MGB MAGAZINE Issue 7, April 2015 | Page 14

THE ORDER: 1886 REVIEW The Order: 1886’s recreation of Victorian London, complete with smoking chimney stacks and bloodsoaked cobbles, is absolutely gorgeous. history where blimps fill London’s skyline, Nikola Tesla is a gun manufacturer and The Knights of the Round Table shoot people in the face. You play Sir Galahad, a knight of the titular Order, tasked with ridding the world of werewolves, but everything isn’t as it seems – except it is, because not even London’s smog could obscure these plot twists. It’s not just graphics, either. The art direction is first-class: from the detailing on the protagonist’s cloth pauldrons to the architecture of the period-accurate buildings. Unfortunately, the world feels like a movie set. It even opens with a QTE and these are prevalent throughout. As a result, it often feels like the short bursts of gunplay are interrupting the story, and the story, while brilliantly acted and motion captured, unfortunately isn’t strong enough to carry the game. Gameplay’s a blend of shooting, QTEs, stealth and a lot of enforced slow walking and exposition. The action itself feels satisfying and the cover system – with different buttons mapped to getting in and out of cover – works well, with the peeking and leaning fluid and contextual. Guns fire with pleasing weight and enemies react to hits convincingly. Some of the weapons are brilliantly imaginative: like the arc gun, an experimental tesla coil that fires an electric whip of death; or the thermite rifle, which fires a cloud of flammable gas with one button and ignites it with another. The setting, however, is fantastic. Events take place in an alternate 14 mygeekbox.co.uk @mygeekbox The two-way gun battles feel exciting and tense, but they’re unfortunately too few. Werewolf encounters attempt to mix the action up, but end up only serving to make it feel more repetitive by repeating the same tricks. Old dogs and all that. Then there’s the stealth; what could have added variety is instead cordoned off into specific, frustrating sections, with the game shooting you dead in a cut scene when spotted, instead of letting you react and adapt. These insta-fail stealth sections make even less sense in the context of the game – one thing The Order: 1886 does well is marrying the story and mechanics. The knights all drink a healing substance called Blackwater which grants regenerative properties to those who consume it – this explains why your character can shrug off a shotgun round to the crotch. Most games don’t offer up a justification for the Wolverine powers of their heroes, so it’s