The Order: 1886 began development in 2011, and was released in February 2015. This 4 year gap meant the game underwent serious change.
Ready at Dawn built their own engine for the development of The Order: 1886, with a clear focus on the visual fidelity of the title. Well, all who saw the game were immediately struck by its stunning visuals, myself included. The animations on the characters were fluent and breathtaking, the environments were something you couldn’t help but stare at. Whilst the game was nothing special in concerns to the gameplay, it was certainly a new high for its graphical display. These recently released prototype videos show the leaps and bounds Ready at Dawn took to get to their finished product.
The disembodied voice representing Ready at Dawn said that “the character’s motion is more primitive than in the final product, ” and that their approach to animation changed throughout production:
”Our initial approach was heroic proportions and handkeyed stylized animations, but after sprinkling motion capture into the game, we pushed in a more realistic direction.”
Ready at Dawn also provided a video showing their early attempts at creating a real-time transformation of the ‘Lycans’ in the game. Huge, frightening beasts that are essentially werewolves. We can see in the video, a very bare-bones Galahad scrapping with a very bare-bones Lycan:
The Ready at Dawn team made it clear early in development that they were planning to have these transformations be ‘real-time’ and whilst these early attempts look primitive, the team certainly delivered when it came to the end product. The Order: 1886 was a game in which cutscenes and gameplay were seamless. I often found myself standing still for a few seconds after the cutscene, as it took a while to realise you were back in control. Whilst these videos show a fairly ancient looking graphic style, it makes you appreciate how far the team came to create The Order: 1886.