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The shutting up already started with the PSX demo, with some of the major publications backpedalling and going away impressed with it. The hushing gradually increases with each new trailer. The planet's crow population will go extinct in a few weeks (eg).

But no, not all will shut up. As I already wrote in another thread, these won't like it no matter what:

Gamespot - Grew a boner for open world/ended games. Will complain about non-existing QTEs and stealth, even though Shadow of mordor with its insta-fail crap was nominated as GOTY by them.

Eurogamer - Grew a boner for anti-PS4 propaganda. Probably realized it gives them even more hits than anti XB1-propaganda. Out with the old, in with the new, and all that. Also gave W:TNO a 6/10 so you know you can't trust these guys with shooters (or anything, really).

Quarter to three - self-explanatory, will score even lower than TLOU

Metrogamecentral - The less controversial equivalent of quarter to three, tea-sipping snobs with a very narrow view of game design.

Edge - Edge will always be Edge. If it's not from Nintendo or Rockstar, they're not gonna be kind. Then again, they gave LBP3 a 9/10, which is odd because they are one of the harshest around when it comes to buggy/unpolished games. Guess they can be unpredictable here and there.

Will get good scores from most other publications.

Someone on gaf took a quote from either Polygon or Kotaku (don't remember which and can't find it now) that is a good description of why the game looks so interesting. But i'll use my own words to translate their idea, by using Max Payne 3 as an example.

MP3 had pacing issues, because you were constantly being interrupted. Now, the problem there was that the game was consisted SOLELY of: A) Always the same TPSing with slow-mo + B) watching a cutscene unfold. And so the game's structure went like this:

A, B, A, B, A, B, A, B, A, B, A, B... and so on and so forth, until the end of the game, and with some of these sections comprising no more than a few seconds.

The Order, on the other hand, seems to be a lot more dynamic and pulls you in to constantly different situations and interactions. Whether it's simple cutscene interaction (and they can vary a lot as we've seen, not talking about simple QTEs), "mini-games", stealth, melee-focused combat, gunplay, set-pieces, etc. So the game's structure ends up being this:

A, B, C, A, D, B, E, F, G, A, B, D, F, G ..... and so on and so forth. This makes the story/cinematic aspect of the game feel a lot less frustrating and actually helps make things more interesting. You are constantly "moving forward", but without doing it by going from cover shooting to cover shooting ad infinitum. This helps set it apart from other TPSes, which is why (along with the cool unique weapons we've seen) actually makes this the least generic TPS i've seen in years, contrary to some people's narrative.