The Order could have been good. IMO the biggest problem wasn't the length, per se, but the absurdly restrictive design choices that led to the length. Throughout the entire game, you were led down effectively a single hallway, with a new gadget or mechanic introduced ever X minutes and then discarded most of the time.
-Each zone was gorgeous
-The story progression at each stage was good (could have been better if you actually got a chance to spend more time with each character to give a damn when they die or feel upset by their betrayal etc)
-The gadgets and mechanics were each interesting.
BUT - every gadget and mechanic was effectively single use, and most character development didn't feel much better because of the limited interaction with them. Why even give me a cool ___ and do a brief tutorial on its use, if I get to use it for about 5 minutes once and then never see it again?
In many ways it felt like the ultimate tech demo - like, a tech demo of a generational leap in graphics, in which you have the privilege of demoing gadgets and story snippets from a seemingly-interesting world
I think a semi-open world sequel, in which the story could still be delivered in a linear manner per their vision, but where you got to learn to love, hate, and master the tools and characters around you would be a 9/10 game. As it was... yeah, I think a 5-6/10 was reasonable.
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