If
there are any trends in the evolution of video games, one would
certainly be the shift toward story-driven, cinematic experiences
(perhaps best posterized by the Uncharted games). Essentially
playable action/adventure movies, modern gamers think nothing of
numerous cut scenes, alternate and transitioning camera angles,
lengthy cinematography, and other film techniques blending gun fights
and puzzle platforming—a
la a
Tom Cruise or Jackie Chan movie. Content that was once a reward for
completing a game or level is now integrated with standard gameplay.
And it makes sense. With the exponential advancement in console
technology, it’s possible to include scenes of a similar quality to
films and movies, so why not? One such game, and perhaps the best
filmic/game experience to be had on the PS4, is The
Order: 1886,
a fine steampunk action title by Ready at Dawn.
The
Order: 1886 is set in an alternate-history London in which an
Order of Knights, a secret society, has been in place for centuries
protecting the populace from half-breeds—werewolf creatures that
attack humans. Players start the game in media res as Sir
Galahad, one of the members of The Order. Cold, starving, and locked
in a prison cell, he is being tortured for info. Flashing back to
the beginning of the actual story in the midst of his escape, the
player learns London is under attack by political rebels upset at the
Queen’s lack of blue-collar sympathy in the face of sooty,
back-breaking industrialization. Galahad and his fellow Knights must
fight off the insurgents and get to the bottom of the cabal before
things turn even uglier with the werewolves.
If
a game wants to be cinematic, a lot depends on story. So how is that
of The Order: 1886? Put simply, it delivers in ways ’s the
Uncharted and other such games don’t. Built on a solid setting, it
twists and turns, constantly surprising the player. Blending
together in my mind, Nathan Drake’s adventures are so routine by
comparison. Each features the same formula: introduce numinous
object, set Drake and bad guys on a chase for said object, mix and
shake well, arrive in fantasy kingdom for a showdown, the end. While
Soma, Nier: Automata, and The Last of Us still
take the cake for me in terms of video game storytelling, The
Order: 1886 is great is right behind, and is something that will
stick in mind. Shifting underfoot as bits and pieces are revealed,
the story continually unravels itself in unexpected fashion. Unlike
Uncharted, I didn’t know what was going to happen next. Who among
the Order is behind the cabal—if anybody? What’s the connection
between the rebellion and werewolves? How did Galahad end up being
tortured in a prison cell? These were genuine mysteries throughout
most of the game, offering motivation the Nathan Drake formula does
not. Considering the relative cheapness of many of its elements
(werewolves, King Arthur’s Knights of the Roundtable, Nikola Tesla
inventions, a holy grail, etc.) and the subsequent potential for
cheap story, The Order: 1886 delivers a dynamic, exciting tale
that paves the way for sequels.
The
action cover-based shooting and traversal, The Order: 1886 still
feels and plays like an Uncharted game, however, even if story is
better and the look is entirely different. A classic British
gentleman who finds the fortitude when the situation requires,
Galahad is not the ultimate ninja gymnast Nathan Drake is, meaning
there is less leaping handhold to handhold than one finds in an
Uncharted title. When not fighting, Galahad wanders the beautifully
detailed set pieces looking for clues and items that will progress
the story more often than leaping ledge to ledge. What Galahad and
Drake do have in common, however, is that both are crack shots with
rifle and pistol, and do it in a cover-based shooting system. Other
game modes include: stealth-only sections and a variety of quick-time
events that show more creativity than the average ‘push square now’
(though those do exist, also).
Production
values for The Order: 1886 are through the roof—as good as
any top tier PS4 game on the market today. Facial expressions leave
something to be desired, but the remaining graphics are superb (the
set pieces look phenomenal—the scenes in the zeppelin particularly
amazing), sound is great, the cut scenes are integrated seamlessly
with gameplay, what little music there is appropriately rendered, the
game never seems to load (meaning unnoticeable transitions), and the
voice acting is wonderful. Nearly four years since release and the
game still looks and sounds gorgeous. There is, however, something
curious about the naysayers…
Looking
through online criticisms of The Order: 1886, it seems a lot
is directed at replay value, the “lack of action”, and cost vs.
the quantity of content. I have to say, I disagree. Firstly, the
Uncharted games are equally un-replayable. They are story-based, fun
one and dones, just like The Order: 1886. A second runthrough
of a Nathan Drake story doesn’t grant anything new. Yet few
criticize this of Naughty Dog, so why Ready at Dawn? Regarding the
lack of action, I don’t know what to say exactly. For me the game
is as much a blend of action and sleuthing (i.e. walking around
investigating stuff to progress the story) as Uncharted or Tomb
Raider. I never felt the game inappropriately slowed. In fact, the
‘slow’ bits built the story in ways that only enhanced the
tension, rather than relieved it. Regarding the cost complaints, I
understand people always want to pay less, but sorry, more content
doesn’t always mean better. Ready at Dawn are asking a standard
price, and for certain the game’s 7-9 hours are better quality than
a lot of other games which offer dozens and dozens of hours for the
same price. Ghost Recon Wildlands, for example, boasts 40+
hours of gameplay, but nobody can tell me that it isn’t
three-quarters copy & paste . In fact, I
would argue that unless you are playing Ghost Recon: Wildlands co-op,
then the game's length is actually a detriment to enjoyment—wash,
rinse, repeat. Overall, The Order seemed to exact the
ire of a lot of reviewers for reasons I can’t put my finger on when
looking at the wider game base and how it fits within it…
In
the end, if a person enjoys the Tomb Raider reboot games, A Way
Out, or Uncharted, there is no reason they will not also enjoy
The Order: 1886. Very similar in touch and feel, it offers
the same cover-based shooting and focus on high-quality cinematic
story-telling but in a far superior storyline. The aesthetics are,
of course, completely different. Rather than exotic locations with
fantastical treasures and loads of baddies trying to get the treasure
first, The Order: 1886 boasts a wonderfully grimy 19th century
London with airships and werewolves and secret Masonic-ish societies
that looks amazing. It’s not the greatest, most intellectually
challenging game ever created, nor is it incredibly unique or
innovative in the wider context of video games. But it does satisfy
that playable-movie itch—to be a silver screen hero—that some
contemporary games offer better than most.
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