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The Order - 1886


WhiteWolf
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  • 3 weeks later...

The Order: 1886′s Neo-Victorian London Detailed

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Building a new London for The Order: 1886 on PS4

 

When creating our alternate history in The Order: 1886, our goal was to make the environment as believable as possible while at the same time adding our own twist to real places. With the release of our trailer back at E3, we hinted at our vision of an alternate London.

 

This Neo-Victorian London will seem familiar to everyone, however, advances in technology will take center stage in many ways as you navigate the city. One of the main examples is the advent of electricity throughout the city, well before its time. Gas lamps are replaced by electric street lights. Everywhere you go, you can hear the hum of electricity running through the city.

 

The London subway system is present in our version of the world, but it’s much more advanced than it was in real life. Certain sections of the subway system run above ground in between buildings throughout the city. Electric signs line the streets making some areas of London almost look like Times Square.

 

The other big change you will witness is in the skyline of London. Although the familiar sights of Big Ben, St. Paul’s, and the Tower Bridge are present, the skyline is broken up by watch towers. Their searchlights are constantly scanning the city and the skies. The other change in the skyline is the presence of airship mooring towers. In The Order: 1886, London is patrolled day and night by a squadron of dirigibles called the Sentinels. All of these are a constant reminder that the world is not as it seems.

 

These changes are the result of our Industrial Revolution, mankind’s chance to take the upper hand in a centuries-old war. Mankind now has access to advanced weapons, one of which you saw in the trailer — a rifle that can fire electricity.

 

Communicators give you the ability to converse with the rest of your squad. A thermite gun allows you to shoot a cloud of inflammable thermite that can be ignited by a flame or by shooting a flare into it. In contrast to these advanced weapons, you’ll still be able to use more traditional black powder guns. These give a sense of realism and believability to the world and make the atmosphere feel dirty and palpable, reminiscent of the way we’re used to viewing the real, post-Industrial Revolution Europe.

 

The team will be sharing more information about the game in the months to come.

 

blog.us.playstation.com

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  • 1 month later...
- "Even counting the increasingly impressive collection of next-gen titles announced in recent months, The Order: 1886 boasts the most impressive in-game visuals we've seen."

- They go on to point out that what we saw in that reveal trailer is exactly what the actual game looks like since RaD is using the same models and special effects for cutscenes and gameplay

- Script is being written by Ru Weerasuriya and Kirk Ellis (writer for the HBO series John Adams)

- Director by Dana Jan (GoW: Ghosts of Olympus director). Creative director is Weerasuriya (Game/creative director of GoW: Chains of Olympics and creative director on GoO)

 

Lots more talk about how everything reacts the way you'd expect due to the soft body physics. The screen that jumps out to me is one where Isabeau is kneeling down holding a lantern. The bottom of her jacket is lying on the ground instead of clipping through it. It probably should be impressive, but it stands out given how persistent clipping issues still are.

 

 

 

    • In concept since 2005
    • Trailer graphics are what you can expect it to look like in-game
    • Everything in the world is rendered with soft body physics
    • Metal beams react for example to magnetic forces, bending and shifting in real time
    • Incredible attention to detail: Lens flare catches light as you rotate the camera, oil lamps flash independently in an underground scene, light bouncing off every object provides uncanny realism, insane attention to material detail like wood, leather and cloth.
    • Clouds and particles of dust float around lamp flames, subtely settling down on the camera lense
    • Ready at Dawn spent a lot of time making the weapons unique, giving each personality. Grounded in understandable science but also have behaviors that you wouldn't expect
    • Examples of guns: Arc Gun like you saw in the trailer, Combo Gun has two different settings, you can blow enemies back with a non-lethal charge to make space as well as using standard rifle fire, Thermite Rifle can shoot a chemical onto enemies, using secondary fire to shoot flares to light them on fire, frag grenades can be used typically or hoisted onto the environment via spikes
    • Around 7th or 8th century, humanity splinters, with many getting 'beastial traits', becoming 'half breeds'
    • Thus begins the conflict
    • Humanity basically forms a version of the Knights of the Round Table, in this case, The Order to fight off this enemy
    • Through a strange turn of events, they discover a substance called "black water", giving them unusually long lives and unique ability to recover from injury
    • The Knights continue to age, but at a much, much slower rate which they use to battle for centuries
    • It's basically a curse given they continuously see everything around them leave and die off, it's both a salvation and a curse for them
    • This leads up to the 19th century and the changes facilitate the unique futuristic Industrial Age you see before you
    • You play as Grayson, known as "Sir Galahad" (guy with the porn stache)
    • A new threat emerges as parts of society (humans) begin to rebel against the rulership and are disgruntled with the inequality between layers of society
    • Battle scenes are chaotic and exciting, with use of cover, somewhat similar to of Gears of War
    • "While the focus is on third-person gunplay combat, The Order sometimes pulls back for slower paced moments of investigation and exploration."
    • Ready at Dawn took a unique twist to QTEs, sometimes melee attacks occur during gameplay, time slows down and you can rotate your camera and find different things in the environment to give you an edge. These can range from dodging a punch or grabbing an improvised weapon for example
    • Focused on a very strong story driven single player now, not willing to talk about any multiplayer
    • Interactive cutscenes keep players in control of part of the action (like shooting) while a preset dramatic moment plays out.

     

    new details from GI via gaf.

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btw how is santa monica collaborating with them?? i mean is it normal for third party devs and first party devs to co-develop games??

depends from game to game or the developer. The game company, giant sparrow etc got an incubation deal where they would share tech and office while others like war hawk, PS all stars, etc ranged from tech help to helping in development.

 

The order though is only a RAD game, SSM involvement is minimal.

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depends from game to game or the developer. The game company, giant sparrow etc got an incubation deal where they would share tech and office while others like war hawk, PS all stars, etc ranged from tech help to helping in development.

 

The order though is only a RAD game, SSM involvement is minimal.

IF rad is literally pulling this alone then they have really come a long way in a very short time....from making psp games to making highly anticipated next gen title for a new console... :hi2:

 

Sony should definitely consider buying this studio...

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This is the first next gen game to actually give CG-movie vibes ! Fantastic art direction and colour pallete for every scene. If they can control aliasing in this one, it will be the first game where we can get fooled into thinking we are in a CG movie. RAD has been the biggest surprise of the next gen announcements.

Yes, Sony should buy them immediately before they start getting offers from MS.

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  • 1 month later...
Some exploration:
Promising an eclectic-yet-believable world that marries his childhood familiarity with the city of London to his US team’s more grandiose impressions, Weerasuriya hopes the “internal fight going on about what’s right about London will capture the best of both worlds”. Based on what we’ve seen so far, it’s paying off.
Cinemascope street scenes thick with atmosphere and passers-by are the strongest indication that this is not your average shooter
, the lighting so cinematic that it’s hard to foresee anything looking dull except for the weather.


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.

 

 


Graphics vs cinematics

 

Following the filmic trend to its natural conclusion, there will be no bumps between presentation styles. “
[For] practically every single thing you see in the game, there’s no difference between cinematic and in-game. All the cinematics are realtime; you’ll get back into the game and everything you saw in the cinematic will be there.

Here, seamlessly as you’re playing the game, we might be able to take over the camera and show you something, or even cut the camera outside to a scene that’s happening in front of you so, just like in a movie, you’re seeing your character approach.”

 

 


Shooting and melee
The principals – analogues of key players in Arthurian lore with the titles to match – are certainly a handsome, rugged and finely coiffed bunch; the next-gen hair race is proving quick off the blocks.
Look at them, though, moving into and out of banter range as the action ebbs and flows, and you have to wonder how much Gears Of War continues to drive the genre.


Weerasuriya quickly assures us that “
rather than just making a third-person game, we took it upon ourselves to figure out why we like them. Not everybody likes third-person shooters for the same exact reason, so we tried to figure out what the core elements were [that] we wanted to keep, and also add that element of what we’ve done in the past – for example, melee
.

 

 

Shooters have a tendency to be very light or canned on melee. We wanted to find new ways of introducing it that would keep you feeling you were in a shooter that’s evolved into something else, rather than been segmented.
It started with us trying to figure out how we balance the two, shooter and melee, but then it evolved into us making this shooter with different melee systems
.


“Beyond that, we
also tried to make the moment-to-moment gameplay different. We didn’t want it to be a grind for 40-45 minutes because you’re in shooting mode
.
Everything in the game happens in little bursts, and that really makes you not dwell too much on one thing that might otherwise bore you.


Atmosphere

If you look outside, it’s not just clear; there’s dust in the air, fog, all these things that make this world immersive. We created this light – it’s the way they use light on film sets. They have a light source, but because there’s so much dust, you feel like the light is glowing through these layers. It’s an aura almost, this halo effect. The light has no source so much as this glowing area. It makes it feel really gritty and dirty, and we thrive in the dirtiness of our world. Nothing’s clean.”

---------------------------

sounds so good

Edited by SRINI87
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