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

The length is not the biggest concern, it's the replayability for me.
Out of curiosity, a question for you and everyone else, what do y'all think makes for the best replayability? A good story? Difficulty levels? NG+?

On the topic of UC 1's length, I think it took me about 9.5 hours rushing through without exploring. Easily could have taken me 10.5-12 if I bothered to slow down and snoop around.
 
Out of curiosity, a question for you and everyone else, what do y'all think makes for the best replayability? A good story? Difficulty levels? NG+?

On the topic of UC 1's length, I think it took me about 9.5 hours rushing through without exploring. Easily could have taken me 10.5-12 if I bothered to slow down and snoop around.

For me good replayability stems from the game having great pacing, unlockables, multiple variations to clear a level, and it has to be FUN pretty much. Bayonetta 2 for example is one example where it's very replayable even though the SP isn't that long. There's TONS of shit to unlock, stuff to see and ways to play.

Best thing would be for The Order to have guns that literally can be missed on the first playthrough. It'd be a great incentive to play over if you can unlock 3-4 new weapons.
 
Out of curiosity, a question for you and everyone else, what do y'all think makes for the best replayability? A good story? Difficulty levels? NG+?

On the topic of UC 1's length, I think it took me about 9.5 hours rushing through without exploring. Easily could have taken me 10.5-12 if I bothered to slow down and snoop around.
Well I replayed The Last of Us because of the great story, fun gameplay and collectibles and upgrades (New Game+). That's all it needs really.
 
Out of curiosity, a question for you and everyone else, what do y'all think makes for the best replayability? A good story? Difficulty levels? NG+?

On the topic of UC 1's length, I think it took me about 9.5 hours rushing through without exploring. Easily could have taken me 10.5-12 if I bothered to slow down and snoop around.

I want varied gameplay, that allows for different approaches.
 

elcapitan

Member
i think something got fucked up

goddammit, waited two hours for that shit

There are two demos. A short one and an extended one. I was at the front of the line when I overheard someone ask how long the demo was. One of the guys at the booth answered thirty minutes, but that the "lucky" ones get to play a 45-minute version. It might be randomized when they boot up the demo.

Unfortunately, I played the shortened version where you start on the second floor of a room.

The graphics are great. Everything looks cohesive, the body and facial animations are well done, and the IQ is superb. The weapon effects from smoke, dust, and debris are fantastic. Material surfaces look amazing and the reflections appear subtle and realistic.

Movement and aiming feels weighty. I'd say it's a cross between TLOU and Gears. The recoil, weapon sounds, and enemy hit reactions makes the shooting feel extremely satisfying. Enemies go down with just the right amount of bullets. They didn't feel too long or too short to take out.

I'm the kind of guy who runs and guns with hip fire in Uncharted, so that's how I tried to play the demo. I'm glad to say that rushing guns blazing is a very viable playstyle.

At the start, I'm hiding behind a rail on the second floor with a sniper rifle There are enemies below already shooting at me. I popped above cover and sniped a couple of them in the head.

I couldn't stay scoped for very long since enemy fire reduced my health quickly. I would peek over cover (by holding up on the analog stick while in cover) before going into my scope to set up my shot.

I lost sight of the enemies a lot thanks to a combination of the up close camera and their mobility. The enemies moved a lot, going from cover to cover. If I missed a shot, I had to reload, and by the time I looked through my scope again, the enemy would have already changed positions.

I got tired of sniping and decided to get up close and personal with the pistol. I went downstairs and out into the floor. Gunfire came at me from angles I couldn't see so I hid under a stairway on the main floor. There was an enemy hiding behind a wood sign. I managed to kill him by shooting through it.

The enemies seemed hesitant to move out of cover, but I managed to cheese some kills by sniping exposed limbs.

While I was hiding under the stairway, an enemy actually took up position in the same room I went through when I went downstairs. I put some fire in his direction and waited for him to pop his head out behind the wall.

After five seconds, I rushed in to try and take him out with a melee, but he was no longer there. He had moved up the stairs where I started the demo. I followed him up and took him out with a melee takedown.

When I cleared out the area, I replaced my sniper rifle with an automatic rifle. I picked up a burst fire pistol but dropped it since I prefer the single shot.

In the next area, I tried out the slo mo auto aim mode (forgot the name of it) and took out three guys. I'm not sure how it works exactly. I flicked the right analog stick and it would snap on to the enemy, and then smaller circles would pop up on their body to show where my bullets would land. I wasn't sure how to aim it after locking onto a body.

Play cutscene and I'm back in control. There's a gate and I open it with a small minigame where I click the left and right analog sticks to stop a ball bouncing up and down in a tube. I pick up a rifle with the air blast as the secondary.

The kitchen was my favorite part of the demo because of the ways you can sneak up on enemies. I ran in, hip firing at enemies across the counter and took cover when I took up too much damage. I saw an enemy hiding behind a corner. I tried to flank, moving along the counter, rounded the counter, and ran up along the wall and pressed Triangle for the takedown.

You're not invulnerable during these animations (clearly evident in the keynote demonstration) so it's something you want to do only when no one else is shooting at you. My screen went red so I hid behind a wall. The enemies that were shooting at me moved back behind a wall and fired through a small slot. There were two enemies I could see through the slot. One was underneath, blind firing so I could only see his hands, and the other was farther back and shooting at me out in the open.

I killed them and cleared out everybody in the kitchen by chasing them, hip firing my rifle, and when I got close, I finished them with a takedown. The enemies ran from me a lot, so I'm surprised by how they reacted.

To sum up my impressions: I thought the game looked okay before but it's definitely on my radar now. The cutscenes aren't too intrusive and they appear paced and interwoven into the gameplay appropriately. The controls are solid and weighty, and the combat scenarios provide a certain level of dynamism that you don't see in most videos because the player is always hiding behind cover. Secondary fire options provides variety and melee takedowns give a great cinematic flourish during firefights -- if you're not exposed, that is.

It doesn't present any amazing innovations in the third-person genre, but Ready at Dawn, for me, have always been masters of refinement. The mechanics aren't original, but they're tried and true and feel great.
 
This game seems to have an odd lingering negativity around it. That first demo really left a sour taste for everyone. Nice to see some positives starting to emerge though.
 

benzy

Member
If there were some unlockable outfits/weapons/3D character renders to view in the main menu/artwork, that'd be a start in replayability.
 

Lingitiz

Member
Out of curiosity, a question for you and everyone else, what do y'all think makes for the best replayability? A good story? Difficulty levels? NG+?

On the topic of UC 1's length, I think it took me about 9.5 hours rushing through without exploring. Easily could have taken me 10.5-12 if I bothered to slow down and snoop around.

For a cinematic game like this, the most important thing of all is pacing. A game like Bayonetta 2 is an unfair comparison because that's designed to be played multiple times. One playthrough is like playing the first act of a 3 act game.

For me, Uncharted 2 was an incredibly replayable experience because the pacing was so damn good. I played it over and over again because it was hard to put the controller down each time. Another big factor is having gameplay that feels like it plays out differently every time. If every encounter has little variation or customization to how you approach it, I wouldn't necessarily want to revisit it.
 

HORRORSHØW

Member
To sum up my impressions: I thought the game looked okay before but it's definitely on my radar now. The cutscenes aren't too intrusive and they appear paced and interwoven into the gameplay appropriately. The controls are solid and weighty, and the combat scenarios provide a certain level of dynamism that you don't see in most videos because the player is always hiding behind cover. Secondary fire options provides variety and melee takedowns give a great cinematic flourish during firefights -- if you're not exposed, that is.

It doesn't present any amazing innovations in the third-person genre, but Ready at Dawn, for me, have always been masters of refinement. The mechanics aren't original, but they're tried and true and feel great.

awesome. thanks for taking the time to write down your impressions.
 

benzy

Member
There are two demos. A short one and an extended one. I was at the front of the line when I overheard someone ask how long the demo was. One of the guys at the booth answered thirty minutes, but that the "lucky" ones get to play a 45-minute version. It might be randomized when they boot up the demo.

Unfortunately, I played the shortened version where you start on the second floor of a room.

The graphics are great. Everything looks cohesive, the body and facial animations are well done, and the IQ is superb. The weapon effects from smoke, dust, and debris are fantastic. Material surfaces look amazing and the reflections appear subtle and realistic.

Movement and aiming feels weighty. I'd say it's a cross between TLOU and Gears. The recoil, weapon sounds, and enemy hit reactions makes the shooting feel extremely satisfying. Enemies go down with just the right amount of bullets. They didn't feel too long or too short to take out.

I'm the kind of guy who runs and guns with hip fire in Uncharted, so that's how I tried to play the demo. I'm glad to say that rushing guns blazing is a very viable playstyle.

At the start, I'm hiding behind a rail on the second floor with a sniper rifle There are enemies below already shooting at me. I popped above cover and sniped a couple of them in the head.

I couldn't stay scoped for very long since enemy fire reduced my health quickly. I would peek over cover (by holding up on the analog stick while in cover) before going into my scope to set up my shot.

I lost sight of the enemies a lot thanks to a combination of the up close camera and their mobility. The enemies moved a lot, going from cover to cover. If I missed a shot, I had to reload, and by the time I looked through my scope again, the enemy would have already changed positions.

I got tired of sniping and decided to get up close and personal with the pistol. I went downstairs and out into the floor. Gunfire came at me from angles I couldn't see so I hid under a stairway on the main floor. There was an enemy hiding behind a wood sign. I managed to kill him by shooting through it.

The enemies seemed hesitant to move out of cover, but I managed to cheese some kills by sniping exposed limbs.

While I was hiding under the stairway, an enemy actually took up position in the same room I went through when I went downstairs. I put some fire in his direction and waited for him to pop his head out behind the wall.

After five seconds, I rushed in to try and take him out with a melee, but he was no longer there. He had moved up the stairs where I started the demo. I followed him up and took him out with a melee takedown.

When I cleared out the area, I replaced my sniper rifle with an automatic rifle. I picked up a burst fire pistol but dropped it since I prefer the single shot.

In the next area, I tried out the slo mo auto aim mode (forgot the name of it) and took out three guys. I'm not sure how it works exactly. I flicked the right analog stick and it would snap on to the enemy, and then smaller circles would pop up on their body to show where my bullets would land. I wasn't sure how to aim it after locking onto a body.

Play cutscene and I'm back in control. There's a gate and I open it with a small minigame where I click the left and right analog sticks to stop a ball bouncing up and down in a tube. I pick up a rifle with the air blast as the secondary.

The kitchen was my favorite part of the demo because of the ways you can sneak up on enemies. I ran in, hip firing at enemies across the counter and took cover when I took up too much damage. I saw an enemy hiding behind a corner. I tried to flank, moving along the counter, rounded the counter, and ran up along the wall and pressed Triangle for the takedown.

You're not invulnerable during these animations (clearly evident in the keynote demonstration) so it's something you want to do only when no one else is shooting at you. My screen went red so I hid behind a wall. The enemies that were shooting at me moved back behind a wall and fired through a small slot. There were two enemies I could see through the slot. One was underneath, blind firing so I could only see his hands, and the other was farther back and shooting at me out in the open.

I killed them and cleared out everybody in the kitchen by chasing them, hip firing my rifle, and when I got close, I finished them with a takedown. The enemies ran from me a lot, so I'm surprised by how they reacted.

To sum up my impressions: I thought the game looked okay before but it's definitely on my radar now. The cutscenes aren't too intrusive and they appear paced and interwoven into the gameplay appropriately. The controls are solid and weighty, and the combat scenarios provide a certain level of dynamism that you don't see in most videos because the player is always hiding behind cover. Secondary fire options provides variety and melee takedowns give a great cinematic flourish during firefights -- if you're not exposed, that is.

It doesn't present any amazing innovations in the third-person genre, but Ready at Dawn, for me, have always been masters of refinement. The mechanics aren't original, but they're tried and true and feel great.

Damn this sounds awesome.
 

GnawtyDog

Banned
Out of curiosity, a question for you and everyone else, what do y'all think makes for the best replayability? A good story? Difficulty levels? NG+?

On the topic of UC 1's length, I think it took me about 9.5 hours rushing through without exploring. Easily could have taken me 10.5-12 if I bothered to slow down and snoop around.

1. There are certain games that benefit from NG+ like Batman Arkham games due to unfinished sidequests, increased difficulty, upgrades, and riddle puzzles...

2. Games like ND's Uncharted or TLOU benefit from taking the story-in twice to capture any moment/word uttered/context you missed and/or really pay attention to the mastery of the work, characters, environments etc - as well as doing a completionist run.

3. A game like Infamous, or games that have branching story lines depending on choice are quite different. The re-playability comes from experiencing the story through different points of view/choices.

4. Many games have a mix of ideas, gameplay, etc that pretty much share a bit of 1-3.

At least that's what gets me to repeat strong-story based games.
 
Honestly, I would much prefer a 10 hours great game than a 30 hours one that drags on forever.
And then there was Beyond: Two souls. Longest most tedious 10 hours of my life.

Yeah a game like Dragons Age has about 30 hours worth of storyline gameplay and another 200 hours from boring fetch quests and junk like that. Same with Skyrim and such.

Nowadays with my time constraints from life give me 10-20 hours of well built gameplay from the main game so I can move on. 20 hours will last me weeks sometimes
 
There are two demos. A short one and an extended one. I was at the front of the line when I overheard someone ask how long the demo was. One of the guys at the booth answered thirty minutes, but that the "lucky" ones get to play a 45-minute version. It might be randomized when they boot up the demo.

Unfortunately, I played the shortened version where you start on the second floor of a room.

The graphics are great. Everything looks cohesive, the body and facial animations are well done, and the IQ is superb. The weapon effects from smoke, dust, and debris are fantastic. Material surfaces look amazing and the reflections appear subtle and realistic.

Movement and aiming feels weighty. I'd say it's a cross between TLOU and Gears. The recoil, weapon sounds, and enemy hit reactions makes the shooting feel extremely satisfying. Enemies go down with just the right amount of bullets. They didn't feel too long or too short to take out.

I'm the kind of guy who runs and guns with hip fire in Uncharted, so that's how I tried to play the demo. I'm glad to say that rushing guns blazing is a very viable playstyle.

At the start, I'm hiding behind a rail on the second floor with a sniper rifle There are enemies below already shooting at me. I popped above cover and sniped a couple of them in the head.

I couldn't stay scoped for very long since enemy fire reduced my health quickly. I would peek over cover (by holding up on the analog stick while in cover) before going into my scope to set up my shot.

I lost sight of the enemies a lot thanks to a combination of the up close camera and their mobility. The enemies moved a lot, going from cover to cover. If I missed a shot, I had to reload, and by the time I looked through my scope again, the enemy would have already changed positions.

I got tired of sniping and decided to get up close and personal with the pistol. I went downstairs and out into the floor. Gunfire came at me from angles I couldn't see so I hid under a stairway on the main floor. There was an enemy hiding behind a wood sign. I managed to kill him by shooting through it.

The enemies seemed hesitant to move out of cover, but I managed to cheese some kills by sniping exposed limbs.

While I was hiding under the stairway, an enemy actually took up position in the same room I went through when I went downstairs. I put some fire in his direction and waited for him to pop his head out behind the wall.

After five seconds, I rushed in to try and take him out with a melee, but he was no longer there. He had moved up the stairs where I started the demo. I followed him up and took him out with a melee takedown.

When I cleared out the area, I replaced my sniper rifle with an automatic rifle. I picked up a burst fire pistol but dropped it since I prefer the single shot.

In the next area, I tried out the slo mo auto aim mode (forgot the name of it) and took out three guys. I'm not sure how it works exactly. I flicked the right analog stick and it would snap on to the enemy, and then smaller circles would pop up on their body to show where my bullets would land. I wasn't sure how to aim it after locking onto a body.

Play cutscene and I'm back in control. There's a gate and I open it with a small minigame where I click the left and right analog sticks to stop a ball bouncing up and down in a tube. I pick up a rifle with the air blast as the secondary.

The kitchen was my favorite part of the demo because of the ways you can sneak up on enemies. I ran in, hip firing at enemies across the counter and took cover when I took up too much damage. I saw an enemy hiding behind a corner. I tried to flank, moving along the counter, rounded the counter, and ran up along the wall and pressed Triangle for the takedown.

You're not invulnerable during these animations (clearly evident in the keynote demonstration) so it's something you want to do only when no one else is shooting at you. My screen went red so I hid behind a wall. The enemies that were shooting at me moved back behind a wall and fired through a small slot. There were two enemies I could see through the slot. One was underneath, blind firing so I could only see his hands, and the other was farther back and shooting at me out in the open.

I killed them and cleared out everybody in the kitchen by chasing them, hip firing my rifle, and when I got close, I finished them with a takedown. The enemies ran from me a lot, so I'm surprised by how they reacted.

To sum up my impressions: I thought the game looked okay before but it's definitely on my radar now. The cutscenes aren't too intrusive and they appear paced and interwoven into the gameplay appropriately. The controls are solid and weighty, and the combat scenarios provide a certain level of dynamism that you don't see in most videos because the player is always hiding behind cover. Secondary fire options provides variety and melee takedowns give a great cinematic flourish during firefights -- if you're not exposed, that is.

It doesn't present any amazing innovations in the third-person genre, but Ready at Dawn, for me, have always been masters of refinement. The mechanics aren't original, but they're tried and true and feel great.

CHOOOOO-CHOOOOOOOOOO
 

Skux

Member
This is sounding really good actually. I'm on board.

nI6FOJK.gif
 

Pimpwerx

Member
There are two demos. A short one and an extended one. I was at the front of the line when I overheard someone ask how long the demo was. One of the guys at the booth answered thirty minutes, but that the "lucky" ones get to play a 45-minute version. It might be randomized when they boot up the demo.

Unfortunately, I played the shortened version where you start on the second floor of a room.

The graphics are great. Everything looks cohesive, the body and facial animations are well done, and the IQ is superb. The weapon effects from smoke, dust, and debris are fantastic. Material surfaces look amazing and the reflections appear subtle and realistic.

Movement and aiming feels weighty. I'd say it's a cross between TLOU and Gears. The recoil, weapon sounds, and enemy hit reactions makes the shooting feel extremely satisfying. Enemies go down with just the right amount of bullets. They didn't feel too long or too short to take out.

I'm the kind of guy who runs and guns with hip fire in Uncharted, so that's how I tried to play the demo. I'm glad to say that rushing guns blazing is a very viable playstyle.

At the start, I'm hiding behind a rail on the second floor with a sniper rifle There are enemies below already shooting at me. I popped above cover and sniped a couple of them in the head.

I couldn't stay scoped for very long since enemy fire reduced my health quickly. I would peek over cover (by holding up on the analog stick while in cover) before going into my scope to set up my shot.

I lost sight of the enemies a lot thanks to a combination of the up close camera and their mobility. The enemies moved a lot, going from cover to cover. If I missed a shot, I had to reload, and by the time I looked through my scope again, the enemy would have already changed positions.

I got tired of sniping and decided to get up close and personal with the pistol. I went downstairs and out into the floor. Gunfire came at me from angles I couldn't see so I hid under a stairway on the main floor. There was an enemy hiding behind a wood sign. I managed to kill him by shooting through it.

The enemies seemed hesitant to move out of cover, but I managed to cheese some kills by sniping exposed limbs.

While I was hiding under the stairway, an enemy actually took up position in the same room I went through when I went downstairs. I put some fire in his direction and waited for him to pop his head out behind the wall.

After five seconds, I rushed in to try and take him out with a melee, but he was no longer there. He had moved up the stairs where I started the demo. I followed him up and took him out with a melee takedown.

When I cleared out the area, I replaced my sniper rifle with an automatic rifle. I picked up a burst fire pistol but dropped it since I prefer the single shot.

In the next area, I tried out the slo mo auto aim mode (forgot the name of it) and took out three guys. I'm not sure how it works exactly. I flicked the right analog stick and it would snap on to the enemy, and then smaller circles would pop up on their body to show where my bullets would land. I wasn't sure how to aim it after locking onto a body.

Play cutscene and I'm back in control. There's a gate and I open it with a small minigame where I click the left and right analog sticks to stop a ball bouncing up and down in a tube. I pick up a rifle with the air blast as the secondary.

The kitchen was my favorite part of the demo because of the ways you can sneak up on enemies. I ran in, hip firing at enemies across the counter and took cover when I took up too much damage. I saw an enemy hiding behind a corner. I tried to flank, moving along the counter, rounded the counter, and ran up along the wall and pressed Triangle for the takedown.

You're not invulnerable during these animations (clearly evident in the keynote demonstration) so it's something you want to do only when no one else is shooting at you. My screen went red so I hid behind a wall. The enemies that were shooting at me moved back behind a wall and fired through a small slot. There were two enemies I could see through the slot. One was underneath, blind firing so I could only see his hands, and the other was farther back and shooting at me out in the open.

I killed them and cleared out everybody in the kitchen by chasing them, hip firing my rifle, and when I got close, I finished them with a takedown. The enemies ran from me a lot, so I'm surprised by how they reacted.

To sum up my impressions: I thought the game looked okay before but it's definitely on my radar now. The cutscenes aren't too intrusive and they appear paced and interwoven into the gameplay appropriately. The controls are solid and weighty, and the combat scenarios provide a certain level of dynamism that you don't see in most videos because the player is always hiding behind cover. Secondary fire options provides variety and melee takedowns give a great cinematic flourish during firefights -- if you're not exposed, that is.

It doesn't present any amazing innovations in the third-person genre, but Ready at Dawn, for me, have always been masters of refinement. The mechanics aren't original, but they're tried and true and feel great.
Awesome impressions. Thanks. I'm eager to see more now. I like to shoot things. This son's like it does that right. PEACE.
 

whoaduh

Member
So excited for this game. I don't preorder games. But I preordered this. I've only bought digital for my ps4 so far, I'm getting the disc version of this. I want to hold this in my arms, I want this to touch my skin and for me to touch its plastic. I want to have a relationship with this game. I want to have a nasty break up a year later only to miss it again a few months later and drunk dial it and have a hook up which sparks a relationship again. Can't wait!
 

MavFan619

Banned
This thread has put me back on the hype train for The Order. Feb should be great.
Yup yup I was getting down on it too after initial hype but it was panned. This turnaround has been pretty cool to see. Just goes to show sometimes games do need that extra time in the oven.
 
Don't want to make a reply quoting everyone, so thanks for the thoughts on replayability everyone. I agree with pretty much all of the thought, and I really hope the RAD folks deliver on it. Seeing these impressions gives me some confidence that they just might actually pull it off.
 

Ishan

Junior Member
So excited for this game. I don't preorder games. But I preordered this. I've only bought digital for my ps4 so far, I'm getting the disc version of this. I want to hold this in my arms, I want this to touch my skin and for me to touch its plastic. I want to have a relationship with this game. I want to have a nasty break up a year later only to miss it again a few months later and drunk dial it and have a hook up which sparks a relationship again. Can't wait!

Umm I'm gettin pretty tipsy pregaming about to head out .and even I don't know what to make of this post ... That's some serious loving there lol
 

Shpeshal Nick

aka Collingwood
Don't care if it's short. I LOOOOOOVE short games.

If the game is fun to play (the newest videos show big improvement on that end), and the trophies aren't shitty and unreasonable, then I'm in.

I still think I'll wait on a price drop for this one given it's SP only (?)
 
Out of curiosity, a question for you and everyone else, what do y'all think makes for the best replayability? A good story? Difficulty levels? NG+?

The most important part of replayability for these kinds of shooters is the overall design of the game. That means pacing, encounters, and variety. There can't be any extreme lulls in gameplay either through forcing the player to slow down for too long (or too often), forcing the player to stop for too long (or too often), or with action sequences that feel excessive and push into tedium. Encounters have to feel unique, polished, nuanced, and play out a bit differently every time. The game should flow moment to moment, never getting to a point where the player feels comfortable putting the controller down. The worst sin a linear shooter can commit is coming to a complete stop in a way that's totally out of the player's control. Every encounter, scenario, and level should feed from the one before it and into the one after it, not necessarily seamlessly, but in a way that makes it seem like the developers were conscious of every choice they made, never simply throwing things together haphazardly.

A lot of that can be applied to many genres, but I'm speaking specifically on how I see shooters. It's why I view things like forced walking and lots of cutscenes with such contempt. I really value player driven pacing. Some more recent offenders are interrogation and/or torture scenes where you have absolutely no input. Just absolute momentum killers. In some ways this makes me sound anti-narrative, but that's not the case at all, I'm just tired of how games have been choosing to tell their stories, particularly action titles. We're still stuck at this weird junction of Metal Gear Solid and Half Life. I'd like to see more Max Payne narration + Mass Effect conversations + contextual in-game dialogue so the game stays in the player's hands at all times.
___________________________________________________________________


Anyway, back to The Order 1886.
 

kyser73

Member
If there were some unlockable outfits/weapons/3D character renders to view in the main menu/artwork, that'd be a start in replayability.

Unlockable hidden shaving kit.

Skill game where you have to shave your characters beard/'tache with the DS4 movement acting like an old cutthroat razor.
 

James Sawyer Ford

Gold Member
The most important part of replayability for these kinds of shooters is the overall design of the game. That means pacing, encounters, and variety. There can't be any extreme lulls in gameplay either through forcing the player to slow down for too long (or too often), forcing the player to stop for too long (or too often), or with action sequences that feel excessive and push into tedium. Encounters have to feel unique, polished, nuanced, and play out a bit differently every time. The game should flow moment to moment, never getting to a point where the player feels comfortable putting the controller down. The worst sin a linear shooter can commit is coming to a complete stop in a way that's totally out of the player's control. Every encounter, scenario, and level should feed from the one before it and into the one after it, not necessarily seamlessly, but in a way that makes it seem like the developers were conscious of every choice they made, never simply throwing things together haphazardly.

A lot of that can be applied to many genres, but I'm speaking specifically on how I see shooters. It's why I view things like forced walking and lots of cutscenes with such contempt. I really value player driven pacing. Some more recent offenders are interrogation and/or torture scenes where you have absolutely no input. Just absolute momentum killers. In some ways this makes me sound anti-narrative, but that's not the case at all, I'm just tired of how games have been choosing to tell their stories, particularly action titles. We're still stuck at this weird junction of Metal Gear Solid and Half Life. I'd like to see more Max Payne narration + Mass Effect conversations + contextual in-game dialogue so the game stays in the player's hands at all times.
___________________________________________________________________


Anyway, back to The Order 1886.

Bingo.

UC1 and UC2 = highly replayable

UC3 = one and done

Let's hope The Order took some notes from UC2 and not 3.
 

vesvci

Banned
There are two demos. A short one and an extended one. I was at the front of the line when I overheard someone ask how long the demo was. One of the guys at the booth answered thirty minutes, but that the "lucky" ones get to play a 45-minute version. It might be randomized when they boot up the demo.

Unfortunately, I played the shortened version where you start on the second floor of a room.

The graphics are great. Everything looks cohesive, the body and facial animations are well done, and the IQ is superb. The weapon effects from smoke, dust, and debris are fantastic. Material surfaces look amazing and the reflections appear subtle and realistic.

Movement and aiming feels weighty. I'd say it's a cross between TLOU and Gears. The recoil, weapon sounds, and enemy hit reactions makes the shooting feel extremely satisfying. Enemies go down with just the right amount of bullets. They didn't feel too long or too short to take out.

I'm the kind of guy who runs and guns with hip fire in Uncharted, so that's how I tried to play the demo. I'm glad to say that rushing guns blazing is a very viable playstyle.

At the start, I'm hiding behind a rail on the second floor with a sniper rifle There are enemies below already shooting at me. I popped above cover and sniped a couple of them in the head.

I couldn't stay scoped for very long since enemy fire reduced my health quickly. I would peek over cover (by holding up on the analog stick while in cover) before going into my scope to set up my shot.

I lost sight of the enemies a lot thanks to a combination of the up close camera and their mobility. The enemies moved a lot, going from cover to cover. If I missed a shot, I had to reload, and by the time I looked through my scope again, the enemy would have already changed positions.

I got tired of sniping and decided to get up close and personal with the pistol. I went downstairs and out into the floor. Gunfire came at me from angles I couldn't see so I hid under a stairway on the main floor. There was an enemy hiding behind a wood sign. I managed to kill him by shooting through it.

The enemies seemed hesitant to move out of cover, but I managed to cheese some kills by sniping exposed limbs.

While I was hiding under the stairway, an enemy actually took up position in the same room I went through when I went downstairs. I put some fire in his direction and waited for him to pop his head out behind the wall.

After five seconds, I rushed in to try and take him out with a melee, but he was no longer there. He had moved up the stairs where I started the demo. I followed him up and took him out with a melee takedown.

When I cleared out the area, I replaced my sniper rifle with an automatic rifle. I picked up a burst fire pistol but dropped it since I prefer the single shot.

In the next area, I tried out the slo mo auto aim mode (forgot the name of it) and took out three guys. I'm not sure how it works exactly. I flicked the right analog stick and it would snap on to the enemy, and then smaller circles would pop up on their body to show where my bullets would land. I wasn't sure how to aim it after locking onto a body.

Play cutscene and I'm back in control. There's a gate and I open it with a small minigame where I click the left and right analog sticks to stop a ball bouncing up and down in a tube. I pick up a rifle with the air blast as the secondary.

The kitchen was my favorite part of the demo because of the ways you can sneak up on enemies. I ran in, hip firing at enemies across the counter and took cover when I took up too much damage. I saw an enemy hiding behind a corner. I tried to flank, moving along the counter, rounded the counter, and ran up along the wall and pressed Triangle for the takedown.

You're not invulnerable during these animations (clearly evident in the keynote demonstration) so it's something you want to do only when no one else is shooting at you. My screen went red so I hid behind a wall. The enemies that were shooting at me moved back behind a wall and fired through a small slot. There were two enemies I could see through the slot. One was underneath, blind firing so I could only see his hands, and the other was farther back and shooting at me out in the open.

I killed them and cleared out everybody in the kitchen by chasing them, hip firing my rifle, and when I got close, I finished them with a takedown. The enemies ran from me a lot, so I'm surprised by how they reacted.

To sum up my impressions: I thought the game looked okay before but it's definitely on my radar now. The cutscenes aren't too intrusive and they appear paced and interwoven into the gameplay appropriately. The controls are solid and weighty, and the combat scenarios provide a certain level of dynamism that you don't see in most videos because the player is always hiding behind cover. Secondary fire options provides variety and melee takedowns give a great cinematic flourish during firefights -- if you're not exposed, that is.


It doesn't present any amazing innovations in the third-person genre, but Ready at Dawn, for me, have always been masters of refinement. The mechanics aren't original, but they're tried and true and feel great.

Great stuff. I can't wait until release.
 

Vire

Member
For all the love and attention that went into the presentation, it'd be nice if there was a more organic HUD that felt closer to the style of the rest of the game. Or if it was just less intrusive in general.

The stark white outlines with the graffiti-esque black backboard just doesn't say to me "old-timey". I realize this is nitpicky, but I do think it could be improved upon.
 
Did anyone see if the guy with the knife on his back and take it off and use it? That would be bad-ass.

My only concern about this game is that it may have too many QTE transitions. I'll buy it regardless, but I'd like to see more of the gameplay and less cinematic sequences.
 

OccamsLightsaber

Regularly boosts GAF member count to cry about 'right wing gaf' - Voter #3923781
I see the haters from the Uncharted thread have made their way over here. :/
 
These are words someone wrote about a game that they're hyped for.
So excited for this game. I don't preorder games. But I preordered this. I've only bought digital for my ps4 so far, I'm getting the disc version of this. I want to hold this in my arms, I want this to touch my skin and for me to touch its plastic. I want to have a relationship with this game. I want to have a nasty break up a year later only to miss it again a few months later and drunk dial it and have a hook up which sparks a relationship again. Can't wait!
 

steven28

Member
Did anyone see if the guy with the knife on his back and take it off and use it? That would be bad-ass.

Yeah he uses it in stealth kills man

you can see it here
https://www.youtube.com/watch?v=BJR2I9pPF2s

For all the love and attention that went into the presentation, it'd be nice if there was a more organic HUD that felt closer to the style of the rest of the game. Or if it was just less intrusive in general.

The stark white outlines with the graffiti-esque black backboard just doesn't say to me "old-timey". I realize this is nitpicky, but I do think it could be improved upon.

I thought this as well.
 

Vire

Member
I'm really pleased to see the positive impressions by Game Informer, IGN and the fine folks posting their thoughts here. I wonder what exactly has changed in terms of the gun mechanics/gameplay since the last demonstration, or if this is simply a more compelling part of the game.
 
I'm really quite pleased to see the positive impressions by Game Informer and IGN . I wonder what exactly has changed in terms of the gun mechanics/gameplay since the last demonstration, or if this is simply just a better part of the game.

I feel like the problem with the previous demo was that it's essentially a tutorial "forcing" you to use the thermite gun.
 
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