VideoGame A game that cannot reach perfection
★★★★☆ For Honor, a game that be described by Rammstein's Deutschland. So young, yet so old. It is a game one never wants to leave. Yet dreads playing. A game one can love to play and want to hate. One game everyone wants to love and damn. So saying it now, on a number scale this a 4/5. That score cannot improve, nor will it ever decline. On launch the game provided fun, it just made you hate the source of fun, the Ubisoft service, now the game provides fun with less reason to hate it.
Now with so many mechanics that the whole package has become an untamable mess. The faction war, mostly a secondary though at this point that was promoted as the games main staying factor. You were supposed to become invested in this conflict that spanned the games entire world, yet it just become fluff that you vaguely pay attention to in between matches.
In term of balance, for a fighting game. There's an S+ tier that goes down to an F tier. Some heroes on your team will just result in a thrown game with hardly any hope of redemption if an enemy has selected an S+ character. It is beyond frustrating when you're trying to enjoy a match only for an S+ tier character to come along and shut down any attempts to touch them.
However it is remedied in the fact that when the round of balancing comes that character will likely be shoved down a tier or two. (Or all the down to the bottom of the roster R.I.P. Centurion) The introduction of heroes constantly doesn't help, but it does make a flexible meta game that at least keeps the game interesting.
Back to the fluff, For honor had three original factions, with four heroes. The original roster consisted of four heroes in one of four classes. 1 vanguard, the sort of mascot for a faction that's nothing too special, a reliable pick not specialized in one role. 1 heavy, slower heroes with more HP meant to blunt an enemies push onto an objective. 1 assassin, a quicker hero meant to pick off heroes in 1v1s and defend from rushes by other assassins. 1 hybrid, they take one aspect from the aforementioned classes and mix them together to make a flexible character. Typical a wild card.
Following this logic, is pointless. The constant changes have made some heavies as fast as assassins, some assassin's as survivable as heavies, and vanguards that fit better as hybrids.
That is what holds For Honor back is a lack of consistency. More often than not you'll love it, then hate the next session. It is a 4 of 5 for effort, yet imperfect due to its own inability to hold itself to its own established rules. It is a game you learn to love and hate.
VideoGame A game that cannot reach perfection
★★★★☆ For Honor, a game that be described by Rammstein's Deutschland. So young, yet so old. It is a game one never wants to leave. Yet dreads playing. A game one can love to play and want to hate. One game everyone wants to love and damn. So saying it now, on a number scale this a 4/5. That score cannot improve, nor will it ever decline. On launch the game provided fun, it just made you hate the source of fun, the Ubisoft service, now the game provides fun with less reason to hate it.
Now with so many mechanics that the whole package has become an untamable mess. The faction war, mostly a secondary though at this point that was promoted as the games main staying factor. You were supposed to become invested in this conflict that spanned the games entire world, yet it just become fluff that you vaguely pay attention to in between matches.
In term of balance, for a fighting game. There's an S+ tier that goes down to an F tier. Some heroes on your team will just result in a thrown game with hardly any hope of redemption if an enemy has selected an S+ character. It is beyond frustrating when you're trying to enjoy a match only for an S+ tier character to come along and shut down any attempts to touch them.
However it is remedied in the fact that when the round of balancing comes that character will likely be shoved down a tier or two. (Or all the down to the bottom of the roster R.I.P. Centurion) The introduction of heroes constantly doesn't help, but it does make a flexible meta game that at least keeps the game interesting.
Back to the fluff, For honor had three original factions, with four heroes. The original roster consisted of four heroes in one of four classes. 1 vanguard, the sort of mascot for a faction that's nothing too special, a reliable pick not specialized in one role. 1 heavy, slower heroes with more HP meant to blunt an enemies push onto an objective. 1 assassin, a quicker hero meant to pick off heroes in 1v1s and defend from rushes by other assassins. 1 hybrid, they take one aspect from the aforementioned classes and mix them together to make a flexible character. Typical a wild card.
Following this logic, is pointless. The constant changes have made some heavies as fast as assassins, some assassin's as survivable as heavies, and vanguards that fit better as hybrids.
That is what holds For Honor back is a lack of consistency. More often than not you'll love it, then hate the next session. It is a 4 of 5 for effort, yet imperfect due to its own inability to hold itself to its own established rules. It is a game you learn to love and hate.