The system that ties all of these classes together, though, is For Honor's "Art of Battle" combat system. After pledging their allegiance to their chosen Faction, For Honor allows players to engage in a variety of game types and matches while facing off against each of the Factions' four different classes/archetypes: the agile (but frail) Assassins, the imposing (but slow-moving) Heavies, the well-rounded Vanguards, and the specialized Hybrid that mixes and matches attributes from the other classes. " For Honor emerges as not only an action game with a focused and strategic take on combat, but a multiplayer-centric title with a new kind of competitive play."įor Honor takes place in a fantastical medieval realm - a setting that plays pretty fast and loose with any sense of true "historical" events, by any means - and focuses on the ensuing conflicts between the game's three Factions: the Legion (Knights), the Warborn (Vikings), and the Chosen (Samurai). Thanks to the game's unique combat mechanics (the aptly-titled "Art of Battle" system) and deep layers of skill, For Honor emerges as not only an action game with a focused and strategic take on combat, but a multiplayer-centric title with a new kind of competitive play. Mixing the elements of a fighting game, strategy game, and (to a lesser extent) MOBAs, For Honor is a unique entry to the third-person action genre that - while not always successful at landing its footing - manages to turn combat into an engaging, thrilling dance as much as a brutal exercise in swordplay. Ubisoft's newly-released third-person brawler For Honor applies this logic towards something that provides the carnage and bloodshed we expect from war, but also highlights combat at its purest, most strategic level. Games have trained us for decades through combat encounters and battles that waves of enemies can be felled with the right amount of aggression and strategy. Fighting and combat are as much an art form as they are a brutal means to a violent end.
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