For Honor's Campaign Is Tough As Nails and Silly as Hell
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That For Honor even bothers to turn its ludicrous Deadliest Warrior premise into a full storyline is endearing by itself - it had seemed so clear to me that a For Honor campaign was a sop to the kinds of people who got angry at Titanfall that I never really considered that it might try to be more than a tutorial for the core multiplayer experience. That it's a (hopefully) knowingly silly stomp through a doomed medieval world, told through the medium of Dynasty Warriors-meets-Bushido Blade combat is not just a bonus, it’s a full selling point.
Flitting between three main characters, the knights’ Warden, the Vikings’ Raider and the Samurai’s Kensei, the campaign focuses on the travails of each faction’s unending wars against each other, seemingly overseen and manipulated by the shadowy villain figure of Apollyon.
Where the first mission I played, a tutorial that focuses on the Warden’s ascent from wandering mercenary to hero, was familiar enough, sending you through groups of easily dispatched creeps and one-on-ones against clumsy AI officers, it was the second - an introduction to the Viking hero - that showed how campaign mode will compete for your affections with multiplayer.
The Raider is your classic risk-reward character, a hulking brute who can lop off massive fractions of health bar in a single axe swipe at the cost of speed. Playing against the game’s nimble Samurai, it’s a trial by fire. It quickly becomes clear that beyond simply getting your head around For Honor’s fantastic stance system, switching positions to either block attacks or avoid the enemies’ own blocks, you’ll need to learn how each enemy officer type attacks to get by.
Between those challenges are bursts of simple spectacle - beach assaults as catapults dump their payload on your colleagues, climbs up castle walls manned by desperate soldiers dropping what they can on you as you approach. Campaign seems more willing to offer cheaper, funnier kills than multiplayer could get away with, too. Previous outings for the game had put a premium on how the game’s standout fights relied as much on clever footwork as swordsmanship - that’s clearer than ever here. The Raider’s guard break move can be turned into a swift charge, forcing enemies into carelessly-placed spike walls or off of damaged battlements for a context-sensitive insta-kill.
It’s not clear just how much there will be here - although I was told I had played the Raider’s second mission, which takes place around halfway through the game, so make of that what you will - but it’s already apparent that Campaign is far more than an afterthought, a bitingly tough, gratifyingly over-the-top take on the hack ‘n’ slash genre, with more than a few ideas of its own. A thousand years of war sounds just right.
Because all those keys are retail, and retail copies are UPLAY only.
For Ubisoft games, you will need to look for steam gifts if you want it on steam.
The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
Still not really sure what to thing ... looks kinda like musou games with occasional rock-paper-scissors with stances kind of battle .... might be ultimately fun but not really sold on the mashup theme i guess
As long as the assists are an option in multiplayer, it's crap. There is no point defending this as there is no point defending grenade's tracers... Gamers aren't really idiots (despite the trend of purchased games saying otherwise), yet we are treated as such.
You still didn't even tell what assists you mean. I just gave an example with the blocking assist.
Some other melee focused multiplayer games have that kind of assist in multiplayer too. For example War of the Roses.
Good players deactive the assists anyways. As it's faster to look at the enemies animations, instead of the marker on your own character.
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One can really tell it's an Ubisoft game from the get-go, that giant authentic HUD can be seen from space. The trademark of the company xD
But the whole thing looks underwhelming to me, something designed for those who aren't men enough to Mount & Blade, and prefer Ubisoft's Just-Dance-like accessible D-pad visual QTEs instead, immersed in a visceral environment with contextual cutscenes
There's something about a 2ft axe head slicing through someone's unprotected body which doesn't result in immediate disembowelment that stops my excitement about a game.
What IS it with games that portray even the lowest peon to be superhuman, stopping blows with their face as if their bristles were made from adamantium?
It's almost as if the concept of armour is just a graphical sideline. Fun fact - if someone sticks a spear into your stomach, you don't just get a little squirt of blood, and then carry on fighting as if it was a flesh wound.
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