Sometimes the best parts of a game aren't where its heart lies. If
you want to experience For Honor in its prime, make a beeline for duels.
Here, you're free to savour the meaty wonderment of the game's
weapon-based combat system without distraction, away from the chaos of
the team-based modes. A quick overview of the basics, for newcomers:
fighters switch between left, right and top stances to launch or block
attacks from those directions, as indicated by a three-segment shield
icon. Each move burns stamina, and draining the bar will leave you as
helpless as a kitten, so knowing when to ease off and catch your breath
is key.
A year on from release, the system remains a terrific reworking of
concepts familiar from 2D fighting games, spiced up with presentational
elements from shooters - all the guard breaks, zoning, feints and
psychological war of a Soulcalibur, fed through Gears of War's
over-the-shoulder camera. Duelling is where the game really sparkles,
where the beautifully animated movesets of its vikings, knights and
samurai warriors are easiest to dissect and master. It's also where the
game is most civilised, with players often apologising for hoofing you
into each map's plentiful terrain traps, and thanking each other like
grown-ups after a hard-fought encounter. But it isn't where the heart of
For Honor truly lies.
That would be in Dominion mode, a 4v4 mashup of Battlefield's
Conquest mode and the MOBA which swamps the finer points of swordplay in
streak rewards and unrelenting ganking. Here, teams duke it out over
three capture points, one suffused with NPC creeps who can be farmed to
fuel secondary abilities or "feats". Capturing bases fills up a points
bar, and when one team hits a thousand points, the other team can't
respawn till it has wrestled back some territory. Where duels are often
sportsmanlike affairs, here there is no fairness and no mercy. In
Dominion you'll scientifically dismantle a cornered knight, only for
three other knights to rock up behind and kick you around like a traffic
cone while your victim flees to safety. In Dominion, you'll regroup on
an objective, ready to reclaim the lead, only for the other team to wipe
you all out with a ballista strike rather than killing you
hand-to-hand.
Dominion is, in theory, anathema to For Honor, a moshpit slapbang
in the middle of a fencing tournament. It was also especially badly
affected by Ubisoft's decision to use P2P networking at launch, a
misfire that has belatedly been rectified - playing the PS4 game on
dedicated servers all last week, I've experienced only a couple of
connection losses and some infrequent, minor latency. But together with
the other 4v4 modes - Skirmish, TDM and round-based Elimination - it's
the mode that has kept this bizarre faux-historical brawler alive during
its wobbly first year, attracting the highest player counts where
duelling has become the preserve of a strutting aristocracy. And it's
actually a hell of a lot of fun, once you acclimatise to the extra
pressures, the primary rule of thumb being to leg it or stall for time
when you're outnumbered. Dominion is essentially a series of duels
without tedious intermissions, for one thing, and the ambience of battle
is well-captured, from the throng of yelling NPCs in the centre of each
map to the ominous fanfare when one side runs out of respawns.
The gulf between Dominion and duelling is one of For Honor's
defining contradictions. This is a multiplayer game that aims for both
precision and breadth, daunting finesse and rough-and-tumble, sociable
sprawl. It's come a long way since its seismic launch and rapid decline
in popularity last year, though not quite as far as 2016's Rainbow Six:
Siege, another PvP oddball which now regularly makes the top three
most-played games on Steam. Ubisoft has added a fully fledged tutorial
component on top of the existing sturdy bot support - a series of trials
that score you on your mastery of fiddlier techniques, and a proper
solo arena option where you can pick enemy heroes and flag up the combos
you want to learn. There's also a new multiplayer mode, CTF variant
Tribute, in which players tussle over standards that bestow power-ups;
the secret crucial dynamic here is actually the absence of NPC creeps,
which makes it hard for some classes to charge up their feats. None of
this has set For Honor's fortunes alight, but after the stumbles of year
one, it feels like this tremendous, eccentric brawler is at long last
making some headway.
The game's biggest downside - boring, thrown-together campaign mode aside
- continues to be its quintessentially Ubisoft addiction to fussy
interface design and monetisable swag (an overdue mea culpa: I didn't
pay nearly enough attention to these elements in my original review of
the game). For Honor's action may be sharp, but the UI and menus are a
quagmire of currencies, ranks, XP boosters and incremental randomised
rewards. Finish a battle, and you'll be drowned in loot notifications
and gobbets of bonus XP from "Orders" or micro-assignments, such that I
still occasionally forget where the "next match" button is. New
characters and cosmetic options such as emotes can be unlocked with an
in-game currency, Steel, or bought with real money. Faced with a
backlash at launch, Ubisoft has accelerated the initially sluggish
earning rate for Steel to counter accusations of bullying people to pay
extra for content. Many dedicated players seem happy with the result,
but this remains a grindy experience, with many hours necessary to
unlock each character in PvP, especially if you opt for the cheaper
Starter Edition.
On top of the tatty customisation and progression elements sits the
Faction War, a subgame whereby match victories and each player's
deployment of "war assets" change the balance of power on a multi-region
overworld. The map updates every six hours to show which of the three
campaign factions controls which regions, and resets every few weeks
after declaring an overall winner. The idea is to foster a sense of
loyalty towards a faction and thus, strengthen your commitment to the
game as a whole, but I struggle to care when the effects of the war are
so negligible. It basically comes down to some gear pieces and a few
cosmetic flourishes on maps - the banners you'll see on walls, or which
faction's soldiers are visible in Dominion's opening cutscenes. For all
that, the mode is extremely popular: check the various community
threads, and you'll find no shortage of arguments about faction strategy
and allegations of rigging. If the appeal is lost on me personally,
Ubisoft does seem to have crafted a valuable narrative context for the
clownish personas of the heroes themselves.
There are now 18 of the latter, including six DLC characters,
evenly split between skill levels and styles. For Honor's roster was
pretty mighty to begin with, and the new faces are great additions to
the mix. The Centurion is a boulder of a man with a tiny sword and
startlingly fast hands - he's about closing the gap fast and brutalising
you with stabs and straight punches. The ambidextrous Aramusha is more
of a surgeon, equipped with a special cross-blade parry that lets him
segue quickly into a spinning kick or an infinite slashing combo. Though
ostensibly a meathead like the Raider, the Highlander requires a lot
more finesse thanks to his split moveset, either wielding his massive
claymore with both hands to defend, or holding it in one fist to perform
unblockable swings. While too slow and short on follow-through to carry
a melee, he's a community favourite for his bellowed catchphrase "Dun
Mah Glass". It roughly means "for my castle!", though Redditors point
out that in French, it sounds a lot like "give me my icecream!" I feel
this captures the spirit of For Honor far better than any actual
dialogue in the game.
The Shaman is rather deadlier, a maddening flea who'll pounce on
you axe-first, then ding you with a dagger that lets her regain health
for every subsequent hit and, assuming she times the next leap just
right, pin you down and bite your ear off. She's a real terror in a
crowd, easy to lose track of thanks to her relatively low profile. The
Gladiator is a newbie option, built around quick prods, surprise hooks
and sticking people in the gut so you can shovel them about like a pile
of hay. And the Shinobi, finally, likes to backflip out of trouble and
harass people with his throwable chain sickles, at least till somebody
catches one and yanks him off his feet.
Finding the balance of power between characters has been something
of a journey for Ubisoft, perhaps a longer journey than is healthy for a
fighting game. The springy, spear-wielding Valkyrie, an early favourite
of mine, has oscillated from wet blanket to wrecking ball and back
again in the course of several updates. The assassin Peacekeeper still
needs the attention of the nerfgun, wriggling out from under combos that
would decimate other heroes and seldom letting you wriggle away from
her in turn.
More seriously, the feats in 4v4 are a little open to abuse, or at
least to tactics that make the game less fun for others. Certain
combinations of self-buffs are hard to counter, and there's an
aggravating tendency to finish off those 4v4 matches using AOE feats - a
rude splash of Call of Duty in a game that is generally at its best
when you're dragging out those encounters. I'd appreciate a 4v4 playlist
that disables gear advantages and feats; Ubisoft's refusal to add one
is somewhat mystifying. The general sense, though, is of a project with
its heart in the right place, introducing new elements while responding
to community requests. One particular update from February has quietly
transformed the game: you're no longer guaranteed a guard break when you
parry, which makes turtling much less effective. It means that 1v1s are
more about rallies, more of a conversation, and less about baiting your
opponent into swinging first.
For Honor remains one of my favourite games of 2017, warts and all.
I've been sad to see it fade from view, as dodgy networking and pushy
monetisation have driven off players enticed by the thought of a truly
technical fighting game that dresses like a third-person shooter. It's
fantastic, then, that Ubisoft has decided to stick with it. The addition
of dedicated servers was more than I was expecting this long after
launch, and the new tutorial elements are obviously evidence of a belief
that the game's community has plenty of room to grow. If you've been
holding off, circling the fray with your shield up, there's never been a
better time to get up close and personal.
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