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Thread: The Order 1886

  1. #21 SP
    Senior Member OlBlueEyes's Avatar
    PS4-exclusive The Order: 1886 has 80 people working on it -- PlayStation Universe

    The Order: 1886, the PlayStation 4-exclusive action title from developer Ready at Dawn, has a team of around 80 employees working on it – a far cry from the workforce normally associated with major titles of this calibre.

    News comes courtesy of a technical presentation at SIGGRAPH, a computer graphics conference that contained a comprehensive look at The Order’s visual performance.

    The Order: 1886 was first announced at Sony’s E3 press conference in mid-June, where it was announced the game would be exclusive to PS4. Set in London, The Order takes place in an alternate universe where the industrial revolution materialized as a means of securing victory against invading, inhuman forces.
    The Order will be released for PS4 in 2014, and is being co-developed with SCE Santa Monica Studio.

  2. #22 SP
    Senior Member iPaul's Avatar
    PS4 at gamescom 2013: Sony brings its next-gen darlings to Cologne | VG247

    The Order: 1886

    Ready At Dawn CEO Ru Weerasuriya addressed the games press in a behind closed doors presentation of the studio’s shooter The Order: 1886. The game was conceptualised in 2006 and was derived from short stories penned by Weerasuriya. It’s now a full-scale project with a 95-strong team and running on the bespoke RAD engine 4.0.

    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.

    This is what a large part of next-gen gaming is about; the dynamic factor, and The Order: 1886 already seems to have that in spades. It’s an intriguing project that both Sony and the developer are being coy about, but I’m intrigued to learn more, especially to see how on earth textures and destruction impact gameplay as Weerasuriya promised. I’m looking on with keen interest for some sort of clarity.
    Attached Images Attached Images rlkgjna.jpg 8cxiwzj.jpg az4xuou.jpg the_order_1886_slides_04-1152x648.jpg

  3. #23 SP
    Senior Member OlBlueEyes's Avatar

  4. #24 SP
    Senior Member ReNeGaDe124's Avatar
    The Order 1886 este pe coperta revistei GameInformer din luna noiembrie: November Cover Revealed – The Order: 1886 - News - www.GameInformer.com

    The Order: 1886 - Game Informer November 2013

    Videoul contine cateva secventa de gameplay:



    De abia astept sa aflu informatii noi despre joc.
    Attached Images Attached Images knightfull.jpg

  5. #25 SP
    Senior Member OlBlueEyes's Avatar
    Si eu deasemenea,cred ca va fi cel mai asteptat joc pe viitoarea generatie cel putin pentru mine.

  6. #26 SP
    Senior Member ReNeGaDe124's Avatar
    Au aparut si primele informatii:

    • 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
    • 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
    • Focused on a very strong story driven single player now, not willing to talk about any multiplayer

  7. #27 SP
    Senior Member iPaul's Avatar

  8. #28 SP
    Completionist Boghy02's Avatar

  9. #29 SP
    Senior Member ReNeGaDe124's Avatar
    GameInformer a lansat un nou video in care producatorii vorbesc despre povestea si gameplayul jocului. Il puteti vedea accesand linkul de mai jos:

    An Overview Of The Order: 1886's Gameplay And Story - Features - www.GameInformer.com

  10. #30 SP
    Senior Member Clopotarul's Avatar
    In-game screenshots :
    Attached Images Attached Images 1jrhun9.png 4jertlf.png m7m6ydh.jpg o0aqzgw.jpg pwth2ql.png rxjl7of.jpg 1hr5pfh.jpg f17jx8k.png

  11. #31 SP
    Vires Intus eagle-eye's Avatar
    Frumos cum trece arma prin clothing in a 2-a poza . Cand or face si ei cloth-ul 3D si nu un amarat de foliage acolo? Mereu am urat treaba asta la jocuri, sa vezi hainele personajelor cum trec prin pereti n stuff...

  12. #32 SP
    Senior Member iPaul's Avatar
    Meet The Knights Of The Order: 1886 - The Order: 1886 - PlayStation 4 - www.GameInformer.com




    Name: Isabeau D’Argyll
    Alias: Lady Igraine

    If you’ve read tales about King Arthur, you may remember his mother was named Lady Igraine. In The Order: 1886, Lady Igraine is a youthful-looking warrior named Isabeau D’Argyll. She and Galahad have a close but guarded relationship which started with her as his knight in training. Over the years the two become fond of one another, though their allegiance to The Order forbids them from ever acting on any underlying feelings. Isabeau’s character extends beyond her relationship with Galahad, however. She is strong-willed, skilled in combat, and fiercely loyal to The Order. “Isabeau is every bit the knight that Galahad is,” says Ru Weerasuriya, creative director on The Order: 1886. “There’s this kind of rivalry between them.”

    Name: Sebastian Malory
    Alias: Sir Percival


    In Ready At Dawn’s story, the title of Sir Percival belongs to a man named Sebastian Malory. Enthusiasts of Arthurian lore may recall that Sir Thomas Malory is the 15th century author of the original Le Morte d’Arthur. In The Order, the gray-bearded Malory is the most seasoned warrior in Galahad’s squad. Malory acts as a trustworthy mentor to Galahad and personifies The Order’s noble agenda to protect the people of London. Malory and Galahad share joint tempered loyalty to The Order, and are close friends because of it.

    Name: Marquis de Lafayette
    Alias: Pending


    Lafayette is The Order’s newest knight-in-training, but he’s no green recruit. The famed Marquis de Lafayette is an actual historic figure who made his name fighting in both the French and American Revolutions. The Order contacts Lafayette and opens his eyes to the larger scale conflict the organization was formed to fight. His strategic expertise and knowledge of the battlefield makes him an invaluable addition to Galahad’s squad, even if he hasn’t earned his knightly name yet. This apprentice has a brash, whimsical sense of humor that lightens the squad’s oftentimes grim demeanor.

  13. #33 SP
    Senior Member iPaul's Avatar
    Revealing The Origins Of The Order: 1886 - Features - www.GameInformer.com (VIDEO)

    While visiting Ready at Dawn, we spoke with creative director Ru Weerasuriya and chief technology officer Andrea Pessino about the development history of their PS4 exclusive. We cover a lot of ground: why they were inspired to pull from history, pitching the game to Sony, the benefits and struggles of building your own engine, and the pressure of debuting the trailer.

  14. #34 SP
    Member anes's Avatar

  15. #35 SP
    Member anes's Avatar

  16. #36 SP
    Senior Member iPaul's Avatar

  17. #37 SP
    Senior Member iPaul's Avatar



  18. #38 SP
    Senior Member iPaul's Avatar

  19. #39 SP
    Senior Member iPaul's Avatar
    The Order: 1886: Ready At Dawn's cinematic PS4 debut is coming into focus | Features | Edge Online

    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.”
    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.
    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.”

  20. #40 SP
    Senior Member OlBlueEyes's Avatar

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