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The graphical leap between the seventh and eighth console generations proved momentous. Though titles such as The Last of Us pushed the older hardware to its limits, the first showing of something like Killzone: Shadow Fall running on PlayStation 4 demonstrated how the boost in memory and raw processing power could enhance interactive entertainment. From environments replete with higher-quality details to real-time lighting effects that dynamically elevated the digital world, the PS4 and Xbox One bridged the gap to realism that had long eluded video games. Early in the generation, no game came quite as close to bordering the line of authenticity as Ready at Dawn’s The Order: 1886.
Ready at Dawn often described The Order as the culmination of everything it had learned in its 10-plus year history. In developing God of War projects for the PSP, the studio endeavored to squeeze every ounce of power possible out of the handheld. The same rules applied when it came time to produce a new IP for PS4. As a result, many dubbed The Order: 1886 the most impressive-looking game on console upon its February 2015 release, thanks in no small part to the proprietary RAD Engine 4.0—world-class technology which ensured even the smallest of details presented themselves in character models, environments, and the various objects complementing both.
However, an obsessive emphasis on the minutiae came at a cost to the macro, so much so that the experience ran less than 10 hours in length for the average player. News of the short campaign made the rounds ahead of launch, rousing discourse about the value of full-priced games and stifling much of the hype surrounding The Order: 1886. Unfortunately, that one blow almost guaranteed Ready at Dawn would never get to complete its alternate history epic.
This is the tragedy of The Order: 1886.
Stock footage provided by Videvo, downloaded from videvo.net
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