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Saturday, April 27
The Indiana Daily Student

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'The Order: 1886' impresses with stellar visuals

‘The Order: 1886’

C-

Rather than a video game, “The Order: 1886” is akin to listening to a concert or watching a movie. It’s a shame this atmospheric and technical masterpiece is let down by a short campaign and dull gameplay mechanics.

In an alternate history of Victorian England, you play as Sir Galahad, a senior member of the titular Order. The Order claims direct descent from the Knights of the Round Table. Its discovery of Blackwater, a mysterious substance that prolongs life and can regenerate health, has led it to an advantageous position against its enemies, lycans.

Galahad and company discover a conspiracy that threatens to upset this precipitous balance and thus sets in motion the events of the game.

“The Order” is, in effect, a third-person shooter. Comparisons with Microsoft’s “Gears of War” are inevitable here, but a more appropriate comparison would be with games such as “Heavy Rain” and especially “Beyond: Two Souls,” in which gameplay is subordinated to the narrative, with mixed results.

The gunplay is dull despite a rather interesting armory. Though fighting lycans can be tense and nerve-wracking, the majority of the time sees Galahad shooting other men with guns.

Developer Ready at Dawn has emphasized the single-player experience almost to a fault. This is disappointing when the game’s single-player campaign is the only thing included on the disc. There is no multiplayer or co-op included, which makes the game a questionable value proposition.

Without a doubt, “The Order” is a real looker. Visuals are immaculate, with the world being given a soft cinema shine, and cutscenes are indistinguishable from gameplay. If you want a game that can show off your PS4, look no further.

There are a couple of drawbacks here, though. The black bars at the top and bottom of the screen can be off-putting. Another problem is that, befitting the game’s cinematic approach, “The Order” sees fit to railroad the player in ways that wouldn’t look out of place in a “Call of Duty” campaign. Running, for example, is often disabled when the game wants you to soak in the atmosphere.

In the end, the most apt analogy would be a Disneyland ride: completely on rails and with minimal interactivity but fun while it lasts for all too short a time.

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