The Order is going to be a linear, story-based "filmic" game inspired

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cainetao11

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#151 cainetao11
Member since 2006 • 38077 Posts
If it's well told, the game doesn't consiste of corridor shooting then i am fine with it. Not every game needs a sandbox open world The_Last_Ride
Thank you. Imagine if all films were written in Shakespeare language........Man of steel? I don't get why so many have trouble with variety
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GD1551

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#152 GD1551
Member since 2011 • 9645 Posts

[QUOTE="GD1551"]

[QUOTE="Pariah_001"]

Suuuuuuuure you were.

Pariah_001

Why wouldn't I be? The only console I'm getting is the PS4.

I believe you. I do.

I really really really really really really don't...

 

 

 

 

...I mean do!

Apparently I have to be impressed with all of sony's offerings to buy a PS4 right? The fanboy logic is amazing.

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Obviously_Right

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#153 Obviously_Right
Member since 2011 • 5331 Posts

Wow great news. Linear games are usually better.

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faizan_faizan

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#154 faizan_faizan
Member since 2009 • 7869 Posts
Meh.
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Trail_Mix

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#155 Trail_Mix
Member since 2011 • 2579 Posts

Now I'm not sure what to think about this game.

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McSkombi

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#156 McSkombi
Member since 2006 • 842 Posts
Fantastic I'm looking forward to this, cause I like that kind of games!
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skrat_01

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#157 skrat_01
Member since 2007 • 33767 Posts
"Games don't do that enough". Hah. Haaaaaaah. Something died inside me. Anyway sure as long as they manage to pull a Valve maybe how they managed to nail scripting and dynamic gameplay in Left 4 Dead, could be cool. I like it that they actually said filmic instead of dancing around the point at least or the usual 'cinematic'.
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heretrix

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#158 heretrix
Member since 2004 • 37881 Posts

"We're trying to give people that similar sense of entertainment. Entertainment comes in big Hollywood blockbusters and small indie movies - it's that. Games don't do that enough. "

This kind of shit drives me nuts. If I wanted to watch a goddamn movie, That's what I'll do, I play games for a different type of experience.

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Puckhog04

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#159 Puckhog04
Member since 2003 • 22814 Posts

Agreed, to a degree. Some of the screenshots had me thinking it looked open ended. Granted, I want more on PS4 than just that, but it being "Linear" is a little dissapointing.

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StrifeDelivery

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#160 StrifeDelivery
Member since 2006 • 1901 Posts

You should try posting everything he said.

It's not about one event following another. It's really about how the craft of making a movie is different from the craft of making a game. We are different as industries, but we have so much commonality. One gap we haven't bridged yet is that we create engines, cameras and lighting. All those things are done for the purpose of a game, in a very game centric way. We decided, okay, let's make the gameplay, but let's take the techniques we've seen in movies.

"Like lenses. How do lenses work? We felt we could build gameplay and at the same time build lenses that were real. In the engine, the lenses we shoot with I actually emulated from real lenses I've used to shoot photography. The guy who directs the game with me has done the same. He does cinematography. I do photography in my free time.

"Graphically it's not a question of making things look better because it's a new generation. It's not in how many polygons or how much better the fidelity is. It's those little techniques like chromatic aberration, like lens distortion.

"How do we build lighting and atmosphere around lighting? On movie sets lights are not just lights. They have a light, but they create with smoke or whatever an atmosphere to give this glow to the light that is kinda fake, but in movies you excuse it because you expect it and it's really cool. You're like, wow, that shot has so much depth. It's got atmosphere. It's got thickness. It's got grittiness. That was the stuff we wanted to bring to games.

"That's filmic."

 

TL;DR Version: He was talking about the presentation and atmosphere of the game. 

 

Nonstop-Madness

Seems a lot of people ignored this chunk, so I'll just repost this here.

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DOADS87

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#161 DOADS87
Member since 2013 • 94 Posts

[QUOTE="Nonstop-Madness"]

You should try posting everything he said.

It's not about one event following another. It's really about how the craft of making a movie is different from the craft of making a game. We are different as industries, but we have so much commonality. One gap we haven't bridged yet is that we create engines, cameras and lighting. All those things are done for the purpose of a game, in a very game centric way. We decided, okay, let's make the gameplay, but let's take the techniques we've seen in movies.

"Like lenses. How do lenses work? We felt we could build gameplay and at the same time build lenses that were real. In the engine, the lenses we shoot with I actually emulated from real lenses I've used to shoot photography. The guy who directs the game with me has done the same. He does cinematography. I do photography in my free time.

"Graphically it's not a question of making things look better because it's a new generation. It's not in how many polygons or how much better the fidelity is. It's those little techniques like chromatic aberration, like lens distortion.

"How do we build lighting and atmosphere around lighting? On movie sets lights are not just lights. They have a light, but they create with smoke or whatever an atmosphere to give this glow to the light that is kinda fake, but in movies you excuse it because you expect it and it's really cool. You're like, wow, that shot has so much depth. It's got atmosphere. It's got thickness. It's got grittiness. That was the stuff we wanted to bring to games.

"That's filmic."

 

TL;DR Version: He was talking about the presentation and atmosphere of the game. 

 

StrifeDelivery

Seems a lot of people ignored this chunk, so I'll just repost this here.

 

Hype is building, hopefully it has the same level of atmosphere like Bioshock.

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heretrix

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#162 heretrix
Member since 2004 • 37881 Posts

[QUOTE="Nonstop-Madness"]

You should try posting everything he said.

It's not about one event following another. It's really about how the craft of making a movie is different from the craft of making a game. We are different as industries, but we have so much commonality. One gap we haven't bridged yet is that we create engines, cameras and lighting. All those things are done for the purpose of a game, in a very game centric way. We decided, okay, let's make the gameplay, but let's take the techniques we've seen in movies.

"Like lenses. How do lenses work? We felt we could build gameplay and at the same time build lenses that were real. In the engine, the lenses we shoot with I actually emulated from real lenses I've used to shoot photography. The guy who directs the game with me has done the same. He does cinematography. I do photography in my free time.

"Graphically it's not a question of making things look better because it's a new generation. It's not in how many polygons or how much better the fidelity is. It's those little techniques like chromatic aberration, like lens distortion.

"How do we build lighting and atmosphere around lighting? On movie sets lights are not just lights. They have a light, but they create with smoke or whatever an atmosphere to give this glow to the light that is kinda fake, but in movies you excuse it because you expect it and it's really cool. You're like, wow, that shot has so much depth. It's got atmosphere. It's got thickness. It's got grittiness. That was the stuff we wanted to bring to games.

"That's filmic."

 

TL;DR Version: He was talking about the presentation and atmosphere of the game. 

 

StrifeDelivery

Seems a lot of people ignored this chunk, so I'll just repost this here.

I still feel the same way I did after reading the OC. Lets just hope that he spends as much time with game centric things like controls, which always seem to take a backseat when people start talking about how much they want to shoot like a movie.

Ahh but enough gripe, I hope he can pull it off, but I'm very skeptical.

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savagetwinkie

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#163 savagetwinkie
Member since 2008 • 7981 Posts

When discussing your game, you should just avoid the word "linear" entirely.  It carries a negative connotation but many of the best/funnest games ever made are generally linear.  Halo:CE, Half-Life 2, Uncharted 2 - altering the structure/flow does not automatically a great game make. 

Basinboy
linear isn't the problem, what they are trying to avoid is the term corridor, like uncharted is mostly a corridor shooter, and halo maybe linear it has really open linear terrain to have more of a sandbox experience while progressing through the game.
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iambatman7986

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#164 iambatman7986
Member since 2013 • 4650 Posts
I was hoping for open world with 4-8 player. I want to see gameplay before I get hyped for this game at all. The trailer was beautiful, but so were a lot of 360 and PS3 trailers that didn't represent the games true graphics.
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StrifeDelivery

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#165 StrifeDelivery
Member since 2006 • 1901 Posts

[QUOTE="StrifeDelivery"]

[QUOTE="Nonstop-Madness"]

You should try posting everything he said.

It's not about one event following another. It's really about how the craft of making a movie is different from the craft of making a game. We are different as industries, but we have so much commonality. One gap we haven't bridged yet is that we create engines, cameras and lighting. All those things are done for the purpose of a game, in a very game centric way. We decided, okay, let's make the gameplay, but let's take the techniques we've seen in movies.

"Like lenses. How do lenses work? We felt we could build gameplay and at the same time build lenses that were real. In the engine, the lenses we shoot with I actually emulated from real lenses I've used to shoot photography. The guy who directs the game with me has done the same. He does cinematography. I do photography in my free time.

"Graphically it's not a question of making things look better because it's a new generation. It's not in how many polygons or how much better the fidelity is. It's those little techniques like chromatic aberration, like lens distortion.

"How do we build lighting and atmosphere around lighting? On movie sets lights are not just lights. They have a light, but they create with smoke or whatever an atmosphere to give this glow to the light that is kinda fake, but in movies you excuse it because you expect it and it's really cool. You're like, wow, that shot has so much depth. It's got atmosphere. It's got thickness. It's got grittiness. That was the stuff we wanted to bring to games.

"That's filmic."

 

TL;DR Version: He was talking about the presentation and atmosphere of the game. 

 

heretrix

Seems a lot of people ignored this chunk, so I'll just repost this here.

I still feel the same way I did after reading the OC. Lets just hope that he spends as much time with game centric things like controls, which always seem to take a backseat when people start talking about how much they want to shoot like a movie.

Ahh but enough gripe, I hope he can pull it off, but I'm very skeptical.

Fair enough. I'm waiting for gameplay and a few more details, so I'm on the sidelines regardless. However, what the designer said vs. what people in this thread are saying are completely different things. Yeah, he would like to make a linear, story-based game; yet, the filmic part is dealing with factors such as presentation and atmosphere (lenses, shots, etc.).

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Blazed

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#166 Blazed
Member since 2005 • 2947 Posts

We have plenty of open world games next gen it wouldn't hurt to hav a few linear ones. People complain about everything.

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Pikminmaniac

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#167 Pikminmaniac
Member since 2006 • 11514 Posts

We have plenty of open world games next gen it wouldn't hurt to hav a few linear ones. People complain about everything.

Blazed

Linear isn't a problem if the gameplay and level design are strong. The aspect that is worrisome is the developer's focus on story. That usually means the gameplay will suffer.

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Benny_Blakk

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#168 Benny_Blakk
Member since 2007 • 910 Posts

[QUOTE="drinkerofjuice"]Don't know about you guys, but I usually don't play video games for cinematic experiences. That's what films are for.groowagon

EXACTLY.


games for fun gameplay. good story is a plus, though, but not required.

What's wrong with "cinematic experiences" based around solid gameplay with a good story?

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FoxbatAlpha

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#169 FoxbatAlpha
Member since 2009 • 10669 Posts

this.

s

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Mercenary848

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#170 Mercenary848
Member since 2007 • 12143 Posts

Im not a fan of games that want to be movies

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HaRmLeSS_RaGe

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#171 HaRmLeSS_RaGe
Member since 2012 • 1330 Posts

What a surprise :roll:

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Cyberdot

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#172 Cyberdot
Member since 2013 • 3928 Posts

Oh dear.

Not for my taste. Is PlayStation really going in that route?

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Flubbbs

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#173 Flubbbs
Member since 2010 • 4968 Posts

if its as great as uncharted and the last of us then it was be game of the year

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Salt_The_Fries

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#174 Salt_The_Fries
Member since 2008 • 12480 Posts

Why so many developer tries to do movies instead of games? 

Icarian
And very bad movies at that.
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Clock-w0rk

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#175 Clock-w0rk
Member since 2012 • 3378 Posts

I'm absolutely fine with that, TLOU blew me away.

I just need to see gameplay before even thinking about getting hyped.

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xxxLUGZxxx

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#176 xxxLUGZxxx
Member since 2011 • 511 Posts

Who cares if it's linear and cinematic? Those types of games tell the best stories, and are often the most immersive. I'm sorry, but all games SHOULDN'T get Skyrim. Just like all games SHOULDN'T be linear. Don't hate on 1886 just because it's linear, please...it really shows how ignorant you are. 

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clone01

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#177 clone01
Member since 2003 • 29845 Posts
All we've seen is a trailer. Little premature to pass judgement.