The Order‘s real problem, however, isn’t that it’s short – it’s that it does so very little with the time it has. Narratively, the game is a prologue as opposed to a full-fledged story, concerned only with building to a crescendo that never comes. Just as things finally get interesting and the plot unfolds… the credits roll. In the final chapters of the game, we deal with revelations that would occur halfway through any complete story but are instead used here solely to set up a sequel, to the point where I’d say 1886 is nothing BUT one big teaser for a presumptuously pre-planned franchise.
Five hours of tight storytelling can be justified, but this is all just a big tease with no payoff. The whole thing comes off more like the first installment of an episodic series than a complete title in its own right, and I was shocked when the game ended as I genuinely thought I’d hit the halfway point and was about to start kicking things into high gear. Forgive the turn of phrase, but if any other game has given me a bigger case of the proverbial blue balls, I certainly cannot recall it.
“But… the game’s just started,” I stammered while The Order: 1886 told me it was all over. “Oh wait, here’s a new cutscene, maybe the credits were a red herr… oh… more credits.”