Goty, Goty, certes pour l'instant graphiquement c'est impressionnant, perso j'attends d'en voir plus avant de believe... Mais le Goty ca sera The Last Guardian. Ou pas.
Gunplay will obviously form a key component of The Order 1886′s gameplay, but close-combat melee encounters are every bit as integral to the experience. Developer Ready At Dawn is taking a fresh approach here, incorporating split second decision paths allowing fights to play out in a number of different ways. In the clip above Galahad goes for a knife, but it’s not the only way to tackle the situation…
“For melee, we’re leveraging some of the things we’ve learned in the past, even from the platformer days. We want to supplement ranged combat with something that players don’t expect. You’ll see more melee modes that will give you some complex options,” hints Creative Director Ru Weerasuriya.
2. High-concept weaponry that’s grounded in real science
While the weaponry at your disposal in The Order 1886 might seem out-of-this-world, every single design in the game is based on bona fide Victorian technology.
“The more you get to see of the weapons, you’ll realise that they’re actually not that outlandish or futuristic. They feel grounded,” Ru says. “We don’t twist the actual technology itself – what we twist is its use.”
3. A different take on cover combat
At its core The Order: 1886 is a third person action game, complete with cover shooting mechanics. While you might think you’ve seen these before, Ready At Dawn is putting its own twist on convention.
“Yes, there is cover as you might have seen in other games, but we’ve added traversal modes,” says Ru. “You’ll go seamlessly from ‘full cover’ into ‘soft cover’ as you move away from an object. Imagine you’re in cover, you’re shooting at something and you want to pop out. You don’t just stick your head up, right? You’d still stay low. So we’ve tried to build a bit more reality into the cover system.
5. Gadgets are important as guns
Alongside an arsenal of weaponry that offers a huge array of combat options, you’ll also have a number of gadgets at your disposal. Here, Galahad is surveying Victorian London with a monocular in search of a fire fight.
“The Monocular was built for multipurpose use,” explains Ru. “We haven’t talked about all the different modes of gameplay in which it will be implemented, but what we showed in the latest demo is it being used as a looking glass, and to send Morse code. You can flash a signal to the airship to give your location.
“We have a lot of other devices like this that we’re trying to implement. Of course, there are always more ideas than we can fit into the game, so it’s a question of which ones will stick…”
6. You’ll use the Dualshock 4 in some unexpected ways…
As mentioned above, one sequence sees you using the DualShock 4′s touch pad to tap out a Morse code message to a nearby airship. Will there be other creative uses of the new controller?
“We’ve worked with the controller to test all the different things we could do with it,” says Ru. “The issue is that the more complex and involved controller inputs get, the more it removes you from the immersive core experience. We don’t want to use it too much; we’re only using it for actions that feel natural. Tapping out Morse code just worked so well.”
8. These are characters you can believe in
As hinted at in the trailer released earlier this month, Ready At Dawn is creating a truly ‘filmic’ experience, both in terms of how the game looks and the story it tells. The game’s four primary protagonists are nuanced individuals, with different roles to play in the twisting, layered narrative.
“The four characters have very different story lines – their past, how long they’ve been around, what they’ve done, who they’ve fought,” Ru explains.
“Mallory is the squad leader in many ways; Galahad is someone who’s been involved in the conflict for a long time; Igraine – she’s younger but still confident’ and Lafayette is the rookie of the squad. He’s the one who jokes around. He’s a little jovial, happy-go-lucky, doesn’t worry about too much. It’s a nice balance between the four characters.”
outsider bah jespere....parceque de ce que jai vue ces du walking dead ...jaime les walking dead mais bon dans un jeu comme the order je veux pas un truc comme sa
Même si j'adore les beaux graphismes et que The Order est impressionnant c'est une erreur de s'obstiner à mettre en avant cet aspect du jeu aux dépens de son gameplay, ce n'est pas un film d'animation qu'ils sont supposés nous vendre mais un jeu. Comparé à The Order, durant la même période Beyond: Two Souls avait déjà montré plus de gameplay.
w0nsul > Quantic Dream a forcément montré plus de choses puisque je reproche à Ready At Dawn de ne pas en avoir montré autant notamment son gameplay.
En fait Quantic Dream a montré le trailer de son jeu à l'E3 comme l'a fait Ready At Dawn et bien que Beyond misait également sur son aspect cinématographique Quantic Dream a quand même fait l'effort de présenter une démo jouable à l'e3. Donc Quantic Dream ne nous a pas fait patienter plus de 8 mois pour nous montrer 2 microsecondes de gameplay, même s'il y a matière à débat sur ce qu'on appelle "gameplay" quand on parle de Beyond.
Non c'est juste de la provoque ...
j'arrive toujours pas à croire que c'est l'alpha du jeu
Gunplay will obviously form a key component of The Order 1886′s gameplay, but close-combat melee encounters are every bit as integral to the experience. Developer Ready At Dawn is taking a fresh approach here, incorporating split second decision paths allowing fights to play out in a number of different ways. In the clip above Galahad goes for a knife, but it’s not the only way to tackle the situation…
“For melee, we’re leveraging some of the things we’ve learned in the past, even from the platformer days. We want to supplement ranged combat with something that players don’t expect. You’ll see more melee modes that will give you some complex options,” hints Creative Director Ru Weerasuriya.
2. High-concept weaponry that’s grounded in real science
While the weaponry at your disposal in The Order 1886 might seem out-of-this-world, every single design in the game is based on bona fide Victorian technology.
“The more you get to see of the weapons, you’ll realise that they’re actually not that outlandish or futuristic. They feel grounded,” Ru says. “We don’t twist the actual technology itself – what we twist is its use.”
3. A different take on cover combat
At its core The Order: 1886 is a third person action game, complete with cover shooting mechanics. While you might think you’ve seen these before, Ready At Dawn is putting its own twist on convention.
“Yes, there is cover as you might have seen in other games, but we’ve added traversal modes,” says Ru. “You’ll go seamlessly from ‘full cover’ into ‘soft cover’ as you move away from an object. Imagine you’re in cover, you’re shooting at something and you want to pop out. You don’t just stick your head up, right? You’d still stay low. So we’ve tried to build a bit more reality into the cover system.
5. Gadgets are important as guns
Alongside an arsenal of weaponry that offers a huge array of combat options, you’ll also have a number of gadgets at your disposal. Here, Galahad is surveying Victorian London with a monocular in search of a fire fight.
“The Monocular was built for multipurpose use,” explains Ru. “We haven’t talked about all the different modes of gameplay in which it will be implemented, but what we showed in the latest demo is it being used as a looking glass, and to send Morse code. You can flash a signal to the airship to give your location.
“We have a lot of other devices like this that we’re trying to implement. Of course, there are always more ideas than we can fit into the game, so it’s a question of which ones will stick…”
6. You’ll use the Dualshock 4 in some unexpected ways…
As mentioned above, one sequence sees you using the DualShock 4′s touch pad to tap out a Morse code message to a nearby airship. Will there be other creative uses of the new controller?
“We’ve worked with the controller to test all the different things we could do with it,” says Ru. “The issue is that the more complex and involved controller inputs get, the more it removes you from the immersive core experience. We don’t want to use it too much; we’re only using it for actions that feel natural. Tapping out Morse code just worked so well.”
8. These are characters you can believe in
As hinted at in the trailer released earlier this month, Ready At Dawn is creating a truly ‘filmic’ experience, both in terms of how the game looks and the story it tells. The game’s four primary protagonists are nuanced individuals, with different roles to play in the twisting, layered narrative.
“The four characters have very different story lines – their past, how long they’ve been around, what they’ve done, who they’ve fought,” Ru explains.
“Mallory is the squad leader in many ways; Galahad is someone who’s been involved in the conflict for a long time; Igraine – she’s younger but still confident’ and Lafayette is the rookie of the squad. He’s the one who jokes around. He’s a little jovial, happy-go-lucky, doesn’t worry about too much. It’s a nice balance between the four characters.”
Un cap vient d’être franchi dans le domaine technique/graphique !!!
Vivement une longue vidéo de gameplay.
En fait Quantic Dream a montré le trailer de son jeu à l'E3 comme l'a fait Ready At Dawn et bien que Beyond misait également sur son aspect cinématographique Quantic Dream a quand même fait l'effort de présenter une démo jouable à l'e3. Donc Quantic Dream ne nous a pas fait patienter plus de 8 mois pour nous montrer 2 microsecondes de gameplay, même s'il y a matière à débat sur ce qu'on appelle "gameplay" quand on parle de Beyond.