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MADO MONOGATARI: Fia and the Wondrous Academy (PS4)
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Lego Star Wars: The Skywalker Saga (PS4)
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Old 02-18-2014, 02:32 AM   #181
ariakon ariakon is offline
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Hope it looks that good in motion.
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Old 02-18-2014, 04:20 AM   #182
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I'm actually excited about the resolution and the FOV. From what I have seen it looks great and unique for a change.

I'm disappointed about the non co-op though as I was sure it would be based on the original trailer. Oh well.

I will still buy this game
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Old 02-18-2014, 09:33 AM   #183
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Gameplay video here:

http://www.worldsfactory.net/2014/02...ay-visuals-ps4

and my God it looks amazing. This has now become my most wanted game.
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Old 02-18-2014, 12:37 PM   #184
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Looks stunning graphically.

Never really liked the black bars on beyond two souls, so I'm still not decided with them yet. I'll wait until I play it see how well it works.
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Old 02-18-2014, 01:11 PM   #185
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Old 02-18-2014, 01:15 PM   #186
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A disappointing trailer that didn't really show us gameplay.

This is the best video I could find:

https://www.youtube.com/watch?v=2lIG-BI2Vno#t=222
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Old 02-18-2014, 01:18 PM   #187
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Graphics are nice but as somebody that doesn't enjoy Gears of War the resemblance during the brief bit of gameplay has me worried.
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Old 02-18-2014, 01:25 PM   #188
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Old 02-18-2014, 01:30 PM   #189
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The Order: 1886 – the new PS4 exclusive with a lot to prove

With interactive cut scenes, quick-time events and cover shooting, Ready At Dawn’s PS4 exclusive needs to offer a lot more than just a pretty face.


Designing, building and launching a major new IP isn’t easy. Being a PlayStation 4 exclusive, the task facing The Order: 1886 is perhaps even more difficult – it’s not enough to be merely good, it has to be a system seller. If it doesn’t achieve its job of convincing people to purchase Sony’s console over and ahead of the competition then it will, at least in its publisher’s eyes, have failed.

Developer Ready At Dawn has made that task slightly easier by taking The Order down the third-person shooter path… it’s easier to convince people to buy something within a genre they understand and have had a positive experience with in the past. The challenge, then, becomes one of convincing the potential audience that The Order is better and/or different enough from the competition to warrant investment.

Quote:
“Much of the story and world is told and viewed through what Ready At Dawn is calling ‘interactive cut-scenes’. Over half of the 20 minute long demo we were privy to consisted of these sorts of moments.”
Set in a heavily stylised variation of 19th-century, industrial-era London, The Order sets about trying to stand out from the over-populated shooter crowd through tone, place and presentation. Steampunk-inspired airships fill the skies, retro-futuristic guns fill the hands and the secret service-esque ‘The Order’ themselves are decked out in costumes lavish enough to make enough even Elton John turn his nose up.

Layered on top and throughout this undeniably eye-catching aesthetic is a story that melds politics, science and power. Over a millennium before the events told here humanity began to split into two; one side remaining fully human, the other experiencing mutations that gave them physical superiority. A war has been raging between the two sides and only now, with the onset of the industrial age, have humans the weapons capable of confronting the mutants head on.

The ancient and mysterious ‘The Order’ group is at the forefront of this war, having fought the mutants for hundreds of years already in a bid to protect mankind. However, to make matters even more complex, the subjugated poor of London have formed an organised rebellion and are not happy with The Order’s seemingly biased stance of protecting only the wealthy and influential. The human versus mutant war effort is being undermined by the human civil war.
Within in this you play as Galahad, a member of The Order and part of an elite four-man squad.

“The game is certainly Galahad’s story,” explains game director Ru Weerasurya. “It’s viewed from his point of view. There are lots of things happening around him, and one of his roles for us is as a vessel for the player to really understand the story and the world. But you do see the evolution of his character throughout the game and throughout the plot.”

Much of this story and world is told and viewed through what Ready At Dawn is calling ‘interactive cut-scenes’. Over half of the 20-ish minute long demo we were privy to consisted of these sorts of moments, the longest showing Galahad and friend surveying the derelict district of Whitechapel from a rooftop – an area that they believe harbours high-ranking members of the rebellion.

Each time Galahad puts a pair of eccentric binoculars up to his face the player is given control of the camera and allowed to point them anywhere across the city. Focus on certain areas of interest and Galahad will comment on what you’re looking at in a bid to provide extra background on the narrative. However, this a linear rather than an ‘open’ game. No matter where you point you will always follow the same path and must eventually trigger Galahad to utter the correct words in order to progress.

“We really want people to understand that what we’re trying to build are cinematics that are interactive,” Weerasurya tells us when asked about this design approach. “[We want] seamless movement between cinematics and combat, and between combat to movement and melee and back into cinematics.

“It’s that mix, and our pacing of it, that really is the game. That’s what we’re trying to do differently from what you’d expect from third-person shooter mechanics.”

Following the binoculars-on-a-roof scene, Galahad moves down through a few buildings to street level and, in the process, cuts through some of the most impressive beams of light ever seen in a video game as they pour in through small windows. It’s this visual quality that is The Order’s standout achievement upon seeing it in full action for the first time and it’s not misleading to describe it as the best looking game yet revealed for PS4.

Lighting, textures, along with more subtle elements such as facial expressions and fabric creasing through movement, are all of superb and distracting quality and demonstrate what the PS4 is capable of when a studio is given the time to create. Ready At Dawn, by way of reference, first began building The Order in 2010.

Unfortunately, the combat seems less inspired. Watching Galahad throw himself into cover behind a low wall, pop up for a few seconds to shoot and then move to further low walls invokes more than a few memories of Marcus Fenix and Gears of War. There’s a healthy and enticing chug to the industrial-looking weapons, with chunks of the environment being ripped off by stray bullets and enemies darting for safety when you get the upper hand, but it’s not dissimilar from what we’ve seen before.

This combat sequence comes to an end with a single enemy remaining, a cut-scene being triggered that sees Galahad dive into the ditch his enemy is hiding in. Hand-to-hand combat ensues.

Melee combat, in this instance, takes the form of another ‘interactive cut-scene’. Quick-time events pop up at certain key moments (land punch, avoid punch, grab nearby weapon etc) and provide you the chance to alter how the scene unfolds. Miss an input, for example, and the fight will play out differently than if you had achieved perfect timing. Ready At Dawn is calling this a ‘branching QTE’, with a single moment of failure not forcing you to restart and try again.

However, Weerasurya is keen for such moments not to feel diluted or tacked on for the sake of adhering to universally accepted approaches to game design.

“QTEs for us are a way of delivering a different type of emotional experience to the player,” says Weerasurya. “They give us the freedom to get much closer to the character and to see things you wouldn’t otherwise see through an in-game camera.

“Our QTEs are different because they have branches to them. That means one player could see a moment occur one way, while a second player sees it a different way. Sometimes the result of the QTE itself is also different, but the storyline continues through that.”

Quote:
“The driving force of this game specifically was to put the IP first. That, and the single-player story has to trump everything else and we didn’t want the team to be split between two things.”
Galahad being part of a four-man squad, it might seem from the outside looking in that multiplayer would be a perfect and comfortable fit for The Order – but Weerasurya sees it differently, although tellingly stopped short of ruling it out entirely.

“We discussed [multiplayer] very early on when we first started working on it. The reality of it, though, is that to achieve what we want and deliver the message we aim to deliver, especially with this being a new IP, we always felt like it would be great in multiplayer but that we weren’t sure it was the right way to introduce an IP.

“The driving force of this game specifically was to put the IP first. That, and the single-player story has to trump everything else and we didn’t want the team to be split between two things, because it really does take a whole team to do a great single player game and another to do multiplayer.”

Whatever the case, Ready At Dawn refused to properly discuss multiplayer. Whether that’s because they do want to make sure we understand this ‘new IP’ before talking about it, or because they’re not sure if they’re going to have time to implement it, remains to be seen.

As the only brand new and exclusive PS4 shooter with a triple-A budget behind it, there’s enormous pressure on The Order to deliver. What we’ve seen so far is packed full of potential, but we’re not yet convinced enough to let excitement get the better of us. We’ll have to go hands-on before that might happen.

http://www.vg247.com/2014/02/18/the-...-lot-to-prove/

Last edited by Mavrick; 02-18-2014 at 01:34 PM.
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Old 02-18-2014, 01:37 PM   #190
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Old 02-18-2014, 01:39 PM   #191
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And some glorious gifs



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Old 02-18-2014, 01:52 PM   #192
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Looks amazing, but I'm skeptical with the generic third person shooter mechanics as of the moment. I'll have to wait until E3 or Gamescom to decide.
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Old 02-18-2014, 02:16 PM   #193
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Some of you naysayers just need to understand that we're getting to a point in gaming where there's only so much variation these companies can throw at us in terms of gameplay mechanics. It's all been done folks. 1st person, 3rd person, over the shoulder, etc. We're getting to a point in gaming where the only things that are truly going to make games stand out from one another are graphics, presentation, and story. Besides those, I mean what exactly can we expect?
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Old 02-18-2014, 02:20 PM   #194
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Quote:
Originally Posted by Steelmaker View Post
Some of you naysayers just need to understand that we're getting to a point in gaming where there's only so much variation these companies can throw at us in terms of gameplay mechanics. It's all been done folks. 1st person, 3rd person, over the shoulder, etc. We're getting to a point in gaming where the only things that are truly going to make games stand out from one another are graphics, presentation, and story. Besides those, I mean what exactly can we expect?
i disagree theres always room for innovation .. it may be small but theres always something that can be done to make you stand out ...now im not saying this game is doing it by any means i just dont agree with your statement.. and i cant believe that as if so then whats the point of gaming anymore if weve hit a stagnant wall
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Old 02-18-2014, 02:23 PM   #195
Steelmaker Steelmaker is offline
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Quote:
Originally Posted by Goodintentions View Post
i disagree theres always room for innovation .. it may be small but theres always something that can be done to make you stand out ...now im not saying this game is doing it by any means i just dont agree with your statement.. and i cant believe that as if so then whats the point of gaming anymore if weve hit a stagnant wall
Well OK then, what do you suggest in terms of innovation for a game like this? What leaves me scratching my head is that everyone basically knew this was going to be a 3rd person action title. Now that they're showing us gameplay of....surprise surprise....a 3rd person action title everyone acts like they're disappointed. I just don't understand the let down from people. What were you expecting exactly?

This is what I meant in terms of innovation. If a company is going to make a 3rd person shooter, we're going to get a 3rd person shooter. You move your character around, you find enemies, you aim your weapons and you shoot them. I mean, as far as this particular genre of game, it is what it is. If you say you're tired of 3rd person action games then fine I get that.

This is the Knack argument all over again. I found Knack extremely enjoyable for what it was and never understood the hate for the game. It's like nothing satisfies anyone anymore. There was absolutely nothing wrong with Knack. It was a very enjoyable action/platformer. But it's like people have become so spoiled, so jaded towards gaming that can't simply allow themselves to enjoy games for what they are.

Last edited by Steelmaker; 02-18-2014 at 02:31 PM.
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Old 02-18-2014, 02:33 PM   #196
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I've got to say, I am really digging the scope presentation of the game. If there is one title that can do this right, it could be this one.
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Old 02-18-2014, 02:46 PM   #197
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A pinch of Assassins Creed meets Gears of War (not that it's a bad thing to me, personally).

Last edited by Wingman1977; 02-18-2014 at 02:56 PM.
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Old 02-18-2014, 02:48 PM   #198
Goodintentions Goodintentions is offline
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Quote:
Originally Posted by Steelmaker View Post
Well OK then, what do you suggest in terms of innovation for a game like this? What leaves me scratching my head is that everyone basically knew this was going to be a 3rd person action title. Now that they're showing us gameplay of....surprise surprise....a 3rd person action title everyone acts like they're disappointed. I just don't understand the let down from people. What were you expecting exactly?

This is what I meant in terms of innovation. If a company is going to make a 3rd person shooter, we're going to get a 3rd person shooter. You move your character around, you find enemies, you aim your weapons and you shoot them. I mean, as far as this particular genre of game, it is what it is. If you say you're tired of 3rd person action games then fine I get that.

This is the Knack argument all over again. I found Knack extremely enjoyable for what it was and never understood the hate for the game. It's like nothing satisfies anyone anymore. There was absolutely nothing wrong with Knack. It was a very enjoyable action/platformer. But it's like people have become so spoiled, so jaded towards gaming that can't simply allow themselves to enjoy games for what they are.
I personally never said i was dissapointed in the game. And i know a 3rd person shooter is a 3rd person shooter. But they can find other things within the game to innovate and stand out from the crowd. Thats where i dont agree with your statement I mean look at how naughty dog did the weapon making in last of us. That helped make it stand out from other similar games
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Old 02-18-2014, 02:48 PM   #199
Wingman1977 Wingman1977 is offline
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Quote:
Originally Posted by Steelmaker View Post
Well OK then, what do you suggest in terms of innovation for a game like this? What leaves me scratching my head is that everyone basically knew this was going to be a 3rd person action title. Now that they're showing us gameplay of....surprise surprise....a 3rd person action title everyone acts like they're disappointed. I just don't understand the let down from people. What were you expecting exactly?

This is what I meant in terms of innovation. If a company is going to make a 3rd person shooter, we're going to get a 3rd person shooter. You move your character around, you find enemies, you aim your weapons and you shoot them. I mean, as far as this particular genre of game, it is what it is. If you say you're tired of 3rd person action games then fine I get that.

This is the Knack argument all over again. I found Knack extremely enjoyable for what it was and never understood the hate for the game. It's like nothing satisfies anyone anymore. There was absolutely nothing wrong with Knack. It was a very enjoyable action/platformer. But it's like people have become so spoiled, so jaded towards gaming that can't simply allow themselves to enjoy games for what they are.
I'll pick up Knack when it's cheaper ($30 or less).
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Old 02-18-2014, 03:42 PM   #200
Steelmaker Steelmaker is offline
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Quote:
Originally Posted by Goodintentions View Post
I personally never said i was dissapointed in the game. And i know a 3rd person shooter is a 3rd person shooter. But they can find other things within the game to innovate and stand out from the crowd. Thats where i dont agree with your statement I mean look at how naughty dog did the weapon making in last of us. That helped make it stand out from other similar games
I just hope this game doesn't turn out to be this generation's "Lair" or "Heavenly Sword." Both of those were early titles that were heavily anticipated with very nice graphics! Both ended up getting poor to mediocre reviews and ended up in the bargain bin fairly quickly.
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