Tips on playing "The Order: 1886" from the game's director
Let's go.
What's up guys.
Brian Tong here with CNET.com and joining me here today is game director for the Order: 1886, Dana Jan here from Ready at Dawn studios.
And you know, this is a game that we're all really excited about.
But you know, when we talk about this game, the Order, what everyone has talked about is the look and the feel.
What are some of those things that you guys tried to achieve?
The ability's in real time.
Put you in positions in the gameplay and the story where you feel like, wow I'm really in this world.
I really belong here.
I understand what's going on.
And it feels more realistic than anything I've seen before.
So this weapon here that I've got is called the arc induction lance, and it's a weapon that was designed by Tesla.
And when you hold the R2 button down on the controller
It was not designed by Tesla
It was designed by Tesla.
I'm serious.
No, that's one of the cool elements of our story, is that Tesla actually decided that he was going to help the order design weaponry, through some of the technologies that he was dabbling in.
Do you just have to be in range and just let it go?
Pretty much.
If you just shoot, it's pretty wild.
They'll actually arc to whatever guy they think is closest to where you are.
[INAUDIBLE].
There you go.
I see where that gun is actually pretty dope.
Come on, let's go.
Oh!
That was one of the effects where they knock him off his feet.
He's like,!
That was cool.
All right.
Let's just breathe here a little bit.
Let's just breathe.
Okay.
This is the triple barrel shotgun so [CROSSTALK]
What's better than having two barrels?
Three barrels.
It's a triple?
Triple.
So wait, okay.
Okay.
This is the gun you only have to aim if you get a.
Like close enough, you just run up on guys and pull the trigger from the hip here.
You will just decimate them.
Okay.
Here we go, here we go, here we go.
Oh, oh.
Well you killed that other guy.
Can I, can I immediately attack, can I walk up to this guy to melee him?
Yeah, let's go.
Let's go, let's go.
Oh.
Oh, to the side.
Oh.
Throw him.
I don't need you.
I don't need you.
You're gonna love me.
Oh man, I almost died.
Pick up these guys.
There's a guy to your right.
Wait hold on, I'm, this is, I'm going crazy right now.
Oh.
Oh, here we go.
Oh shoot, I can't, okay, okay, okay.
I'm gonna do this.
I'm gonna do this.
Take cover.
I'm covered, I'm covered.
There you go, okay cool.
Yeah I mean the Playstation 4, I mean it's so powerful, like just from a graphics standpoint.
I just died.
The [LAUGH]
I saw that
Here, you take it
But it looked good when you did it, right?
It looked real good, yeah, it looked amazing when I died.
I mean, and some of that also, like, I think some of the things you'll be seeing when you look at the game in detail is you're going to start to see that a lot of the reasons it looks the way it does is because some of the techniques that we're using from rendering and a cinematography standpoint makes the game feel more like.
You would expect a film to look rather than a video game.
Okay, so are you coming up to the easier part, or kill this guy first?
I'm gonna try to take that shotgun out of there.
Got him.
Trying to go back this way and get some more ammo.
Yeah when that, when it's the easier part then I'll play again.
Take a look at this that's actually Westminster palace under attack so it's smoking here.
Oh man, that looks crazy.
Yeah we jumped in a little bit kind of in the middle of a scene that was playing out when they were under attack so you missed that part but.
Yeah I mean if you really look at this like people who've actually been to the palace today like you could spin the camera and you could look at this green paint in this motif here.
Like, they'll, it'll be extremely familiar.
Even these lampposts, like, that's what's there.
Mm-hm, mm-hm, mm-hm.
You know, so, we really paid a lot of attention to the details and made sure that what we did didn't feel like it was some make-believe, you know, possibly Disneyland version of it.
Mm.
Your shocking guy's gonna, he's, this guy's gonna-
[CROSSTALK]
You better, you better, you better, you better, you better get out of it.
No, what are you gonna do?
Oh!
Oh, no!
I let him gun me down.
Oh crap.
[LAUGH]
Hey.
So shameful, so shameful.
This is a game director.
This is a game director and he died.
Yeah.
I died.
I'm not the only one that's bad at this game.
So one of the things that's really crazy about this game also is the depth of field.
Right?
I mean we can, we can see that quality.
Just like kinda how, how your actual [CROSSTALK] eye is at.
Yeah.
Wherever, wherever you're aiming, we try to bring down the focus except when you're feeling suppressed.
So you'll, you'll be down and covered.
And if guys are shooting at you, it's actually gonna bring in the depth of field a little bit.
And I mean that just kinda gave us this cool way of playing with a tradeoff of clarity versus actually the stealing of [INAUDIBLE].
[LAUGH] Sorry.
That guy came out of nowhere.
[LAUGH] Well, you know what, Dana, thanks so much for your time here.
No problem.
The Order: 1886 looks like a [INAUDIBLE], just a killer game visually and just what you can do and then, you know, we're excited to play more with it.
I'm excited to play more too except for I keep dying.
Yeah.
We're, we're gonna work on that.
All right.
For cnet.com, I'm Brian Tong.
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