You can always tell when a new release is right around the corner, not just that we report them here, but the PR takes a step up and the small river of interviews turns into a tidal wave of information. We're not complaining though as every new interview gives fans some fresh information.

Ru Weerasuriya recently took on an interview with Game Trailers and knuckled down his position with regards to the criticism's that have been directed at The Order: 1886.

Many people (who've yet to even play the game, may I kindly note,) have complained and criticized The Order: 1886 for being nothing more than an interactive movie and writing it off before it has even had a chance to shine.

Thankfully Ready at Dawn are more than aware of the criticism's and fully expect players to be erring on the side of caution, explaining that it's a natural response when something new is brought to the market.

Every time you try to tackle something new like that, people are gonna be nervous, there's no doubt. I think even the people in the public, the people who actually talked about the game, the people who write on forums and the bloggers and all that stuff, they do all express their concerns and I think it's natural. It's some we accept because we took the risk of trying to do something that was different, but the reality of it is that it is part of the game and one of the big things we want to tackle with this game, that kind of seamless-ness, that constant question that you have whether or not what you're looking at is a cinematic or are you playing the game.

Speaking on the game's cinematic features, Ru goes on to explain that The Order: 1886 isn't just going to throw you hours of CGI film at the players, but you'll actually be an active participant during cut-scenes.

Yes, at some points we do take control away from you just like other games do for cinematic. We give it back to you when you don't expect it sometimes. There might be a moment, just a single moment in a cinematic where you have something to do.

It might not mean much, but to us it means a lot. It's just that level of interaction that you have one button prompt in a cinematic, what it means is that you are still involved. Your attention, your immersion is still there and without it the experience wouldn't be what it is.

Ru then goes on to speak about how the team at Ready at Dawn wanted to make something fresh for the fresh PS4 console, rather than just create another third-person shooter that we've all played before.

You cant tell people what to believe what you do until they see, and you know, it's gonna be a trial-by-fire and we're gonna put it out there and see what people say. But for us it was important that as the next-generation was here to do something different not to just give people what they expected and not to be just like "hey, here's every game you've seen until now and we're just giving you a re-hash."

It's unfortunate that not everyone appreciates the story-telling that goes into games these days and in my opinion the 'skip' button on a cut-scene is the worst invention since alarm clocks.