The Order 1886 Dev: No Game Has A Cover System As Fluid & Amazing As Ours

This is a big week for PlayStation 4 fans, as Ready at Dawn‘s hyped exclusive will finally be available to everyone. The game at its core is a third person shooter with combat that heavily relies on shooting behind cover, and according to The Order 1886 dev Dana Jan (Game Director on the game, interviewed by MMGN), the studio managed to polish this particular system beyond any other game.

We look at a lot of different games in the genre. A lot of the people at the studio are actually avid shooter players, so we’re very familiar with all of the material. One of the things that kind of stood out for us was, if you’re going to make a game that is essentially based in gunplay, it makes sense to choose the cover genre, because when you engage in a realistic, grounded gun fight, you’re probably going to duck behind something. You’re not going to stand out there in the open like you would in a FPS. The fit makes sense for us.

What we did was strive to essentially rival any of the best third-person shooters, from responsiveness, to mechanics, to the simplicity of the controls you’re engaging with, while also upping the game of fidelity. I don’t think I’ve seen a game yet that has a cover system that is quite as fluid or robust as ours, and also looks as amazing. We try to basically account for everything you’d want to do in that situation, and make it as fast and seamless as possible, but also make it look amazing.

Clearly, the easy comparison is with Epic‘s Gears of War, the third person shooter (TPS) which defined last generation in the genre and established the use of cover systems in such games. However, The Order: 1886 doesn’t feature any kind of multiplayer; will its single player mode be compelling enough to win over gamers? We’ll know for sure soon, and stay tuned for our review.