Ru: “We’re Trying To Build Interactive Cinematics”

It’s been a while since anything about The Order: 1886 surfaced. Today, the silence has been broken by GamesTM , which published a long new interview with Ready at Dawn Creative Director, Ru Weerasuriya.

Once again, Ru tried to highlight the main design focus of The Order: 1886, which is to deliver a highly cinematic, yet interactive experience in an unparalleled way.

We really want people to understand that what we’re trying to build are cinematics that are interactive – seamless movement between cinematics and combat, and between combat to movement and into melee and back into cinematics. It’s that mix, and our pacing of it, that really is the game. That’s what we’re trying to do differently from what you’d expect from third-person shooter mechanics. It has been a very trying process on the design side to get all of our ideas to fit in this one game we’re trying to build.

Now, if you’re wondering about Quick Time Events (QTE), then you’re right on track - these are in the game and, in all likelihood, they are a big part of that “interactive cinematics” feeling. Ru went ahead to explain why they are done differently in their game:

QTEs for us are a way of delivering a different type of emotional experience to the player. They give us the freedom to get much closer to the character and to see things you wouldn’t otherwise see through an in-game camera and tell that moment in a much better way. Our QTEs are different because they have branches to them. That means one player could see a moment occur one way, while a second player sees it a different way. Sometimes the result of the QTE itself is also different, but the storyline continues through that.

I’m not one of those gamers who are vehemently opposed to QTEs. They can be good for a game if they are implemented in the right way; we’ll just have to find out about The Order: 1886, which should receive a lot more information and media at the next E3, including perhaps a final release date.