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The Order 1886: Shooting & melee, graphics, thick atmosphere, explorable alleyways

Like kaching said in the post above:

"No, that's an interpretation on your part, based on assumption. What it actually states is that they're still working on the balance between exploration and linear storytelling, they want to do some exploration, but their primary goal is to take the player on a ride. However, the two concepts aren't mutually exclusive. It is possible for exploration to be part of the ride, so there's no clear way to precisely quantify the balance of linear vs. open yet, not based on this comment."

That is a possibility, and there are many things to consider, like that person's perspective of what exactly he meant by exploration. He could have had a different idea in mind entirely. If the game ends up having moments that allow for problem solving and exploration to some degree then I would probably be satisfied with that.

There is definitely a possibility that they are in fact trying to strike that strong balance between linearity and open design. I do hope the game doesn't end up being a glorified hallway though.
 
Thank god its not another boring open world game but a tight experience with some exploration.

Ill take a Tomb Raider, Uncharted, Last of Us and Alan Wake over a Assasins Creed ot Gta anyday.
 
The artist does things that feel right and doesn't need much of a reason for it. They just follow their artistic vision which could be as abstract as a certain feeling or mood.
An artist doesn't simply ignore context when they are working on a larger project with a larger vision than just their own.
 
if it's anything like those games, doesn't sound great to me. those games are all awful.

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MilkBeard said:
This quote is very disappointing. I have no doubt that The Order will be a good game, but it looks like we are in for a game that funnels you from hallway to hallway.

Devs, I want games that give us the ability to explore, even if it's secretly funneling us from place to place, a la Dark Souls, or old Resident Evil games. I don't want to run from set piece to set piece with dudes waiting to ambush me with no other options of tackling the game other than either hiding for cover and shooting, or going guns blazing.

I think you're reading too much into the word "linear." They've made no bones about it, they consider themselves a little brother to Naughty Dog. They look up to how that studio makes games immensely. What does Naughty Dog do? They do stories, they do linear games with spaces where you have choices for how you want to handle the encounter, etc. I don't think they're talking about linear in the sense of a Call of Duty. They're just saying there is a definitely beginning point, end point, and we're going to take you through these characters story. How you handle the enemies will probably depend on your playstyle. In Call of Duty, there's only one experience of the campaign. You go through their tightly scripted story and you don't have much of a choice on how to do anything.
 
I don't know if I've seen as many people jump to conclusions over a game as this one.

Yeah, it's really odd. I don't even participate in discussions of gameplay in this game, because I feel like we don't really know enough, and the constant assumptions are annoying.
 
Thank god its not another boring open world game but a tight experience with some exploration.

Ill take a Tomb Raider, Uncharted, Last of Us and Alan Wake over a Assasins Creed ot Gta anyday.

Ha ha, I see what you did there. Touche.

Personally I just would like some integration of exploration, something like Dark Souls, old Resident Evil, etc. Of course, the game will be whatever the developers intend, and we don't even know what gameplay is like.

I think people are disappointed because the potential for the game is very high, and yet everyone is nervous that it will not live up to the expectations. It will most likely be a good experience though, whatever it is, and a lot of people will forget about their preconceived ideals if it's a really good game.
 
That is a possibility, and there are many things to consider, like that person's perspective of what exactly he meant by exploration. He could have had a different idea in mind entirely. If the game ends up having moments that allow for problem solving and exploration to some degree then I would probably be satisfied with that.

There is definitely a possibility that they are in fact trying to strike that strong balance between linearity and open design. I do hope the game doesn't end up being a glorified hallway though.
In the Game Informer issue they did say there will be moments of exploration and investigating crime scenes. Moments of cooldown for the player, not constant high octane action.
 
I don't know if I've seen as many people jump to conclusions over a game as this one.

It's even more extraordinary when you realise people assumed TLOU would just be a corridor shooter like Gears. Game terminology is restricting the ability to look beyond gun porn and realise what next gen games could be ... and SHOULD be.
 
An artist doesn't simply ignore context when they are working on a larger project with a larger vision than just their own.

I was obviously greatly simplifying things in that post and talking more about two conceptual extremes, rather than an actual artist in order to get my point across. Of course real artists working in a commercialised setting like video game development will not simply do what they feel like without listening to their superiors or without consulting reason and even when we're talking about artists not working in such a setting, this kind of thing differs from individual to individual. But I do think an artist (and by artist I'm mostly talking about independent artists working for their art, rather than a paycheck - not sure if there's a term for that particular kind of artist in the English language) generally decides more things intuitively and a designer generally thinks more about their decisions and that very nicely describes the two different viewpoints that emerged during the discussion: following an intuitive artistic vision or following a logical design philosophy.
 
Ha ha, I see what you did there. Touche.

Personally I just would like some integration of exploration, something like Dark Souls, old Resident Evil, etc. Of course, the game will be whatever the developers intend, and we don't even know what gameplay is like.

I think people are disappointed because the potential for the game is very high, and yet everyone is nervous that it will not live up to the expectations. It will most likely be a good experience though, whatever it is, and a lot of people will forget about their preconceived ideals if it's a really good game.

Some light exploration is ok for me, but anything thats open world I pass on.

Ive already returned gta5 after being suckered in yet again by rockstar, just didn't have any intention of going back after 5/10 hours. Quit ass creed 2 5 hours in, same for saints row 3. Dragons Dogma got deleted after 1 hour. Skyrim after 20. Ass creed 3 hasn't even been booted up... Fallout Nv got sold after 15 hours maybe.

Only open world games finished this gen were Crackdown and Fallout 3. (Does Dead Rising count?)

I just don't have the patience to play these games anymore, all that boring padding, the hollow quests and meaningless exploration. Those little mini tombs in tomb raider are better then anything gameplay wise I've seen in gta 5.
 
I want them to ditch the black bars, they spoiled Beyond, they're not valid artistic expression, a game is not a film and should be formatted to the destination screen type.
 
To me, the perfect "linear exploration" was MGS3. It was linear but there was so much to do within those linear confines that you didnt really mind. Heres to hoping the more open world nature of MGSV captures that magic.

Anyway. Yes. You can have exploration in a linear game and it can be very worthwhile experience.
 
I just think it's remarkable that there's been so much hype and coverage and we still haven't seen any in-game footage yet. Yes, it looks and sounds super impressive -- now let us actually see it.
 
I was obviously greatly simplifying things in that post and talking more about two conceptual extremes, rather than an actual artist in order to get my point across. Of course real artists working in a commercialised setting like video game development will not simply do what they feel like without listening to their superiors or without consulting reason and even when we're talking about artists not working in such a setting, this kind of thing differs from individual to individual. But I do think an artist (and by artist I'm mostly talking about independent artists working for their art, rather than a paycheck - not sure if there's a term for that particular kind of artist in the English language) generally decides more things intuitively and a designer generally thinks more about their decisions and that very nicely describes the two different viewpoints that emerged during the discussion: following an intuitive artistic vision or following a logical design philosophy.
You're oversimplifying to the point of making an irrelevant comparison that doesn't really help make any point at all. This dichotomy you're trying to create is rather false. There are plenty of times when either a designer or an artist will work intuitively or logically. It just depends on what they're working on.
 
I can understand why they would want to make it a focused, narrow experience... but I think they'll be missing a massive trick if they don't allow us to explore that wonderful setting.

London at that time was a fascinating place.
 
hate all the cinematic crap. so what if the atmosphere is alive when you can't even interact with the environments and npcs? much like all these games like assassins the city is "alive" when you just look at it for the first time and then you figure.out there's nothing interesting to interact with.
 
hate all the cinematic crap. so what if the atmosphere is alive when you can't even interact with the environments and npcs? much like all these games like assassins the city is "alive" when you just look at it for the first time and then you figure.out there's nothing interesting to interact with.
Environments are highly destructable and, although the extent of interaction is unknown, the article describes a scene with a lot of NPCs out around on the street.
 
You're oversimplifying to the point of making an irrelevant comparison that doesn't really help make any point at all. This dichotomy you're trying to create is rather false. There are plenty of times when either a designer or an artist will work intuitively or logically. It just depends on what they're working on.

Sure. Which is why I said I was talking about conceptual extremes, about artists in non-commercial settings, that it depended on the individual and used the word "generally". Either way, the comparison, whether it makes sense or not (and it might very well not - it simply seems to make some sort of sense inside my head), is not really important. What's important is the point that one of the POVs used in the discussion was an intuitive one and one was a logical one and that the use of lens distortion in a game (with the exception of games like Outlast, as I've previously mentioned) can be justified when you're following the inuitive feel and look of a film aesthetic but cannot really be justified from a logical POV because you're basically emulating another medium's technical limitations without that emulation actually having any narrative or gameplay value.
 
hate all the cinematic crap. so what if the atmosphere is alive when you can't even interact with the environments and npcs? much like all these games like assassins the city is "alive" when you just look at it for the first time and then you figure.out there's nothing interesting to interact with.

Aren't you same guy who liked beyond: two souls and heavy rain? What happened to you?
 
Thats what people believe. By slapping open world it fixes all of gamings problems
It's clear so few people here played Alan Wake.

AW showed how a linear game should be. Great story, clear linear direction, but ample opportunities to go off-piste to explore and find hidden stuff.

It doesn't have to be corridors or sandbox. There are a bunch of options in between the two.
 
Environments are highly destructable and, although the extent of interaction is unknown, the article describes a scene with a lot of NPCs out around on the street.

As you said earlier, it is very strange how people are jumping to conclusions with so little information. I think it partly has to do with the frustration of not seeing any gameplay, which provokes people to criticize anything that isn't an actual walkthrough. I'm really starting to see why games are treated like closely guarded secrets until they have something to show. If they just talk about it and have nothing to show yet, they will get torn apart one way or another!

Aren't you same guy who liked beyond: two souls and heavy rain? What happened to you?
Haha! Good point. There is something different about EmptySpace these days. I want the original back! :(
 
I want them to ditch the black bars, they spoiled Beyond, they're not valid artistic expression, a game is not a film and should be formatted to the destination screen type.

Do you own a collection of "formatted to your screen size" movies in VHS?
 
It seems like there will definitely be parts of the game with NPC's with walking around. I just hope that it doesn't hold your hand and force you to advance. A little time to roam around and just soak in the atmosphere and figure out where to go next would be the best thing.
 
As you said earlier, it is very strange how people are jumping to conclusions with so little information. I think it partly has to do with the frustration of not seeing any gameplay, which provokes people to criticize anything that isn't an actual walkthrough. I'm really starting to see why games are treated like closely guarded secrets until they have something to show. If they just talk about it and have nothing to show yet, they will get torn apart one way or another!
My counterpoint to that is if we just had developers release working titles, genres, and one sentence descriptions of games as they start development, we'd have far fewer people deciding in their mind what they think a title is supposed to be then being disappointed when it's something else.
 
My counterpoint to that is if we just had developers release working titles, genres, and one sentence descriptions of games as they start development, we'd have far fewer people deciding in their mind what they think a title is supposed to be then being disappointed when it's something else.

But half that shit changes during development anyway.
 
I want them to ditch the black bars, they spoiled Beyond, they're not valid artistic expression, a game is not a film and should be formatted to the destination screen type.

Ehhh.

I'm not sure how this is any different than what the film studios did when they released films on wide aspect ratios.
 
Thank god its not another boring open world game but a tight experience with some exploration.

Ill take a Tomb Raider, Uncharted, Last of Us and Alan Wake over a Assasins Creed ot Gta anyday.

I agree 100%

Open World doesn't mean a game is going to be good. Most of the time I find open world games to be boring.
 
I don't get this obsession over "open world" games.
Since when does every game have to be a GTA/JC/Skyrim?

Is it because people somehow associate this with "next-gen"?
 
Not really. Different strokes for different folks. Technology is there to have bigger worlds without things like bad framerate getting in the way. That being said, not all games need to be big and sprawling, but continually seeing games that end up being hallway shooters or hallway fighters is disappointing. The most replayable games in my opinion strike a balance between guiding you and letting you figure out the methods to advance for yourself.

Again it's just about different opinions. But it's okay if people are disappointed that a style they prefer is being shrugged off for something more simplistic.
Again, that's a matter of preference. You can't just make a generalization that these types of games are disappointing to the majority; these games have an audience, otherwise the genre wouldn't be so popular. There is room for so many game types, there really is no need to project any opinions on what a certain game should be. There's no shortage of open world games in the pipeline, and people need to stop making broad statements as if certain game types need to die, because that's just bullshit.
 
I hope they try something different with the MP (assuming it has it) too!

Don't just make another Gears style MP.

They could make humans vs. monsters. Give the MP a unique feel.
 
I hope they try something different with the MP (assuming it has it) too!

Don't just make another Gears style MP.

They could make humans vs. monsters. Give the MP a unique feel.
I really want a Humans vs. Monsters mode. Make it like versus in L4D where it feels like a co-op mission with human enemies.
 
I wonder how the melee system will work.

Do you start with a sword, or some other type of melee weapon.... or will it be more pick-up based melee weapons like TLOU.
 
Because we need more filmic, linear TPS games.

My hype is getting substantially lower. The art so far has looked incredible (they have some super talented folks they picked up for it), and the atmosphere appears to be neat.
Hope they do something interesting with the gunplay and story at least.
 
Because we need more filmic, linear FPS games.

My hype is getting substantially lower. The art so far has looked incredible (they have some super talented folks they picked up for it), and the atmosphere appears to be neat.
Hope they do something interesting with the gunplay and story at least.
Good thing it's not a FPS
 
ITs too bad the game is all in London apparently.

A alot of other cool places they could visit in that time period.
It is on the alternative universes. It won't be exactly same history period. Hence why we saw unusually things in the cutscenes teaser.
 
Is the city explorable, then? Can we investigate its murky alleyways at will? “That’s always the struggle,” Weerasuriya says. “I love to explore the environment so long as it gives you something back. Yes, we’re trying to do some of that, but the reality is that it’s a single-player game that takes you on a ride, and we don’t want to compromise that ride

Ugh...all I read here was "blah blah blah no multiplayer or co-op".

If that's the case this went from a system seller to a rental for me. Hopefully I'm reading too much into that line but that's not the first time they've stressed the term 'single-player' before. If they decide to go that route I think it would be a huge mistake.
 
This thread is pretty embarrassing. I've never seen so much complaining by those who won't even TRY to find the GI interview to find out what the game is about and what RAD is aspiring for.
 
This thread is pretty embarrassing. I've never seen so much complaining by those who won't even TRY to find the GI interview to find out what the game is about and what RAD is aspiring for.

Happens to a lot of games, people will come around as gameplay comes out.
 
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