sullynathan
Arcane
Does this game play smoothly? It looks a bit like there's some strategy involved than just hack and slash
This seems to play more like a fighting game but from a different camera angle.Does this game play smoothly? It looks a bit like there's some strategy involved than just hack and slash
Does the guy with the katana wins every time?
No, but he does deflect direct blows from swords and axes with his katana.
They're going the six siege route of support with free dlc. That game is now on its 2nd year of free content.The japanese character with the glaive looks like the most fun.
Do you think this game has much longevity? It looks kewl but being Ubisoft I don't expect any long term support.
That knight "peacekeeper" smells of someone ranning out of ideas. I guess they were avoiding an archer archetype, but two swords is pretty dumb. Warhammers or quarterstaff on a lithe combatant would have been more interesting.
My main complaint with the game is the camera angle. It is very claustrophobic, and makes it hard to locate where you want to go after a battle has finished. I'm assuming this is a result of console failings.That knight "peacekeeper" smells of someone ranning out of ideas. I guess they were avoiding an archer archetype, but two swords is pretty dumb. Warhammers or quarterstaff on a lithe combatant would have been more interesting.
She actually has a dagger and a sword, not sure where I read from but I remember a site mentioning that this is actually a legit dual welding tactic with either weapon can be used to parry.
The game shines best in 1v1 mode IMO, dominion is a clusterfuck POS, people who think this game needs a larger battlefield with 6v6 or 8v8 clearly didn't grasp the basics of this game.
I tried the open beta and have mixed conclusions, For Honor looks and feels like a fun game but the design is, at least on the surface level of game mechanics, seemingly very limited. The design is like a fighting game but one with an unusually small moveset. Many of the standard attacks are basic, unchangeable (minor variations depending on stance for the Warden), and made to be readable. And why are they readable, that is why does the stance indicate which type of attack can be used, to facilitate the blocking system and its ambivalent complexity. The methods for blocking are superfluous if the angle of the attack is determined by the stance to begin with. This in combination with the mouse and keyboard does seem like awkward design, or as has been noted design primarily organised around console controllers
because of these aspects of the game it could mean the meta is unavoidably reactive or counter-based, I'm not sure if players can take any initiate that does not lead to them being naturally countered at above average levels of play and experience. Take for example the Warden's up parry plus light counter move, which is basically any move from above producing a really strong counter. In an attempt to alleviate the awkwardness in controls I combined stance blocking direction with movements directions e.g. moving left also leads to left blocking, right for right stance and blocking, so when moving forwards and someone tries to use a horizontal attack they are naturally countered with what is probably one of the strongest moves in the game
I really would like this game to be good, but I'm not sure where it is going in the long term as the community learns the game and perhaps design elements lead to a very binary style of gameplay that cannot be strategised around. I did not play a lot to really fathom what is possible however the limited movesets and some of the core elements of the mechanics have made me unsure, this is from an interest in buying the game next week to now waiting to see if some of these issues do come to define the gameplay (at slightly above average duel gameplay anyway)
that said For Honor is a good looking game, has a good feel, and my knowledge of the gameplay is undoubtedly limited, maybe dodging and guardbreaks and the like (damage through blocking which is significant) can ensure depth and satisfying complexity