PlayStation The Order: 1886 (Santa Monica / Ready At Dawn)

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Sony just unveiled The Order: 1886 as a PS4 exclusive. The game was showcased in a brief debut trailer which was set in a Victorian yet futuristic-seeming London, complete with zeppelins, monorail, and an array of advanced-looking steampunk weaponry. The Order: 1886 is being developed by God of War: Chains of Olympus and Ghost of Sparta developer Ready at Dawn.
 
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Fiquei sem perceber nada deste jogo. Passa-se, deduzo eu pelo título, no final do século XIX. No entanto, as personagens utilizam intercomunicadores e armas modernas...
 
The Order: 1886 is a 'filmic', linear, third-person action adventure




The Order: 1886: Ready At Dawn Divulges New Details

Q: So, exactly what kind of game is The Order: 1886?
A: The Order is a third person action adventure with shooting mechanics. It’s very much story-based – it’s a linear story-based game. We’re trying to tell a story. It’s what we call a filmic experience.

Q: It was really refreshing to see London being used as the setting for a video game. Why did you pick the British capital?
A: For me, London is one of the greatest cities in the world. There’s a real diversity there. A lot of European cities have it but specifically London, as there are moments throughout history that have played out there. It has a very interesting history, particularly at the end of the 19th century during the Industrial Revolution. Because this game is based in the real world, we wanted to feed off that and use some of the events, the people and the stuff that existed in that time to accentuate and bring our IP into a world that is believable.

Q: Are Londoners going to recognize it as they city they live in today?
A: Absolutely. Sure, I don’t think we’ll be able to do a 1:1 mapping of London. We tried! We started out by mapping the full city of London. But we’re going to try and stay as true as possible to it. You’ll recognize a lot of things.

There are obviously some things we’re going to put in there that don’t exist, and we’ve moved certain locations a bit, but as you can see from the trailer, when you pass in front of the Thames, Parliament is where it’s supposed to be and London Bridge is where it’s supposed to be. We don’t want people to go “Nah, this doesn’t look right”. You’ll be interacting with real people, real events and real places.


Q: PlayStation gamers will know Ready At Dawn best from your fantastic God of War games on PSP. What are you bringing over to The Order: 1886 from your experience on that franchise?
A: I think what we’re bringing over is everything that we’ve learned over the past 10 years. This was always the goal when we started the company. We started with the mind-set that we’re going to build our own IP, but we didn’t want to be the guys who straight out of the gate went “We’re going to do everything all at once.” So we learned little by little – building technology, building expertise, getting the right team together. It really took us a long time to find exactly what we wanted.

We’ve done well on a single platform. We’ve tried to push the boundaries of what could be done. That’s the same mentality we’re bringing to PS4. We’re working on a single platform – we want to push it, we want to get everything out of it, and hopefully that’s exactly what we’re going to do – milk it for all it’s worth.


Q: What aspect of the game do you think will make gamers say “Woah, that’s new, I’ve never seen that before”?
A: There are gameplay features we’ll be talking about that will be very, very cool. Right now we’re playing with things – the moment-to-moment gameplay is really not what you might expect. We didn’t want to make it single-tone, where you rely on one single thing in expense of the rest.

The overall feel – that filmic experience… the one thing we brought to this is something people are accustomed too but usually can’t tell. When you watch a movie you don’t question what lens is being used. You don’t question why there is grain on the film or why there’s a certain lighting. Those are things we’ve been accustomed to seeing for 30 years. So when it’s missing we usually go “Wait, something is wrong with this image”.

With this game we replicated a lot of physical attributes. We have true lens distortion. We built physical lenses into our engine so we could get something where people will look it and not be totally disconnected. Games have a tendency sometimes to be too clean and crisp. We thrive in the dirt. We just love the fact that it feels dirty. It’s filmed in a very realistic way.


Q: It’s a good fit – London can be pretty filthy!
A: That’s exactly right, and that’s why we chose it I think.

Q: You’re working on a huge new IP on a huge new platform. How are you coping with the pressure?
A: Yeah, it’s tough. Anybody would be lying if they said it wasn’t. It’s a lot of pressure and there are a lot of unknowns. You make a lot of bets at the beginning because you don’t know how things are going to be two years down the line. The good thing for us is that we didn’t have to bring a lot of legacy over, and because of that we’ve made a lot of bets that luckily for us turned out really well. But yes, the pressure is always on. It seems that there’s a lot of expectation now and there will be more after E3. So all we have to do now is finish it!

Vou seguir este para ver no que vai dar.
 
Estou mortinho para ver o que vai sair daqui. O setting parece muito interessante, aquele cinematic deixou-me com agua na boca! :p
 
Why The Order: 1886 is a PS4 exclusive


In an ecosystem of multiplatform games, Ready at Dawn Studios' The Order: 1886 is headed exclusively to the PlayStation 4 because the developer wanted "to target a platform that we could make the most of," creative director Ru Weerasuriya told GamesIndustry International.
The developer already had a longstanding relationship with Sony, having developed the PSP God of War games Chains of Olympus (2008) and Ghost of Sparta (2010) as well as the God of War: Origins Collection (2011), when it began discussing a next-gen collaboration.
"We saw the initial talks about PS4 and what it was going to be and we've had a relationship with Sony for 10 years, so we felt it was the right time to not only move but to move to a single platform again where we could bring our expertise to something that could make us realize the game we wanted," Weerasuriya said. "Once we knew that internally, we approached Sony and said this is what we have and here's where we want to go, and they listened to us and we had a great discussion about how big it was going to be, and it turned out to be bigger than expected. So it's a good conscious decision from us to target a platform that we could make the most of."
Weerasuriya acknowledged that console exclusivity means that a game reaches a smaller audience, but said that Ready at Dawn's focus is often more creative than financial.
"For us, the number one factor in making our decision was always creative," he said. "And to a fault over the last 10 years, we sometimes chose creative over a lot of other things. Yes, of course, there's an opportunity to make a dual-platform game and there are third-party publishers we can go to, and it's not something we'll ever dismiss, but for now since we've been so targeted towards working on a single platform it felt natural for us to make that decision regardless of the financial hit we would take."
Sony unveiled The Order: 1886 at its E3 2013 press conference. For more on the developer's first intellectual property, be sure to read Polygon's interview with Weerasuriya, which also contains a trailer and a gallery of screenshots from the reveal.
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