd urge everyone to take a closer look at Gears of War and then look back at our cover system. While we love GOW and used that as a starting point, we did do some subtle but significant changes.

Our cameras are much closer, much more saving private ryan feel. In our game, when you're in cover, it looks and feels like you are in cover. We have a peek mechanic, where you can look over or around cover to get a better view (just stick in said direction), this is to help offset that your visibility is hampered while you are in cover.

Also we have a soft cover mechanic (that kicks in once you have entered cover), similar to The Last of Us in that once in cover you can just move/stick off without needing to hit the enter cover button -- which can allow for smoother transitions when shifting sides or just going in and out quickly.

We went with a hybrid system as we wanted to preserve the ability to quickly scramble into cover via a button press (something you can't do in The Last of Us) but once in it's super easy to shift/change cover.
 

luca_29_bg

Member
Dont worry. One of RaD's graphics programmer's already responded to him on beyond3d, basically saying that there are no differences between cutscenes and gameplay. The models, textures, post-processing, lighting features, etc are identical.

yeah i see that, thanks, i'm curios about the answer :D
 

RoboPlato

I'd be in the dick
IGN? Come on Robo Plato IGN editor's are awful, too much water
I usually dislike IGN's guys too but considering that they've shared a lot of complaints and concerns that you seem to have and have come around because of this demo, I think they're worth listening to in his case.
 

Putty

Member
Yes -- he falls in-game and the cin starts as he falls.

Cover
Also I'd urge everyone to take a closer look at Gears of War and then look back at our cover system. While we love GOW and used that as a starting point, we did do some subtle but significant changes.

Our cameras are much closer, much more saving private ryan feel. In our game, when you're in cover, it looks and feels like you are in cover. We have a peek mechanic, where you can look over or around cover to get a better view (just stick in said direction), this is to help offset that your visibility is hampered while you are in cover.

Also we have a soft cover mechanic (that kicks in once you have entered cover), similar to The Last of Us in that once in cover you can just move/stick off without needing to hit the enter cover button -- which can allow for smoother transitions when shifting sides or just going in and out quickly.

We went with a hybrid system as we wanted to preserve the ability to quickly scramble into cover via a button press (something you can't do in The Last of Us) but once in it's super easy to shift/change cover.

Sounds fab! Mega hyped for this, hope you guys knock the final game out of the park to prove the doubters wrong!
 

Jaradakar

Member
Okay serious question, no hyperbole intended. How are they getting the image to look that good and seamless? What techniques are they using? That gif where he pulls out that strange device is tripping me out right now. It's without flaw, seriously. The blur in the background, the color, the grain, man it's just stunning.

It's a combination of a ton of elements. I'll break out a couple:

1) Lens
We stripped away the ability for lighting and FX to author full screen effects that are normal determined by a camera lens.

We created lens profiles/templates that set:

Lens curvature
Vignetting
Etc,

Both the gameplay cameras and cinematic cameras use these lenses templates.

2) We use depth of field for both in-game and cinematics. For the cinematics we animated the reference depth and "focus pull" as if it was a movie. For gameplay we set the reference depth based on what you are doing -- in cover we pull it in to further emphasize your limited visibility.
 

GooWop

Member
Yes -- he falls in-game and the cin starts as he falls.

Cover
Also I'd urge everyone to take a closer look at Gears of War and then look back at our cover system. While we love GOW and used that as a starting point, we did do some subtle but significant changes.

Our cameras are much closer, much more saving private ryan feel. In our game, when you're in cover, it looks and feels like you are in cover. We have a peek mechanic, where you can look over or around cover to get a better view (just stick in said direction), this is to help offset that your visibility is hampered while you are in cover.

Also we have a soft cover mechanic (that kicks in once you have entered cover), similar to The Last of Us in that once in cover you can just move/stick off without needing to hit the enter cover button -- which can allow for smoother transitions when shifting sides or just going in and out quickly.

We went with a hybrid system as we wanted to preserve the ability to quickly scramble into cover via a button press (something you can't do in The Last of Us) but once in it's super easy to shift/change cover.

Thanks for the post. I saw the peeking system in the new demo and got soo excited for it. Can you fire your weapon while peeking in cover? Wolfenstein had a peeking mechanic while in cover and i loved it and that was the best shooter I've played in a long time.

Can't wait to February!
 

RoboPlato

I'd be in the dick
Yes -- he falls in-game and the cin starts as he falls.

Cover
Also I'd urge everyone to take a closer look at Gears of War and then look back at our cover system. While we love GOW and used that as a starting point, we did do some subtle but significant changes.

Our cameras are much closer, much more saving private ryan feel. In our game, when you're in cover, it looks and feels like you are in cover. We have a peek mechanic, where you can look over or around cover to get a better view (just stick in said direction), this is to help offset that your visibility is hampered while you are in cover.

Also we have a soft cover mechanic (that kicks in once you have entered cover), similar to The Last of Us in that once in cover you can just move/stick off without needing to hit the enter cover button -- which can allow for smoother transitions when shifting sides or just going in and out quickly.

We went with a hybrid system as we wanted to preserve the ability to quickly scramble into cover via a button press (something you can't do in The Last of Us) but once in it's super easy to shift/change cover.
This sounds really nice. Good balance of the two methods.
 

Jaradakar

Member
Thanks for the post. I saw the peeking system in the new demo and got soo excited for it. Can you fire your weapon while peeking in cover? Wolfenstein had a peeking mechanic while in cover and i loved it and that was the best shooter I've played in a long time.

Can't wait to February!


While peeking you can either transition to blind fire or into aim.
 
This a Gaming forum, if you don't like my opinion about the game you should move on, my criticism is valid and it's specific about the gameplay, I liked the graphics and other aspects of the game, if you don't see flaws in it I respect your opinion but don't try to impose it

Agreed. This is a thread where all viewpoints should be shared. Me? I played it at E3 and didn't like what I played. Speaking to two people I know at PSX about their hands on, my issues have gone largely unaddressed. This is a game that is definitely aimed at graphics junkies, something I am not.
 
Agreed. This is a thread where all viewpoints should be shared. Me? I played it at E3 and didn't like what I played. Speaking to two people I know at PSX about their hands on, my issues have gone largely unaddressed. This is a game that is definitely aimed at graphics junkies, something I am not.
Thad great and all but at least you've actually played it.

I highly doubt THEBONDIGTY has actually played the game, especially when he's saying that this game is similar to Heavy Rain. I mean cmon. It's one thing if this isn't your cup of tea but at least try to be informed when you're gonna comment on the game. Negative or positive
 

Jigolo

Member
Yes -- he falls in-game and the cin starts as he falls.

Cover
Also I'd urge everyone to take a closer look at Gears of War and then look back at our cover system. While we love GOW and used that as a starting point, we did do some subtle but significant changes.

Our cameras are much closer, much more saving private ryan feel. In our game, when you're in cover, it looks and feels like you are in cover. We have a peek mechanic, where you can look over or around cover to get a better view (just stick in said direction), this is to help offset that your visibility is hampered while you are in cover.

Also we have a soft cover mechanic (that kicks in once you have entered cover), similar to The Last of Us in that once in cover you can just move/stick off without needing to hit the enter cover button -- which can allow for smoother transitions when shifting sides or just going in and out quickly.

We went with a hybrid system as we wanted to preserve the ability to quickly scramble into cover via a button press (something you can't do in The Last of Us) but once in it's super easy to shift/change cover.
Were you guys inspired by the Resident Evil series?
 
Agreed. This is a thread where all viewpoints should be shared. Me? I played it at E3 and didn't like what I played. Speaking to two people I know at PSX about their hands on, my issues have gone largely unaddressed. This is a game that is definitely aimed at graphics junkies, something I am not.
Thanks for posting that!
 

T.O.P

Banned
I reached the "rental" point

I love the setting way too much to discard the game completely, but it still doesn't scream 60$ to me
 

Loudninja

Member
Gameinfomer
Kim: We haven’t seen much of The Order: 1886 yet, which is surprising since it’s coming out in February. I’m always wondering what the game is actually going to entail. Do you feel like the demo gave you a better idea of what’s in store?

Reiner: I do. I played 45 minutes of it, and walked away both surprised and pleased by it. You are right, they haven’t shown much up until this point. I feared they were hiding something, but I now think this may be a case of Ready at Dawn being overly protective of it, and not wanting to give out story spoilers.

Kim: I’ll admit I was pleasantly surprised. The gunplay felt tight and I enjoyed getting around the chaos, finding cover, and stealing guns from enemies. I also didn’t mind the QTEs, as they didn’t feel overdone or out of place. I know people have been concerned that this will be too QTE-driven, but it seemed pretty balanced. Also, the demo we played had two different areas of the airship. One felt like a very standard battle venue, but as you go into the airship, you really get a different feel the game. One part lets you see the London vista, which looks fantastic. In another, I was fumbling around a kitchen blasting down rebels. I’m really excited to see what else the world offers. What’d you think of the gunplay and locales?

Reiner: I don’t think Anglophiles are going to get much of a historical takeaway from this experience; it looks more steampunk and fantasy than a historic piece. That said, the inner workings of the airship were impressively detailed, giving off a nice sense of scale, and of the unique technologies people use in this version of London. I especially liked the lockpick, a vibrating device that shakes the lock bolts free. The airship’s escape pods (which are just mini-hot air balloons) are also quite clever.

The gunplay felt good, and the demo gave us a nice look at both cover-based shooting and sniping. I do have to question the A.I. at this point. Many of the enemies I dropped didn’t seem to fear for their lives, and stood in the same locations as their fallen comrades. The sniping reminded me a little bit of the Hitman series. In one sequence, Galahad is on the second story, overlooking a lobby filled with passengers and military figures. He’s in hushed communication with his fellow Knights, trying to figure out of if there are any rebel threats in the crowd. The player is tasked in this moment to locate soldiers without patches on their right arms. You have to wait for them to turn around, and if their sleeves are barren of the military insignia, press a button to identify them. Once the targets are confirmed, Galahad is asked to drop them. This silenced sniping moment doesn’t exactly go as planned, and gives way to an exciting assault sequence.

.
http://www.gameinformer.com/games/t...al&utm_source=twitter.com&utm_campaign=buffer
 

RoboPlato

I'd be in the dick
Game Informer impressions
http://bit.ly/1ANaWly

I’ll admit I was pleasantly surprised. The gunplay felt tight and I enjoyed getting around the chaos, finding cover, and stealing guns from enemies. I also didn’t mind the QTEs, as they didn’t feel overdone or out of place. I know people have been concerned that this will be too QTE-driven, but it seemed pretty balanced.

EDIT: Dammit, Loudninja!
 

DevilFox

Member
Good things to read. I'm let down by in game lines, last thing I wanted to hear are ancient Knights talking like "vulgar soldiers", if you know what I mean.
I expect a screenplay that fits them better, outside the shooting.
 

Ledhead

Member
Though there seem to be a few grievances, overall reception seems very positive, at least compared to the thrashing this game was getting earlier in the year. I have high hopes, and look forward to getting my hands on this
 
I played it earlier

Best looking game, the 30 fps is hella smooth, and the combat is very satisfying. It's not really pushing any innovations, but what's there is executed very well with superb production values.

Also, you can press sprint to cancel forced walks. Goty
 
Thank god for these positive impressions. I'd like this game to be great. It looks soo fucking good in artdirection and atmosphere but i'll admit i was sceptical about the gameplay. Especially since tjey showed that many small cutscenes.

I love me some amazing looking third person shooter. Especially with a good cover system.
 

RoboPlato

I'd be in the dick
I played it earlier

Best looking game, the 30 fps is hella smooth, and the combat is very satisfying. It's not really pushing any innovations, but what's there is executed very well with superb production values.

Also, you can press sprint to cancel forced walks. Goty
You can skip forced walking? Netwrecker just came
 
Top Bottom