The Order: 1886

New details from GI

-In concept since 2005

-Trailer graphics are what you can expect it to look like in-game

-Everything in the world is rendered with soft body physics Metal beams react for example to magnetic forces, bending and shifting in real time

-Incredible attention to detail: Lens flare catches light as you rotate the camera, oil lamps flash independently in an underground scene, light bouncing off every object provides uncanny realism, insane attention to material detail like wood, leather and cloth.

-Clouds and particles of dust float around lamp flames, subtely settling down on the camera lense

-Ready at Dawn spent a lot of time making the weapons unique, giving each personality. Grounded in understandable science but also have behaviors that you wouldn't expect Examples of guns: Arc Gun like you saw in the trailer, Combo Gun has two different settings, you can blow enemies back with a non-lethal charge to make space as well as using standard rifle fire, Thermite Rifle can shoot a chemical onto enemies, using secondary fire to shoot flares to light them on fire, frag grenades can be used typically or hoisted onto the environment via spikes

-Around 7th or 8th century, humanity splinters, with many getting 'beastial traits', becoming 'half breeds' Thus begins the conflict Humanity basically forms a version of the Knights of the Round Table, in this case, The Order to fight off this enemy Through a strange turn of events, they discover a substance called "black water", giving them unusually long lives and unique ability to recover from injury

-The Knights continue to age, but at a much, much slower rate which they use to battle for centuries It's basically a curse given they continuously see everything around them leave and die off, it's both a salvation and a curse for them

-This leads up to the 19th century and the changes facilitate the unique futuristic Industrial Age you see before you You play as Sir Galahad (guy with the porn stache)

-A new threat emerges as parts of society (humans) begin to rebel against the rulership and are disgruntled with the inequality between layers of society

-Battle scenes are chaotic and exciting, reminiscent of Gears of War

-Ready at Dawn took a unique twist to QTEs, sometimes melee attacks occur during gameplay, time slows down and you can rotate your camera and find different things in the environment to give you an edge. These can range from dodging a punch or grabbing an improvised weapon for example

-Focused on a very strong story driven single player now, not willing to talk about any multiplayer

http://m.neogaf.com/showthread.php?t=693724
 
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Looks and sounds great!
 
A glimpse of the in game aspect ratio with player char

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I'm excited for the boosts in performance rendering in 1920x800 will bring :smile:

Scans of the mag are online now... they aren't hard to find. The game looks amazing :oops: The atmosphere in some shots reminds me of RE Remake backgrounds except in high res.
 
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No GI from the flashlight....we had it on ps3 :( !

The scans are too low res, we need direct feed screens. Two screens in the scans look so damn fab while one looks really drab. Direct feed pls.
 
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No GI from the flashlight....we had it on ps3 :( !

I am not sure of what you mean but if you mean but if you talk about shadows then go at 0:45.
Galahad is walking around at on point he looks a small stair and next to it there's a small wall; you can see that the shadows change accordingly to the flashlight position.

P.S.
What's the exact technical term for this effect, is it "dynamic shadows"?
 
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I wasn't too sure to start with, I though that RaD had bitten off more than they could chew. But it really looks like they are stepping it up and this is definitely on the interest list now!
 
Really looking for more info about this game!
At the moment it is the only game I care about PS4!
2014 release?
 
I am not sure of what you mean but if you mean but if you talk about shadows then go at 0:45.
Galahad is walking around at on point he looks a small stair and next to it there's a small wall; you can see that the shadows change accordingly to the flashlight position.

P.S.
What's the exact technical term for this effect, is it "dynamic shadows"?

I am talking about light from the flashlight bouncing off from the walls and falling on other surfaces, ala The Last Of Us :cool: ! I am just too happy some dev did it on the ps3 before this gen ended ! C'mon RAD, you are on next gen, bring it on ! :devilish:
 
Those walls might not be made of very reflective materials also, frankly, it's hard to tell what's the state of GI from off-screen footage.
 
Those walls might not be made of very reflective materials also, frankly, it's hard to tell what's the state of GI from off-screen footage.

I was just having fun , buddy, wasn't complaining or being serious :cool: . It was the first thing that popped in my head when I saw the footage of him walking in room with a flashlight. TLOU does it so well, although only in a few levls, that I want it everywhere. I think they should do it, every game with a flashlight should do it, cos it makes it all so beautiful and "alive" ! With all the new found power, they should. Deep Down should do it too. I hope they do....!
 
Those walls might not be made of very reflective materials also, frankly, it's hard to tell what's the state of GI from off-screen footage.

Material slides from SIGGRAPH had 'GI Baking Properties', so dont think that GI is dynamic.

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Material slides from SIGGRAPH had 'GI Baking Properties', so dont think that GI is dynamic.

That in no way rules out dynamic GI from a flashlight . Just like LOU they can bake th environmental lighting and then have dynamic GI for the flashlight. I am not saying the game has it, but that slide does not mean, it won't.
 
I hope not all of the game is shooting. When I look at that artist's concept shot of the busy Victorian street I feel like I want to do some RPG goodness and walk into a clothes or armor shop and craft some outfits. Think of Yakuza series like gameplay with that setting..
 
I hope not all of the game is shooting. When I look at that artist's concept shot of the busy Victorian street I feel like I want to do some RPG goodness and walk into a clothes or armor shop and craft some outfits. Think of Yakuza series like gameplay with that setting..

A little bit of RPG'ing would be a definite bonus in a game like this.
 
Those walls might not be made of very reflective materials also, frankly, it's hard to tell what's the state of GI from off-screen footage.

Walls don't have to be mirrors to reflect light. You're missing the diffuse component. As long as the walls aren't black there should be light bouncing off them.

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In the shot with the woman kneeling, if you look at the shadow of the handrail it looks like they support dynamic penumbras.
 
Sure, it doesnt :)

Btw was that GI good? I havent seen it in person, but in many video it looked more like color grading.

It is fantastic :love: . Try out the game yourself at a friend's or wherever. The only sad part is that it works only in some levels but wherever it does, its just freaking beautiful. And it ain't just some color grading cos you can see the bounced light moving as you move around relative to the objects. I wish every game has it for next gen, atleast for flashlights. Pls
 
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