![]() ![]() ![]() Or that the load times can be painfully long, while the checkpoints are sometimes badly spaced. Or that there’s no way to stop the game from incessantly and repeatedly pausing the action to remind you what the buttons do, even though this begins with mandatory training. While fighting on a frozen lake that quite frozen enough made for an interesting encounter, letting me take control of a mounted crossbow would’ve been more interesting if I didn’t have an unlimited supply of bolts and an unlimited number of enemies.īut then, it also doesn’t help that the story in For Honor is boring and unmotivating. While there are parts designed to break up the monotony, some of them get monotonous as well. But for the most part, they’re basically the same.īecause of this, combat in For Honor - regardless of what mode you play - can get redundant rather quickly. Even different warriors within a type can vary a little. The Viking, for example, gets tired easily, but will also knee people in the face. It also doesn’t help that the three warriors you play as in For Honor aren’t that different. Granted, it would make sense if this mechanic only applied when you play on “Realistic,” maybe even “Hard,” but it’s just as annoyingly severe if you play this on “Normal” or “Easy.” But not being able to swing your sword with abandon actually makes this feel tiresome. Swinging a sword is hard work, and so your warrior gets tired after a while. There’s also the issue of stamina in For Honor. That said, these parts do sometimes have the added bonus of throwing some strong fighters into the mix. But this just makes these parts of For Honor feel like a Dynasty Warriors game, or that Dynasty Warriors-esque Zelda game, Hyrule Warriors. Instead, they try to overwhelm you by throwing a huge, and in some case a seemingly infinite, number of enemies at you. While taking on regular soldiers in For Honor‘s campaign is less contrived, it’s also less challenging since they don’t put up as much of a fight. No, they’re basically the same, some are just tougher. Especially since this isn’t like Dark Souls III, Bloodbourne, or Nioh, in that every boss is different and needs to be deciphered to be defeated. Because strong enemies often telegraph their attacks - I had one Viking who just stood there with his axe above his head, almost daring me to slice across his chest - these fights feel less like mortal combat, or even Mortal Kombat, and is more like playing such pattern-based games as Rock Band 4. Sadly, its during combat that you start to see the chinks in For Honor‘s armor, especially in the campaign. While you can still do any of the directional attacks if you want, you just don’t need to block or lock on your enemies, and they won’t block your swings either. While strategy is required when fighting these stronger enemies, For Honor becomes a more typical hack & slash button masher when you’re taking on grunts. You also have a choice of light and heavy attacks, as well as a combo move that has you swinging your weapon in wide arc, and can dodge attacks or knock enemies off balance when they’re trying to guard against your swing. But if you hold down the left trigger, you’ll not only lock onto an enemy, but you can also use the right thumbstick to block incoming attacks from the same direction. When taking on a one of the stronger enemies in For Honor, you use the right thumbstick to hit them from the right, left, or with a downward swing. But it differs depending on who you’re fighting. Not surprisingly, most of your time is spent engaged in combat. Set in medieval times, For Honor has the three aforementioned warriors fighting it out for dominance in both a story-driven campaign and in competitive online modes. While this sounds like the beginning of a bad joke, it’s actually the loose premise of For Honor ( Xbox One, PlayStation 4, PC), a third-person hack & slash action game that isn’t funny…but isn’t all that fun, either. So a Viking, a samurai, and a knight walk onto a battlefield…. ![]()
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