How the PlayStation4 game The Order:1886 immerses players
Go ahead, your command.
It may be 2015, but the realistic look of a soon to be released Playstation 4 game could convince you otherwise.
You play the game of Galahad, whose actually one of the makers of Round Table, King Arthur centuries ago formed.
The knights of the roundtable and we're just basically now in the 1800's seeing how that's evolved over time.
The Order 1886 is set to release on February 20th, but CNET recently visited Sony for a sneak peek.
Players use an array of weapons ranging from rifles to an arc induction lamp that's inspired by the real work of inventor Nikola Tesla.
And the way that it works is that it basically builds up a gigantic charge and it has these.
Almost antenna, like lightening rods on it, that the, the electricity is allowed to kind of flow, like a Jacobs ladder, as it builds up, and then the player releases the trigger, and the lightening comes out of the weapon, arcs over objects, and hits conductive things, like characters, and it just obliterates whatever whatever it hits.
Among the things you'll want to obliterate, half-breeds.
Part human, part beast, and the knight's enemy number one.
The game developer, Ready at Dawn, used the processing power of the Playstation 4, to give the Order a cinematic feel.
In a virtual environment, one of the things that's very telling is, the way that light in our world interacts with the things that it, kind of, bounces off of.
It's like it's.
Very specific and if you figure out the science of that you can kind of break it down and figure out how do you have to construct a nature world.
Borrowing a technique from the film industry, Ready at Dawn straps head mounted cameras to actors for the game to help solve a long time graphics challenge, facial expressions.
Like camera that's mounted on the boom top of the head keep up the.
Has a little tiny camera on it.
And it's got a light on it, so they're being kinda bombarded by a light, but it's so we get a really good image.
And then we record their facial performance with their bodies.
So when they're on set, and they're acting and moving around, we're getting a full head-to-toe performance that's basically time-synced.
Tell every able knight to converge to White Chapel.
And for an extra dose of realism, the game is rendered on the fly, so as you play, you won't be jumping back and forth between narrative elements and game play.
One of the greatest things for us is that you're never really leaving the game, so to speak.
The final effect?
An immersive experience that could make you believe monsters actually roamed around London.
In San Mateo, I'm Sumi Das.
CNET.com for CBS News.
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