For Honor Analysis

Making yourself feel like a warrior inside a medieval battlefield is the reason to be For Honor. Experience the oppression, cruelty, brutality and


tension that the combat has with swords, spears, katanas or clubs against an equal. Clashes that demand concentration, skill, perfection in our movements while we read the opponent’s and pay attention to the environment and


what happens around us. The online fighting game between Vikings, samurais and knights of Ubisoft Montreal is the digital counterpart (both by the


fact that it is shown on a screen and because our movements are reflected with our fingers) to softcombat , those quarrels with padded weapons that simulate Real medieval armament.

The combat system is the cornerstone of For Honor. The position of our weapon is shown by a wheel of triangles that reflects if we are attacking or blocking from above, from the left or from the right, and it is also visible by our adversary.


Thus comes into play the need to constantly watch the opponent’s position, and have the reflexes to block (moving in the right direction the right joystick), dodge and counterattack. At first it will not seem too deep, but when we begin to read with greater skill the


movements of the others and we begin to know when, how and why to use the attacks, abilities and combos of the different heroes, we will realize the perfection in our actions, as if it were a dance, which demands combat.

For Honor (PC) screenshot

This is achieved with the mixture of its elements: light and strong attacks, blockades, resistance bar, dodges, counterattacks, pushes, grabs,


bleed effects, combos, chain attacks, dodges with blows, movements that play to the clue, executions that recover a portion of the bar life and revenge, another bar that fills up when we block many attacks in a row and that activating it


allows us to shoot down enemies while increasing our attack, resistance and defense. Each of these pieces behaves differently in the 12 different heroes, four for each faction and classified into four types: vanguard, heavy, murderers and hybrids.

Knights, samurais and vikings: the war between heroes

The avant-garde heroes (guardians, kensei and invaders) are balanced warriors and warriors, neither very fast nor very slow, based on cheating on the


contrary with combos as soon as the guard goes down. The heavy heroes (conquerors, shugoki and huscarles) are slow, with very powerful attacks and a great defensive capacity. Assassins (pacifiers, orochi and berserkers)


are fast moving and in number of attacks, and can dodge easily. Hybrids (vigilantes, nobushi and valkyries) are those that combine characteristics


of the other classes; they have longer weapons and use techniques that are more difficult to control but that cause effects such as bleeding, which reduces the opponent’s health and makes him more affected by the rest of our attacks.

For Honor (PC) screenshot

Each of them behaves, and make us behave, very differently. With the guardian, the vanguard hero of the knights, we will be constantly blocking the


opponent’s attacks until he attacks us from above, which leaves us a moment to make a counterattack and start one of his combos that ends, in most cases, with a heavy heavy attack or destabilizing the opponent with a


blow of the shoulder. With the nobushi, the hybrid hero of the samurai, we dodge more than we block, launching light attacks with the spear


until we see the gap to be able to perform any of the combos that bleed; we will defend ourselves by maintaining a crane technique that prevents the opponent from knowing which side we are defending.

In addition, each of these heroes has a system of feats, which works as a casualty streak. Unlock more active and passive feats as we go up the level of our hero, choosing up to 12 different for the four holes of each. These are abilities that offer healing to the player


or area, smoke bombs that prevent the enemy from reading the position of our weapon, asking for an attack with arrows to a specific area …


They provide a touch of unpredictability to combat, since There is a way to know with what skills our opponents are equipped and situations can occur


such as we believe that we have escaped from a battle on the verge of death and that at that moment they shoot us with a crossbow or think that after a long confrontation we will kill him and in the last second heal.