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monkeyDzoro

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The Order 1886 First Impressions | ParisGamesWeek

When ReadyAtDawn (RAD) developers showcased during this year E3 a very short playable demo of their PS4 new IP - TheOrder1886 - a very big part of the gaming media has been voicing their "concern" about the gameplay and the fact that the game might hold your hand too much. And there were those who were even complaining about the game being linear...
It would be an euphemism to say this game has been bashed from every possible angle since then. So with the ever-growing criticism going on around this IP, I also started to worry about the issues journalist kept mentioning. That's why I decided to go at ParisGamesWeek (here in Paris, FRANCE) to make my own opinion about the game.This was my first hands-on experience (and surely the last until it drops on Feb 2015) for TheOrder1886, and I am glad to say afterwise that I still am eager to see more of it.

First of, I will start with the most obvious point - the visuals and performances. My mind and eyes were blown... and they still are. All about the graphics is of a AAA quality. The best I have seen so far. The faces, models, costumes, textures, lighting, particle effects... everything is top notch. The art direction and level design are very good. The foggy and heavy ambiance contribute to a very believable Neo-Victorian London suburbs. However shadows still need some work, and mostly those on the characters' faces that still have noticeable aliasing. And considering the build was from February 2014, it is pretty safe to assume those will be ironed out for launch.
The framerate is a rocksteady 30FPS. No dips or stutters or screen tearing at all. Very fluid movement and gameplay. No issues there also.

Let's move on to the story and what the demo is about. TheOrder1886 developers never missed an opportunity to tell us that their game is very story-centric. And that's why they are trying to push that "cinematic" feeling (with some Uncharted 2 inspirations). A story that many journalist failed to mention in their previews.

You (Galahad and his other three squad members) are set at the beginning of 'Chapter III: Injustices'. And it seems you are escorting a detective - for some reason which is not unveiled - but this one get wounded by an enemy above while trying to cross the street and get refuge in the next house. At that point, you need to get rid quickly of all the enemies who are a floor above you across the street, near a distillery that you will blow of with your thermite rifle.
Then you go rescuing the detective by dragging him into the house, where he will die. Looking around in the room, you will find a huge piece of metal blocking your way out. You press TRIANGLE to trigger the animation: Galahad takes his thermite round, sticks it on the obstacle and ignites the thermite round to melt the metal.
At that point I was not really into the story nor really caring for a particular character which is understandable since I did not know much about what was going on. But after Sir Parceval (the squad leader) and Lafayette called the detective's death, Lady Igraine (Isabeau) and Galahad looked each other in the eyes for a few seconds. At that particular moment you could feel there was some serious stuff going on (not a romance I guess). If they had talked, they might have said:

"Isabeau - I don't like how this is turning out. The detective is dead and we are trapped here with rebels after us.
Galahad - ...Let's just... move on."
And by reading those two characters' description ( https://www.playstation.com... I was not surprised at all. I must say RAD and the actors did a good job translating these bonds in that particular scene.

And here we are on the most critical part, the one which got so much criticism: THE GAMEPLAY. Before starting the demo, I expected not the worst but at least some deal breaker flaw in the gameplay. Something that may really pull me off and say "yeah, it's broken...". Hopefully, that was not the case.

First things first, THE OPTIONS. In a shooter (TheOrder1886 is a ThridPersonShooter) I always go in the OPTIONS to adjust the sensitivity. I was then pleased to notice there are two different way to adjust it: CAMERA and AIMING-DOWN-SIGHT sensitivity. Those two settings prevent a recurrent discomfort in shooter while switching from camera to aiming, that results in a variation of the sensitivity (normal on camera, too slow on aiming).
Next, THE CONTROLS. From the videos I saw on the Internet, sometimes I was thinking that controls might be clunky with Galahad being too heavy and the camera being too close. I was wrong again. Galahad is neither too heavy or too light. The controls were very responsive. Going in(CIRCLE)/out(CROSS) cover, switching cover (left/right + CIRCLE), aiming/reload animation, sprinting... everything was very fluid and responsive. Vertical and lateral camera angles were good also... at least in that demo.
At this point, Galahad have two weapons: a thermite rifle and a pistol. The pistol is as expected of that time. Well modelized and believable. The crosshair is a simple horizontal broken line, which is enough to bring a rusty feel to it. But you get used to it after 5 shots and then headshots keep rolling out. In terms of power, it is your typical standard beginning handgun. When you shoot, it results in a clear and neat bang, that I wish was a bit louder. Or were my headphones which not loud enough ?
The thermite rifle is the most original. It combines two shooting modes. An inoffensive one that just spread an inflammable gas in the air (pressing R2) that you can then light up with thermite rounds (with R1), or you can do it the other way around but with a quicker execution. It is ideal to get/burn enemies in cover, and what is funny is you can burn to death and already burning enemy by spreading even more gas on them. Shooting gas rounds feels more like a rifle with a very satisfying metallic sound, while shooting thermite rounds feels more like a grenade launcher.
However the "issue" here comes from shooting gas rounds. When you press R2, it is like the rifle releases more bullets and more rapidly than expected. Perhaps the developers could increase a bit the recoil per bullet shot, and reduce slightly the rate of fire.

Another gameplay element is the BLACK WATER. Its origins remain unknown as of now BUT you can notice two of its properties in that demo. It can heal wounds and it can "slow time". By pressing L1, you trigger that ability. The screen goes black/white, Galahad takes a very cool/epic pose with his pistol and shoot his enemies. When it is activated, you no longer have to aim, the game does it for you and you just have to shoot and switch target by pushing LEFT/RIGHT the RIGHT STICK.
The AI was OK. Not the smartest nor the most stupid. If I would rate it right now, I would give a 7/10. It is a very standard AI you have in that demo. However, the challenge was non existent. Perhaps, they dumped down the difficulty like many other developers for the need of the presentation of the demo.

One can clearly feel it, I really enjoyed my time playing this VERY SHORT demo of TheOrder1886. I tried a second playthrough but I was stopped in the middle... My playthrough lasted 8 minutes with 2 minutes of cutscenes which were perfectly blended with the gameplay in terms of visuals. This demo was literally a showcase of that cool THERMITE RIFLE with its amazing incendiary particle effects AND that perfect transition between CUTSCENES and GAMEPLAY which defines TheOrder1886. Maybe that is why the developers showed us that portion of the game, to back and highlight perfectly their words. Though, I can also understand why someone might be "WORRIED" that the pace in the whole game feels off... But I don't think it will. I hope it won't.
And it surely DOESN'T justify the wholeheartedly and well coordinated BASHING this game got since its gameplay reveal.

Long story short, I went worried to the event and left with a big smile with my hopes high again for this game... with no worry whatsoever concerning the quality of this game.

ashen1223838d ago

yo i read it all, good to hear an actuall GAMER enjoyed it.

you say galahads not to heavy but not to light, can you give an example? like joel from tlou or marcus F from gears? maybe somewhere in between?

monkeyDzoro3838d ago

Joel is definitely heavier. I'd say more like Drake in Uncharted. I played it yesterday just one time and today I kinda lost that feeling. But I think it was more like Drake or a bit heavier. Anyway he was very responsive.

ashen1223838d ago

whoa thats pretty light thanks for telling me bro

monkeyDzoro3837d ago

Yeah and about the CUTSCENE -GAMEPLAY - CUTSCENE drama. If you've played Uncharted 2 it's exactly like the beginning of the game. PLATFORMING - CUTSCENE - PLATFORMING. It's the same pacing.
And it is understandable since it was only CHAPTER III so pretty much the beginning of the game, where cutscenes are heavily implemented to introduce the intrigue. Plus the linearity is also like the first missions where you had to rob the museum.
I really don't understand why people are so CONCERNED about that VERY VERY SHORT demo. It's typically like every beginning in every game.

Walker3838d ago

good to hear an actuall GAMER enjoyed it

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