
Different forms of entertainment each have their strengths. While storytelling is possible in many ways, some formats work better for certain styles. Horror, for example, can be scary no matter how it’s presented, but the kind of fear it creates changes depending on whether you’re reading, watching, or playing it. Figuring out the best way to tell a story is really important, especially now that we have so many different options available.
When media doesn’t quite work, it really stands out. A good example is The Order: 1886. This PlayStation 4 game had a fascinating idea – a steampunk fantasy shooter with horror elements – and a lot of creative potential. However, despite its strong concept, the game itself wasn’t very engaging. Even more than ten years after its release, it’s remembered more for its potential than its execution, serving as a reminder that a great idea doesn’t always need to become a game.
The Order: 1886 Was A Good Concept That Suffered As A Game

Released on February 20, 2015, for the PlayStation 4, The Order: 1886 presented a fascinating idea and unique world, but felt restricted by its straightforward gameplay. Developed by Ready at Dawn, the game takes place in a steampunk version of late 19th-century London, where an organization called the Round Table fights to protect humanity from supernatural creatures like werewolves and vampires. Players control Galahad and progress through pre-designed levels, using various weapons to combat these threats. The game explores an interesting premise: the Industrial Revolution provides the tools needed to defend against the forces of darkness.
The game centers around a powerful story that explores themes of duty and honor in a harsh world where survival demands tough choices. However, it feels limited by being a game itself. You can finish it in around 5 hours, though most players will likely spend 8 to 10. Despite impressive world-building and graphics, the straightforward gameplay and predictable storyline make The Order feel somewhat basic.
A major issue with the game was its straightforward, single path storyline. Once players finished it once, it felt like they’d experienced everything, leaving little incentive to replay. This contributed to the mixed reception at launch – critics praised its cinematic presentation but found the gameplay simple and lacking depth. Despite initial strong sales, the game didn’t receive a sequel, and the development studio, Ready at Dawn, ultimately closed in 2024.
The Order: 1886 Could Have Been A Great Movie But Was Wasted As A Game

What’s most disappointing about The Order: 1886, looking back, is that the game’s world has a lot of potential. Its dark, steampunk setting is full of action and mystery, and it introduces some genuinely cool ideas and exciting moments. The concept of an immortal Knights of the Round Table serving Britain for centuries is a clever twist on the classic story, and the characters are reimagined in a way that fits the narrative well. The game also features interesting characters, strong performances, and striking visuals, particularly as the story unfolds and the mystery of the Lycans forces characters like Galahad to question everything they thought they knew.
The game’s brief length works in its favor, allowing for a focused story and a striking blend of traditional English settings with imaginative monster designs – which also nicely showcases the game’s impressive graphics. Unfortunately, the core gameplay is rather bland. It’s not bad, but it rarely feels exciting throughout most of the experience. Ultimately, the game feels like it’s full of promising ideas that aren’t fully developed, leaving a sense of missed opportunity.
The story of The Order: 1886 might have been stronger as a movie. As a game, it felt like it focused too much on simple action sequences instead of developing the characters and building suspense. The horror aspects, which could have created tension, were often quickly overshadowed by more action. In fact, The Order: 1886 is a prime example of a story that doesn’t really benefit from being a game – it would likely have been more effective as a film, where the narrative could be tightened and streamlined.
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2026-02-21 01:12