Disordered Teslapunk
Review
The Order:
1886, Ready at Dawn (PS4)
Abstract: Despite a great thematic
foundation, The Order: 1886 falls
flat. In essentially every way The Order:
1886 felt half-baked. With a story that never surpasses schlocky genre
fiction, weak dialogue, and uninspired gunplay, there’s not much to recommend. The
stunning visuals and novel take on alternative history are nice, but The Order: 1886 makes the same mistakes
other narrative-heavy AAA 3rd person shooters have made for nearly a
decade. Let’s hope the inevitable sequel can do better.
On paper,
there was a lot to be excited for with
The Order: 1886. In an industry so focused on iteration and spending big
development money on the same handful of intellectual properties (IP), The Order: 1886 stood out as something
new. The Order: 1886 was the first
big AAA game from a relatively unknown studio, Ready at Dawn, that had
previously proven themselves by making excellent God of War games (Chains of
Olympus and Ghost of Sparta) for
the PlayStation Portable. When it was first revealed at E3 2013, The Order: 1886 had myself and others
thoroughly intrigued with its unique premise and eye-catching trailer. The game
released back in February 2015 to middling reviews, however. Critics cited the
game’s lack luster storytelling, recycled ideas and short length as reasons for
the reviews’ low scores. But were the critics right? Curiosity and my
(relatively) unabashed fanaticism for Sony’s first party development got the
better of me in December 2015. I bought The
Order: 1886 for $10 off a digital sale to finally see what the game was all
about. Spoiler alert: the reviewers got this one right. The Order: 1886 is not a good video game.
The Order: 1886 takes place in, you guessed it, the
year 1886 in an alternate history London. The setting blends elements of
Victorian horror, steampunk, and historical futurism to create a compelling
world. Blimps hover in the sky, Tesla is hard at work creating wireless
communicators & lightning spewing rifles, and monsters hide in the shadows.
You play as Sir Galahad, a knight of King Arthur’s round table (a.k.a. ‘The
Order’). Galahad and the other members of The Order have been alive for
centuries fighting against the forces of darkness, from monsters to
malcontents, in the name of preserving peace and stability in the free world. A
bulk of their recent endeavors has been against the mysterious ‘half-breeds,’
humans that can transform at will into werewolves. Armed with a devastating new
arsenal supplied by none other than Nikola Tesla himself, and blackwater vials
that allow members of The Order to quickly recover from any injury, Galahad and
crew fight a guerrilla war against monsters in London’s damp, dark corners. The
premise sounds intriguing enough, right? It is a good one. It’s what the game
does to build upon this solid foundation, however, that is a total
disappointment.
The
narrative that is laid atop the excellent thematic foundation is poorly
written, cliché, and uninteresting. I will not go too deep into spoilers here,
but The Order: 1886 takes the player
down the familiar path of your enemies not being who you think they are,
betrayal at the highest level, trying to fight for what’s right, dark secrets
bubbling to the surface, etc. Simply put, the story is bad. So too is the
dialogue. The writing felt stiff, leading to characters that felt one note and
robotic. Galahad was the lone exception having not one but two notes. The cast
also suffered from a likeability problem. This isn’t to say a game’s protagonists
have to be likeable, far from it, but you can tell The Order: 1886 wants you to like at least a few of its main
characters. And you just don’t. Galahad in particular is an impulsive
psychopath (he brutally murders every single person in sight, seriously) but is
supposed to be the game’s tragic hero. Galahad is emblematic of the game’s
confused tone as a whole. The Order: 1886
generally takes itself seriously, even when discovering a secret
werewolf-vampire alliance. At other times the game feels lighthearted, almost
comedic, especially during moments of the game’s most graphic violence. It all
felt off. Am I supposed to enjoy this from a campy B-movie perspective, or does
The Order: 1886 think itself to be
profound? These issues pale in comparison to the game’s abrupt ending, however.
The game ends at what feels like the story’s midpoint. There is no resolution
to some of the bigger forces at play; whole character arcs are left up in the
air. The game ends on a cliffhanger and not one that felt earned. For a game
that so heavily relies on story, characters, and dialogue The Order: 1886 does all three poorly.
I briefly
want to frame my thoughts on the game’s narrative. The entirety of my playthrough
was done via live stream to my Twitch
channel. I had never streamed a filmic, narrative heavy game before. It was
an interesting experience and one I would like to repeat, but it only further
reinforced how lackluster the game’s story was. I tried to appreciate the game
as a schlocky piece of genre fiction, a ‘bad’ B-horror-action movie, chatting
with my friends watching and cracking jokes, but still came away unimpressed. The Order: 1886 stopped at creating an
interesting world, never giving me more reason to care about what happens
within it.
When you’re
not watching story cutscenes, The Order:
1886 is a competent cover-based 3rd person shooter. The
mechanics of shooting and taking / moving between cover were solid, though
nothing that hasn’t been done as well (or better) in other titles. The shooting
gameplay is fine. It served its
purpose. I wish more emphasis had been placed on what made shooting feel
unique, though. My favorite gunplay moments were when I was using the game’s
‘teslapunk’ weaponry like the thermite or arc rifle, or when I was utilizing
blackwater’s time slowing effects. Too bad you’re often using run of the mill
pistols or carbines. Unfortunately, the gunplay can only be so fun when you’re
limited to trying out the game’s mechanics in routine shooting galleries. The
gameplay flow is simple. Walk down a linear corridor, find an open area
shooting gallery, hide in one place to pick off all enemies, move down next
linear corridor, repeat. The shooting galleries weren’t bad per se, but also
felt uninspired. Aside from gunplay, however, the rest of The Order: 1886’s mechanics fall flat. Often times you’ll have a
‘gameplay’ section that is just literally walking down a hallway between two
cutscenes with nothing to do but walk. For a AAA shooter like this you would
expect huge set piece moments, but those are few and far between. Exploring the
environments is supposedly rewarded by discovering hidden collectibles (like
newspapers, documents, phonograph cylinders), but the content contained within
those is generally boring and at best tangentially related to what’s happening
in the game. They neither meaningfully flesh out the world at large, nor shed
light on character motivations. They are there just to be there.
The worst
gameplay offense is The Order: 1886’s
heavy reliance on quick time events (QTEs). Unlike so many others I actually
quite like QTEs. When done well, they are reflective of characters’ actions and
can give an agency to the player during moments when previously no such control
existed. When done poorly, they remove a player from the experience and insert
themselves where standard gameplay should be. The Order: 1886’s QTEs are the latter. Often, the game forces you
into a QTE when your regular shooting / melee attacking would have sufficed.
Many QTEs come abruptly, which can result in an instant death and reload if
you’re not paying attention. Perhaps most egregiously, QTEs take the place of
shooting at the game’s most climatic moments. The final boss fight, for example,
is fought entirely via QTEs. This
really made me mad. Boss fights are supposed to test what you’ve learned
throughout the game, assessing player skill. You could fight The Order: 1886’s final boss knowing nothing about the game, just how to
press buttons on a controller when the prompt shows up. It’s hugely
disappointing and totally unfulfilling for the player.
The Order: 1886 is half-baked. Upon reflection,
essentially every element of the game felt half done. The story ends at what
felt like a midpoint. Shooting is fun but nothing of any interest is done with
it. The world is cool but the game never makes you care about it. Cutscenes
look and sound great, but don’t contain anything substantive. And then finally,
the game’s completion time. When The Order:
1886 release this time last year, the only thing people were talking about
was how short the game was. A Let’s Play popped up on YouTube that finished the
game in 4.5 hours. Even professional critics’ main sticking point was that the
game lasted only 5-8 hours. I completed The
Order: 1886 is 6.5 hours. I have written it here before, but most of the online
discourse about the game length is preposterous (and dumb). If the game
accomplishes what it sets out to, a game can be as long or as short as it needs
to be. Gone Home is an exceptional
game at 2 hours long; and The Witcher 3
is exceptional at 100. The Order: 1886
is not exceptional at 6.5. It is not clear if the game would have been better
at the standard length for a AAA narrative-heavy 3rd person shooter
(~12-14 hours long), but perhaps many of the half done elements would have felt
more complete. I don’t care that The
Order: 1886 is 6.5 hours long. I care that The Order: 1886 needed to be longer to reach the goals it set out
for itself.
I would like
to have hope for the future of this IP, but I’m not so sure. The Order: 1886 built a solid foundation
(its world), but did so much else poorly. I hesitate to say that The Order: 1886 is a bad game, but it is
not a good one. The Order: 1886 did
not learn from the missteps of its predecessors. So much of what was
underwhelming about The Order: 1886
is what has been wrong with narrative-heavy AAA games for so long: a trite
story, weak dialogue, style over substance, poor gameplay design decisions. Hopefully
for the inevitable sequel, Ready At Dawn can learn from their mistakes and
build an experience worth having. The game looks and sounds beautiful at least?
With so
many great games coming out these days, it is hard to recommend The Order: 1886. Why spend your time
with a ‘fine’ game when you can be playing an excellent one? I discussed all
this and more in the most recent The Impact Factor podcast.
The Order: 1886 is half-baked, so it gets half of the total possible score. But I don’t do half stars, so I rounded down. Sorry.
The Order: 1886
2/5
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