The Order: 1886 does what it wants. Zeppelins, elevated trains and automatic rifles? It might not fit the history itâs based on, but hey, why not? Toss them in. Developers Ready at Dawn are telling a story about men and women fighting half-bred monster people that never existed in their own vision of 19th century London.
The Orderâs presentation is as striking as the content. The entire gameâcutscene and gameplayâis framed in a 2.40:1 animorphic aspect ratio (so it looks like a widescreen movie). It runs at 30 frames per second because that delivers a look they like. And theyâre taking cues from what other developers have done in order to build the experience they want to give players.
The titular Order refers to a group dating to the Middle Ages who have carried on a millenium-long war with half-breeds who have some beast blood in them. Itâs not a straight-up shooter but rather a third-person action adventure in the vein of Uncharted (with cover, of course), and the similarities between Naughty Dogâs franchise and Ready At Dawnâs potential series-starter extend beyond a shared genre.
Aside from the visual fidelity afforded by developing exclusively on the PlayStation 4, the most glaring characteristic of The Order I noticed in the brief hands-off gameplay demo we were shown at a press event in LA last week is its seamless presentation; it goes from cutscene to gameplay without a break, then from shooting to branching quick-time events back to cutscenes with nary a gap to be found. And once you start playing, studio co-founder and creative director Ru Weerasuriya promised me, youâre not going to face a loading screen until the next time you boot up the game.
âThe point is immersiveness, making sure the player, once theyâre involved, that emotionally they donât get detached,â Weerasuriya emphasized. âEvery single time you break it, regardless of whether itâs a visual break, that changes the way cinematics [change] from gameplay, or whether itâs a loading screen that changes the pacing, all of those are pace-breakers.â
Where you might say the seamless presentation is inspired by Naughty Dog, the QTEs I mentioned are akin to those weâve seen before in Heavy Rain or The Wolf Among Us. They come in a sequence, and missing a button doesnât doom you immediately but changes that sequence. Fail too many times and youâre dead, sure, but this is the new age, not the old one. Ready At Dawn wants these QTEs to customize the experience a bit for you, and to be one of many bits of curation the studio is using to deliver its vision.
âEvery single element is really there as a tool to deliver an experience,â Weerasuriya told me. âThere is no one thing.â
Another of those single elements is the framerate, a contentious point of debate in gaming these days. But bigger is not necessarily better, despite what some people will tell you, because while Peter Jackson may insist that 48 frames per second is the only way to watch a movie now, more folks tend to disagree with that than not. Also, frame-boosting tech on modern TVsâlike TruMotion, MotionFlow, ClearScan, etcâare the butt of so many jokes (âI canât even watch five seconds of itâ was all Weerasuriya had to say about that) because the visual difference between high and film-stand framerates is extremely stark.
And while response time is a worthwhile concernâ60 frames definitely feels faster than 30âWeerasuriya noted the way the game is constructed can eliminate the need for a quicker response.
âYou build the game with that in mind, because everything you do is a compromise,â he said.
âSome things are done the way they are because of the experience theyâre trying to portray to the player. I think for us 30 frames per second and the animorphic⌠is very calculated because it happened very early on.â
Ready At Dawn was from the beginning seeking a specific look and feel for the game. They liked the way 30fps looks versus 60, and they insisted on utilizing a 4x multisampling anti-aliasing (MSAA) processâwhich is quite technically demanding. Between that and any number of other graphical effects they wanted to implement. going with a higher framerate just wasnât a priority.
âHigher framerate doesnât equate to better,â Weerasuriya insisted. âThe framerate has to satisfy the experience you want to have.â
Phil Owen is a freelance journo with work at VG247, GameFront, Gameranx and many, many other places over the years. You can follow him on Twitter at @philrowen. Send hate mail to [email protected]