Another year, another ‘always online’ video game from Ubisoft.
It’s becoming a bit annoying, because despite the fact I was playing the single-player portion of For Honor, server maintenance threw me out of the campaign at a pivotal point. Begrudgingly my progress wasn’t saved at a checkpoint and I had to restart the arduous journey of protecting a battering ram and leading it, slowly, to a gate, again. Unless the power of being connected online contributes to the performance of this game (and I doubt it) I don’t see any legitimate reason why users must be connected in order to play anything that’s based offline. Anyhow, I’m getting off topic, let me give you my thoughts about Ubisoft’s medieval fantasy game, For Honor…
For Honor feels like it was probably pitched by a man with far too much testosterone, I wouldn’t be surprised if Ubisoft left its pitch a little shaken. It’s a game which focuses on close quarter combat between 3 factions; samurai, knights, and Vikings.
There are 4 classes across each faction (Vanguard, Assassin, Heavy, and Hybrid) and the goal is to master each fighting style and its defence. Combat requires focus and patience, a combination that can become frustrating if you think you can succeed by button mashing.
When you’re on the battlefield, locking onto an enemy will place your character into a fighting stance. It’s crucial to keep an eye on your opponent’s stance in order to defend against an incoming attack. Indicators located on the screen will notify you of where an incoming attack is coming from and this can either be received from the right, left or above. Counteracting an attack is capable when you successfully move your weapon and stance to match that of the enemy. This can change quite quickly and when an opponent follows up a strike with several different attack directions, combat is often a bit overwhelming.
Whether you’re capturing designated points and wiping out enemy forces in various multiplayer modes, or following its campaign and experiencing the ins and outs of each faction, the focus remains on keeping up your defence and fighting back with a better strategy. However, despite doing this, sometimes it wasn’t enough and I felt powerless against the brute force some opponents presented. Its all backed up by a grounded art design that does a good job of presenting a gritty and visceral world.