Though absolutely gorgeous and wonderfully
atmospheric, The Order: 1886 is a deeply conflicted thing. Even more
than its secret battle against the monsters of legend, The Order’s
greatest struggle is ultimately its own internal tug-of-war between
telling a beautifully presented story and granting the level of
interactivity we've come to expect from a game. In the end, a lopsided
commitment to perfecting style and plot comes at the cost of sluggish
pacing, a look-but-don't-touch world, and paint-by-numbers gunplay.
On the surface, that approach pays off. The Order is thick with exquisitely detailed environments that showcase the grand opulence of London built atop poverty-stricken slums. It’s populated by characters that are generally well-developed, motivated, and believable. And there’s a concerted effort to extend that fantastic polish into a seamless experience, merging gameplay with its many lengthy cutscenes as it delivers a generally good historical-fantasy story.
In seven hours in developer Ready At Dawn’s alternate version of London, I rubbed elbows with historical figures like legendary inventor Nikola Tesla, who serves as the The Order’s gadget guy. His involvement allows for fantastic Victorian super-weapons that never were: the Arc Gun, the Thermite Rifle, and the bazooka-like Shoulder Cannon. I investigated the dealings of the famed East India Company, and heard stories of a new serial killer called Jack the Ripper. And I did all this as the strong and reserved Sir Galahad, a member of The Order – the Victorian-era incarnation of the Knights of the Round Table. By pulling these threads from history and myth, The Order: 1886 weaves an engaging and convincing patchwork of historical fiction that I want to spend time in. But I was genuinely surprised when the story abruptly ended – leaving multiple characters and secondary arcs dangling in the wind in an obvious sequel setup. It left me wanting to know what’s next for this world.
On the surface, that approach pays off. The Order is thick with exquisitely detailed environments that showcase the grand opulence of London built atop poverty-stricken slums. It’s populated by characters that are generally well-developed, motivated, and believable. And there’s a concerted effort to extend that fantastic polish into a seamless experience, merging gameplay with its many lengthy cutscenes as it delivers a generally good historical-fantasy story.
In seven hours in developer Ready At Dawn’s alternate version of London, I rubbed elbows with historical figures like legendary inventor Nikola Tesla, who serves as the The Order’s gadget guy. His involvement allows for fantastic Victorian super-weapons that never were: the Arc Gun, the Thermite Rifle, and the bazooka-like Shoulder Cannon. I investigated the dealings of the famed East India Company, and heard stories of a new serial killer called Jack the Ripper. And I did all this as the strong and reserved Sir Galahad, a member of The Order – the Victorian-era incarnation of the Knights of the Round Table. By pulling these threads from history and myth, The Order: 1886 weaves an engaging and convincing patchwork of historical fiction that I want to spend time in. But I was genuinely surprised when the story abruptly ended – leaving multiple characters and secondary arcs dangling in the wind in an obvious sequel setup. It left me wanting to know what’s next for this world.
However, maintaining its scripted, linear storytelling
means that when The Order must relinquish control outside of combat, it
does so only enough to allow for the most basic of interactions with its
world. Between lengthy cutscenes, there are long periods of restrained
movement where you’re meant to simply walk, taking in the sights and
listening to character dialog. It’s an issue that’s somewhat mitigated
by the fact The Order: 1886 is just so damn polished, so there is plenty
to keep the eye occupied, but this too suffers from diminishing returns
as the super-scripted segments strip you of any freedom. Constantly
being ripped from gameplay to cutscene to restrained walking segment
back to cutscene is a pervasive whiplash of false starts.
Even when you’re specifically instructed to touch
something, there’s rarely a moment of interactivity that isn’t expressed
with a quick-time event. They’re at their best when you’re trading
slashes with hulking monsters – where slow reactions or imprecision will
find you watching Galahad’s throat ripped out in some impressive
horror-movie gore. But these moments are the exception, rather than the
rule, and most of it is simply pushing carts, pulling ropes, turning
levers, or flipping over carts to climb ledges or continue down the set
path.
When a quick-time event won’t do, we’re pushed into disappointingly
generic cover-based shooting and stealth segments against equally
generic, human enemies. And though these sequences are certainly
interactive, The Order: 1886 does little to elevate them beyond their
most basic elements. The encounters in which you actually fight the
monsters that are billed as such a large part of the game are dwarfed by
those in which you’re simply whack-a-mole shooting goons. I lost count
of the times I traded small-arms fire with waves of hapless guards and
fodder until an ally says “That’s all of them,” and it was time to move
on.
Cover shooting falls into the old comfort zone where lining
up the camera and popping out to kill an enemy becomes a
rinse-and-repeat cycle of near invulnerability thanks to your vial of
Blackwater – The Order’s secret serum you can drink (via a quick-time
event) to revive yourself from the verge of death. While the weapons
look great and pack some creative punch, it’s unfortunate we’re not
given a lot of interesting tactical situations to shoot our way out of.
Though it’s not especially challenging, the whole process
of shooting is made more annoying by the ever-present black bars at the
top and bottom of the screen. They're intended to create a letterboxed,
“cinematic” look. But when I was behind cover, I was much more
interested in being able to see what was happening in my limited
vertical screen space than having a wider aspect ratio. That frustration
led me to avoid crouching behind cover as much as possible, which in
turn led to the majority of my deaths occurring when I left cover
looking for insta-kill, quick-time melee takedowns.
Rare fights against werewolves are absolutely the best parts of The
Order’s action, mostly because their hit-and-run attacks are fast and
less predictable than trading shots with the cookie-cutter guard,
shotgunner, or sniper. Unfortunately, the knights of The Order are
part-time monster hunters at best.
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