PS4 The Order: 1886

lasst doch titanfall hier raus und das seit mai für die rrodler grafik unwichtig ist wissen wir auch schon längst, gehört alles nicht hier her.

Wenns um CoD geht fühlt sich der langjährige Xbot direkt wohl, was anderes kennt er ja auch nicht.

die crème de la crème der sony-abteilung im einsatz. :goodwork:
es ist aber auch wirklich wichtig, dass ihr die grenzen hier sogut gegen das ganze xbox-gesocks verteidigt.
hut ab vor euch leuten. :)

@screenshots

sieht doch bisher sehr interessant aus.
von der technischen seite her sehr sauber - denke schon, dass das game einen coop haben wird.
auf den bildern sieht es so aus, als ob der protagonist mit seiner begleiterin einen tatort untersuchen würde - wäre cool wenn man da auch was in die richtung machen könnte. (so mini-nachforschungen)
 
@screenshots

sieht doch bisher sehr interessant aus.
von der technischen seite her sehr sauber - denke schon, dass das game einen coop haben wird.
auf den bildern sieht es so aus, als ob der protagonist mit seiner begleiterin einen tatort untersuchen würde - wäre cool wenn man da auch was in die richtung machen könnte. (so mini-nachforschungen)

So á la L.A. Noir?

Fände ich auf jeden Fall cool :)
 
die frau is so süß :blushed:
schaut mal, wie schön sich ihr mantel auf dem boden verteilt, wenn sie knieht..
 
Sieht das geil aus. So richtig stimmig. Erinnert mich immer noch sehr an Last of Us, was sehr gut ist. Hoffentlich ist das Pacing auch so ähnlich, also zwischen den ganzen Action Scenen auch mal ruhige Abschnitte.

Game wird sicher gekauft.
 
weis nicht ob das damals schon gepostet wurde, aber ich kannte es nicht.
Eindrücke von VG24/7 zur live presentation hinter verschlossenen türen auf der GC.

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.[/b] 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.

This morning El33tonline was lucky enough to attend a gamescom session for Ready at Dawn’s upcoming PS4 exclusive The Order: 1886. The session was hosted by the studio’s CEO and Creative Director, Ru Weerasuriya, who previously directed the smash hit God of War: Chains of Olympus for PSP.

Ru spent most of the session talking about how The Order: 1886 uses a revolutionary physics system which allows individual objects and its constituent materials to be realistically broken up or deformed ad infinitum. During his presentation the audience was treated to two live prototype gameplay demonstrations (running on a PC with PS4-approximate specs) showing these features in action, and also demonstrating how objects in the environment such as flags are affected by the physical forces associated with a particular environment (in this case wind). Each of the three flags we saw in the second demo fluttered independently of each other, seemingly affected by their position in relation to the wind.

Whereas most games don’t feature deforming materials, Ready at Dawn is determined to create a true next-gen experience by allowing players to interact with the game’s environments in unprecedented ways using the various weapons you’ll be able to equip over the course of your adventure. During the first demo we saw how throwing a grenade into a wooden box blows it into tiny splinters. If you throw another grenade into the newly formed mass of splinters then the resulting explosion will blow them into even smaller fragments. The effect really is astonishingly realistic!

In the second demo Ru demonstrated how objects in The Order: 1886 will deform according to what material they’re made out of. For example, a copper bucket or metallic wall will visibly dent when shot, while a teddy bear (dumped onto the level for the purpose of this demo) will break up into separate pieces when the same treatment is handed out. Obviously, the type of gun and ammunition being used will also influence how materials in the game react based on the real-world laws of physics which govern them.
http://dualshocked.com/new-details-of-the-order-1886/


Scheint eines der ersten richtigen Next gen games zu werden :lick:
 
Im Video sah mir das Movement etwas zu schwerfällig aus, oder ?... die tragen ja nicht was weiß ich was. Bewegt sich ja fast wie nen Space Marine ^^
 
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Vom Setting her das für mich bisher interessanteste Next Gen Spiel. Und ich bin so froh, dass es ein 3rd Person und kein 1st Person Spiel ist. :)

Multiplayer brauch ich persönlich keinen, wird aber wohl immer unverzichtbarer um ein Spiel einem größeren Publikum schmackhaft zu machen. Dass man sich aber voll und ganz der Kampagne widmet ist für mich schon mal ein gutes Zeichen.
 
Bin ich der einzige, der irgendwie an Dishonored denken muss bei den Bildern? xD

Ne sieht aber gut aus, bis jetzt der spannendste PS4 Titel.
 
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