For Honor

De­vel­oper/pub­lisher Ubisoft (Mon­treal) For­mat PC, PS4, Xbox One Re­lease Fe­bru­ary 14


We knew last year, when For Honor was an­nounced, that Ubisoft Mon­treal’s game of mul­ti­player sword­play would have a sin­gle­player cam­paign, but it was the weighty, pa­tient, deeply sat­is­fy­ing PVP com­bat that made it stand out. This year the fo­cus shifted to the cam­paign, and the game’s great con­cep­tual flaw was brought to the fore: for all that Dark Souls Death­match is an in­trigu­ing propo­si­tion, the minute you trans­plant it to a sin­gle­player mode you in­vite com­par­i­son with one of the finest se­ries ever. The re­sults are un­flat­ter­ing.

They’re also a the­matic mess, one that Ubisoft’s writ­ing staff have their work cut out to jus­tify. Me­dieval knights, Ja­panese samu­rai and Norse vik­ings do­ing bat­tle in a mul­ti­player game of thrones? And there’s ac­tu­ally a story be­hind all this? Still, co-op – ei­ther on­line or in lo­cal splitscreen – will at least mean you can share a laugh.

Re­gard­less, the com­bat sys­tem still sings, with quick flicks of the right stick chang­ing the an­gle of your ap­proach, and good de­ci­sions met with heavy, sat­is­fy­ing blows and squirm-wor­thy fin­ish­ing moves. Mul­ti­player re­mains the main draw, and so long as the de­vel­op­ment team man­ages to es­cape the weary­ing trap­pings of the con­tem­po­rary Ubisoft game, it could be on to a win­ner.

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