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The Order:1886


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Destrukcja w 1886:

 

 

The Order is a third-person shooter, and it’s billed as the first game in a franchise of titles that may also spill out into other forms of media. Set in an alternate post-industrial revolution London, the game’s steampunk, almost Dickensian veneer was researched by a snap-happy studio trip to London, in which Weerasuriya and his crew took over 38,000 photos of the city.

Why? Well, the game’s core hook isn’t steampunk, or the arkane, or even those brilliant twirled moustaches we’ve seen so far. Those photos were actually research for both the game’s aesthetic design and the team’s material creation tools, as well as its bespoke ‘Abel’ physics engine. We were shown photos of zoomed-in cobblestones, of granite and gravel, each taken to make the world of The Order visually impressive, believable and most importantly – destructible.

The game has dynamic destruction, and while we’re not talking about Battlefield 4 levels of military bombast, Ready At Dawn’s surface and environmental destruction is rather impressive. We saw Weerasuriya jump into a stone courtyard and pumped rounds from the protagonist’s Combogun – an assault rifle and shotgun hybrid – into a brass fixture set into a wall. The object crumpled and imploded with force after each round found its mark, deforming it in real-time.

He then spawned in a bunch of teddy bears and went all Robocop on their stuffed asses, first blowing off a head, and then four limbs one at a time. This might sound like a gimmick, but we were all assured that dynamic destruction, texture warping and convincing object physics lie at the heart of The Order: 1886′s gameplay. When the crowd asked why, we were told it wasn’t yet time for that particular discussion.

What I can tell you is that the game looks brilliant, as in next-gen brilliant, not just a small leap in fidelity. We were treated to a fly-over through an underground plaza lined with pubs, meandering NPCs and street lamps so convincing you could almost hear the bulbs hum. At the end of the street sat a mosaic, with each raised tile impacting the way those lights dances across its surface.

 

Gra to shooter z podobną kamerą jak w RE4/Girsach (miejmy nadzieję gameplayowo bliższa tej pierwszej):

 

Based on what we saw in the two live gameplay demonstrations, The Order: 1886 will be a cover-based shooter with an over-the-shoulder camera perspective in the style of Resident Evil 4 or Gears of War.

 

http://www.neogaf.com/forum/showthread.php?t=657629

Edytowane przez Kre3k
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  • 1 miesiąc temu...
Co?

 

Chodziło mi o to, że chcieli podkreślić, że jest to "cinematic experience", czyli pół gry cut-scenka albo ograniczenie kontroli nad bohaterem, QTE i tym podobne bzdety.

 

Pierwsze szczegóły

 

 

  • 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 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, reminiscent of Gears of War
  • 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
Odnośnik do komentarza
- "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)

Odnośnik do komentarza

Screeny mega, Gears of War w wiktoriańskiej Anglii, jeszcze dodać do tego mgłę, wilkołaki i wampiry, stylizowane uzbrojenie/stroje i mamy hit, może jakiś epizod w mrocznym zamku i mam grę marzeń :D Od zawsze byłem fanem takich klimatów, i niezmiernie cieszę się że ktoś nareszcie zauważył ten mało wykorzystywany okres.

 

Cieszy brak coopa i nastawienie na historię, wydaje mi się że to jest najlepsze rozwiązanie, kiedy gra jest nastawiona na fabułę a gameplay służy jako miła odskocznia od cutsenek i zwrotów fabularnych. Ciekawość odnośnie dalszych bohaterów i to nieustanne czekanie ,, co będzie dalej " to dla mnie najlepszy magnes do kupna/ukończenia gry, tak już mam i zdecydowanie wolę to niż klepanie Hordy w multi.

 

Najlepsza z zapowiedzianych gier na PS4 dla mnie

Edytowane przez aphromo
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