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The Order 1886: Official spoiler thread for all black bars

I've kicked that object before, along with other folks here, and have never seen it land like that directly on the table. Well done.

Also, stop leaking the game, please. :(

I do appreciate you guys keeping it all in a single thread, however, and using the
spoiler
tags appropriately.

Also:
10 more days!

I figured you guys would have fun with the physics lol

It is a shame that it's leaking early. I'm probably one of those folks who that oft-cited study on enhanced enjoyment through spoilers refers to, but at the same time I understand how everyone there at RAD and Sony want everyone to enjoy it as intended and not have someone's experience ruined.

That all said, what I've seen from just that first chapter of the game and bits of 2 look fantastic, and these 10 days are going to be a long wait. Great job to everyone there.
 
I am seeing what appears to be a lot of baked direct lighting (shadows) in some scenes. I knew the game would of course used baked indirect (like nearly all games), but that surprises me a bit.
 

jett

D-Member
because the player, of course.

Shit player or shit combat? Hmmmmmmmmm

I think it was at least equally the fault of the game. The lycans kept attacking him from off-screen at first, with no chance to evade (no prompt appeared) and no way to counter. Only when he started cheesing the fight by camping in a corner did he start killing the things.

I didn't think it looked like much fun, either. Fast, mobile enemy against sluggish player character in a cramped space. I'm hopeful playing is believing, though.

Yeah, cramped space plus cramped perspective plus enemies coming out of nowhere...
 

Sn4ke_911

If I ever post something in Japanese which I don't understand, please BAN me.
Caved and watched the opening and the lycan fight.

Gotta say besides the graphics I'm not impressed. I agree with jett on this, looks frustrating as hell.

Guess I'll wait a little longer to buy a PS4.
 
I am seeing what appears to be a lot of baked indirect lighting in some scenes. I knew the game would of course used baked indirect (like nearly all games), but that surprises me a bit.

There is no night and day cycle. It would probably be too expensive to model the same complexity of lighting using a fully dynamic approach.
 

Fjordson

Member
I think it was at least equally the fault of the game. The lycans kept attacking him from off-screen at first, with no chance to evade (no prompt appeared) and no way to counter. Only when he started cheesing the fight by camping in a corner did he start killing the things.



Yeah, cramped space plus cramped perspective plus enemies coming out of nowhere...
Yeah, that didn't look fun at all.
 

Skux

Member
Either the sensitivity needs to be upped or the control scheme isn't meant for this. He turns so slow.

The best way is to use hip fire, which is often neglected in TPS games. You can see he uses it a bit during the fight and the turn rate is much higher.

I died so many times in Uncharted 1 against the zombies while trying to aim until I realised I could hip fire the shotgun.
 
The best way is to use hip fire, which is often neglected in TPS games. You can see he uses it a bit during the fight and the turn rate is much higher.

I died so many times in Uncharted 1 against the zombies until I realised I could hip fire the shotgun.

Even when hes not aiming it seems sluggish. Hes having trouble getting through the corridors to get an angle. Its like there is too much weight on him. He's not wearing a suit of armor is he.
 
just watched the lycan fight. the area is not as cramped as you guy are making it out to be, as well the guy keeps running in the opposite direction that he was attacked.
 
I think it was at least equally the fault of the game. The lycans kept attacking him from off-screen at first, with no chance to evade (no prompt appeared) and no way to counter. Only when he started cheesing the fight by camping in a corner did he start killing the things.



Yeah, cramped space plus cramped perspective plus enemies coming out of nowhere...

If he didn't move to a different part of the room where he couldn't cove multiple lanes, nor kept turning around and facing walls and corner repeatedly, it wouldn't have been a problem. Bar of course the difficulties of the contextual action, which can't really be figured out by just watching and with the player already giving a poor showing.

It's not cheesing. It's what you're supposed to do.
 
just watched the lycan fight. the area is not as cramped as you guy are making it out to be, as well the guy keeps running in the opposite direction that he was attacked.

I think the issue is that he seems to be more fighting with the controls than the enemies. I think this game may require high sensitivity settings for any battle like this. When he dives out of the way he has trouble turning quickly enough to engage.
 
He continuously had an x prompt when the Lycans charged at him, I suspect he was just fucking up and not hitting it properly. Even when they were offscreen, you see the prompt show up briefly before they attack.
 
tank controls vs cramped place + super fast enemy = not fun.

Not a problem when you do what you're supposed to do and cover the lanes they come from and hit the contextual action.

You're making it sound like it's the Ch.6 end boss in The Evil Within where there's not much the player can do to avoid attacks and easily fight back.
He continuously had an x prompt when the Lycans charged at him, I suspect he was just fucking up and not hitting it properly. Even when they were offscreen, you see the prompt show up briefly before they attack.

A lot of the time it came up when aiming, so either he was too distracted on figuring out whether to shoot or dodge (if he even really understood given he ignored so many commands in the game prior) or you have to stop aiming and then hit the contextual action key in order to perform the dodge.

Not sure what was up with the warding off contextual action though. Think out of a dozen or so attempts he only pulled it off twice.
 
Ah okay, thanks for clarifying. Do you know what type of lighting solution they are using?

Real time direct lighting and shadows in pretty much most scenes, cube map image based lighting for local indirect specular stuff, dynamic characters use this weird reflection system showed first in Remember Me. Other than that I have no specific idea. The indirect lighting from the sun while they are inside or under ledges appears baked, but it is hard to tell from this video, it could just be really great IBL placement,

But the one thing that wasn't hard to tell was baked shadows and stuff when he is in a few of the court yards. You can tell because character shadows start getting odd as well as the baked shadows being really diffuse instead of sharp like the real time ones.

All in all I think the lighting in the game is good though. Just wish I could see some native footage.
 
Strategy seems to the same as it is for Stalkers in DS2. Dodge being a standard button rather than contextual would clear up any frustration.
 
I think the issue is that he seems to be more fighting with the controls than the enemies. I think this game may require high sensitivity settings for any battle like this. When he dives out of the way he has trouble turning quickly enough to engage.

Even if it is controls. he is making the same mistakes over and over again. when the ww strikes the game highlighted the specific direction you were attacked but the guy kept running into the same corner.
 

Harmen

Member
Really looks like it was the player. The guy does not do anything about making sure he has an overview (moving from corner to corner in a strategic way) and he seems to miss the contextual action (dogde roll) nearly all the time.
 
Really looks like it was the player. The guy does not do anything about making sure he has an overview (moving from corner to corner in a strategic way) and he seems to miss the contextual action (dogde roll) nearly all the time.

Not to mention he always seems to be facing the wrong way and even when you can tell the Lycan is behind him he doesn't turn around to face it.

Just seems kind of incompetent
 

Mifune

Mehmber
Reminded me of the wolf attacks in Tomb Raider, and those weren't fun either.

That said, I realize this is just a small piece of the pie that I'm only watching (first hour of the game, no less) so I'm not gonna issue any final judgments or anything.
 
Even if it is controls he is making the same mistakes over and over again. when the ww strikes the game highlighted the specific direction he was attacked but he continued to run into the same corner.

What I was looking at was even when he dodges, he can't turn quick enough to engage. He's trying to turn and hit them up close but the character moves too slow. He ends up staying in the corner when he realizes that he can't turn quick enough.
 
I think the issue is that he seems to be more fighting with the controls than the enemies. I think this game may require high sensitivity settings for any battle like this. When he dives out of the way he has trouble turning quickly enough to engage.
I don't know exactly how control layout looks like but if I were him, I would keep pressing dodge button or whatever button it was to roll until those lycans were in my sight.
 
I don't know exactly how control layout looks like but if I were him, I would keep pressing dodge button or whatever button it was to roll until those lycans were in my sight.

I hope to god that the dodge roll isn't entire contextual. I know that circle is enter cover and X is exit. I have a feeling dodge only works when they dive at you.

It would be so much easier if he could do that.
 
Not to mention he always seems to be facing the wrong way and even when you can tell the Lycan is behind him he doesn't turn around to face it.

Just seems kind of incompetent
I think this is a common response of many persons (including me) when being attacked from unknown direction. When I play any multiplayer shooter and being hit when running, I will just keep running straight forward or make a sharp turn to find cover as after all, finding a place to hide still give me more chances to survive than turning around and facing enemies whose weapons are being aimed directly at me the whole time.

That's said, if he (and I :p) were better players, he would have a better respond :D
 
Real time direct lighting and shadows in pretty much most scenes, cube map image based lighting for local indirect specular stuff, dynamic characters use this weird reflection system showed first in Remember Me. Other than that I have no specific idea. The indirect lighting from the sun while they are inside or under ledges appears baked, but it is hard to tell from this video, it could just be really great IBL placement,

But the one thing that wasn't hard to tell was baked shadows and stuff when he is in a few of the court yards. You can tell because character shadows start getting odd as well as the baked shadows being really diffuse instead of sharp like the real time ones.

All in all I think the lighting in the game is good though. Just wish I could see some native footage.

really appreciate the insight mate. Seems like quite the hybrid system. I suppose it is necessary though to produce the kind of results we are seeing, while trying to be as power efficient as possible given system constraints.
 

Popsickles

Member
I dont understand all the moans, game looks hard = no fun. Player dies = no fun, Battle looks too challenging for me = no fun. Seriously this is why there is so much hand holding and virtually no difficulty levels in games these days. Press X to win
 
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