[GAME REVIEW ] For Honor: AT CROSSROADS For PS4 and PC #2

in #gaming6 years ago

By: gunswan

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Good night, Meet me again in this next post is very popular and in play the gamers in the world.

The thumbs up are indeed worth aiming at Ubisoft, because of their courage to be expelled genre and gameplay style with a new product. Lose if they want, they can just use their popular franchise to continue to gain money, regardless of the criticism of emerging gamers. Just look at what they did with Rainbow Six: Siege who now has a fanatic fan base up to Steep, an extreme sports game genre that has never even been touched by many game publishers today. Not all of these concepts are successful in the market, but the creative policy to continue giving birth to something new gets praised. Including what they do with For Honor.

PLOT

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Interestingly, regardless of his status as an always-online game, For Honor still offers a single-player campaign mode with clear story lines. You will play the three big factions carried in this game - Knight, Vikings, and Samurai in a pre-determined sequence, with different main characters but with one common thread.

So you find is a campaign mode with approach like skirmish missions in classic strategy games. That you get the same gameplay base with the multiplayer mode that gets its main strength. There is a cut-scene to tell the story to be offered, the introduction of quite a lot of characters with a confusing name, and then end up being a gameplay session attached to its multiplayer mode, but now decorated with AI.

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The story will focus on the figure of a knight with a black cape named Apollyon who will tie the fates of these three factions into a destiny he is about to accomplish. Missions are mostly decorated with different objectives, but often end up repetitive, given that your game sequences will continue to be the same. You will be dealing with ordinary soldiers, killing heroes from other more difficult factions, moving on to the next objective, and so on. The level of difficulty increases as the stronger and more factions of other factions thirst you are fighting at once.

To be honest, we ourselves can not really enjoy the campaign mode for Honor itself. With different types of heroes you can taste when running a particular faction story, it actually feels like a specific tutorial mode for heroes, but is now overgrown with story elements in it. There is a sense of curiosity about who exactly the figure behind Apollyon's mask is clearly speaking with this woman's voice. However, repetitive gameplay content makes us raise our hands and end up not finish it.

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So, who exactly is Apollyon? How do they mix stories for three factions with this different culture? What kind of Hero can you taste here? All these answers you can get by playing this For Honor.

THUMBS UP for ATMOSPHERE.

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For a game that emphasizes aesthetics in the colossal atmosphere of a colossal war, For Honor manages to execute it nicely in both campaign and multiplayer modes. We who tasted on the Playstation 4 alone are quite fascinated with the details that he presents, especially for the texture and design of every hero character has to offer. For the variety of heroes that each comes with its own weapons, strengths, and characteristic attacks, For Honor is able to maintain the identity of the original faction on it quite well. That only through a glance, you can know that the opponent who is in front of you is indeed from Knight, Viking, or Samurai even at the same class they use.

The deadly colossal warfare sensation is offered with two methods - loading NPCs of low-class fighters fighting each other to make it feel crowded and tense, and create a dramatic battlefield in design. For the first affair, depending on the game mode you are tasting in multiplayer or just enjoying the existing campaign, there will be ordinary soldiers fighting each other like Dynasty Warriors. They may not have much to contribute, but the interaction between two opposition forces like this creates the impression of a great war raging. Stone blast from catapults, crumbling castles, statues that stand beautiful on the bridge that began to shake, until the rain makes it more dramatic.

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Presentation, there's nothing to complain about for Honor. Not only does it ensure that you get a dramatic, dramatic, visual image that you need for a multiplayer-based game like this is also handled very well. You can see clearly who the enemy is in front of you, their class, their faction, to what they do only through the visual clue. The design of each setting for multiplayer mode is also quite diverse and worthy of thumbs up.

MELEE WAR OF TACTICALFLAME

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What makes For Honor special is the game system that makes melee fighting the focus. As we mentioned earlier, you can simplify it as well as the Souls series PvP fight mode, but with a more tactical and personal melee approach, at the same time. That the core of the game is not just attacking and avoiding at just the right moment, but also thinking to predict approximately what next step they will take. Then on top of it, just like a MOBA or fighting game, they make each hero character feel different through the characteristics of attack, weapons, roles, and of course - moveset attacks. For Honor surprisingly, it has many layers that need to be learned to master it appropriately.

To ensure the sensation of a competent 1 vs 1 fight, For Honor injects defensive systems and attacks like scissors, stone, paper. Each hero character that enters the Guard mode that simultaneously locks the enemy position will enter into this mode. They will be given the option to survive / attack from the left, up, or right. If you stay in the same direction as the enemy's attacking position, then you will automatically deflect it. And vice versa, if you attack from the same side with the enemy side survive, then he will ward off your attacks just like that. Clue visuals of where your attacking direction is clearly visible on the screen, making For Honor consistently feels like a mind game. Because in the end, you will gain profit by "lying" your enemies by attacking from the side you can not predict, or ending you outwit them to attack where your sis survives.

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Ultimately on top of all these complex mechanisms, For Honor also requires you to master the use of every Hero. If in DOTA 2 each Hero has a different specific skill, or in Rainbow Six: Siege with specific raid equipment, then in For Honor, these characteristics are divided by their different moveset. Like any fighting game, each Hero will have their own specific attack stunts that are not always only based on a combination of weak and powerful attacks, but also different timings and key combinations. More cool? The moveset is also adapted to the size and role of each hero. Heroes that are larger in size usually have grapple-based movesets, while smaller ones, rely on attack speed or effects like toxins, for example. The more understand the moveset each character you use or the opponent, it will be more solid also your performance in the battle.

WAR OF WARRIORS OR ROWS?

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If you look at the mechanical information of the gameplay we released above, then your shadow will probably lead directly to the concept of a war of warriors 1 vs. 1 full of honor. That despite the intense war atmosphere with a lot of low-class soldiers who are dying to achieve objective, this sensation is what you will get in multiplayer mode. Unfortunately, it is not so. Because in the end, For Honor can offer two things for you - a war of warriors with a taste of history or a chaotic brawl that throws all those mechanics far to the end of the window.

That's right, it's all rooted in what battle mode you get in the multiplayer mode itself. There is a duel mode that will take you to a more personalized fighting sensation that makes the For Honor attraction we talked about above, is strong. Fighting 1 against 1 against other users around the world is indeed exciting and exciting, especially if you meet with a variety of unique strategies that they show. This is where you should use all the knowledge you have regarding For Honor, including about timings, strategies, until character movesets that you have mastered. In contrast to the number of players in a single map, For Honor actually feels the maximum in this battle.

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Together with this game mode, Ubisoft also pinned a small meta game behind it, where the three factions will fight each other to fight over the territory of power, which you can help by sending troops in the form of an icon every time you complete a game mode. When this metagame ends, you will be rewarded with an in-game currency that you can then spend to unlock new characters or just equipment for them.

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AT THE CROSSROADS.

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Apart from the unique gameplay mechanics, it's hard not to see For Honor as a multiplayer-based game that is currently at the crossroads. Crossroads? True, the success or death that is now completely in the hands of Ubisoft. As a multiplayer game, it offers a fairly stressful game with a fairly complex level of mastery. But as a multiplayer game? Ubisoft has to be recognized, injecting a lot of super stupid policies in this one game.

First, there is no dedicated server and the decision to make its multiplayer mode in P2P format (peer to peer). This means that instead of the server provided by Ubisoft itself, one user in the room is the one who will play the server every time you find a game, regardless of the mode. True, your playing experience will depend heavily on how consistent the internet connection the user is to the server. If the user is abroad and you in Indonesia have a bad connection out? Big ping. If the user is suddenly in trouble with his internet connection? Then you will meet with severe latency and sometimes even, disconnected and kicked from the room. The problem is, it happens quite often. Even the process of finding a room for the game was inconsistent. Sometimes it can end quickly, but it often ends long.

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The second intersection is the microtransaction problem. As a paid game, carrying the concept of microtransaction for a multiplayer-based game can still be tolerated as long as it meets two conditions: first, the item can be earned without having to spend real money, and secondly it does not affect the game at all / cosmetics. Overwatch does that and executes it fantastically. At For Honor? Microtransaction is potentially making this already expensive game, into a game Pay to Win. Why? Because the equipment system in this game, also affects the status of characters who wear it.

True, the equipment you embed for each character will affect the status, buff, and effects of their attacks and not just cosmetics. To get these items, you can use a currency called "Steel" that you can get from each bout or just open a loot box with random content. The bad news? You can buy a number of Steel in bulk using real money. This of course, has the potential to allow gamers with extra money to buy more chests, increase their chances of opening rare items with good stats, and voila! build characters that are over-powered instantly without the need to do grinding at all. What you find in the battle then is simply a "rich" user character who looks fantastic because of the rare items they have, and not just skill. What does Ubisoft think? We can not believe it.

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Another problem? That getting these items in a healthy and normal way without using real money is also not an easy process and feels like grinding. These items are offered at a fairly high price, while your "Steel" income is in the best possible performance for every battle and gift of your metagame can not be spelled out how much. So it ends up being a mechanism that feels unjust, when the game is arguably, already offered in the AAA game price. What does Ubisoft think? We ourselves do not understand at this time.

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CONCLUSION

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So, what can be deduced from For Honor? That in truth he is a unique and solid game at the same time. Ubisoft once again proved themselves as publishers / developers who are not afraid to take risks and meracik a franchise that may never have thought of its competitors before. The execution of the design of hero characters and the battlefields that spoil the eyes also left the impression of a world that is indeed messy because of the war of three faction knights with their respective characteristics of this. Duel mode for multiplayer, where you test your skill against another user, 1 vs 1, ends up fantastic.

But unfortunately, For Honor is not a perfect game. That Ubisoft's "concept test" still has many problems, including those that threaten its existence as a game that can last as a multiplayer-based game. The concept of microtransactions that affect the performance of Hero, P2P servers are often problematic, unattractive stories, until Dominion mode is reduced to a brawl that overrides everything you learned from For Honor to be a separate record. There is a concern here, that Ubisoft's greed will actually end up making him abandoned in the near future.

Is For Honor interesting glance for now? Apart from the uniqueness of the gameplay that makes it unique compared to what the gaming industry has to offer over the years, we ourselves recommend you to wait. Waiting and seeing how strong the existing fan base is, how strongly Ubisoft will stick with the absurd policies they include right now, as well as waiting for which direction they want to bring the game series on this one. If he is already at a point that according to your personal judgment, it is appropriate, then no need to hesitate to jump and menjajalnya own. But for now, we ourselves also have no definite answer to the mystery.

ADVANTAGES.

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°Character design and battlefield
°Unique and complex gameplay
°Melee battle is tactical

DEFICIENCY

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°Always-online even for single player mode though
°Microtransactions
°P2P System
°Dominion feels like a brawl
°Metagame does not feel interesting
°Campaign mode feels repetitive

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Author: gunswan
Editor : gunswan
Source : jagat play

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@gunswan

I see you and your fellow authors put a lot of work into their posts, but can you people please not to use my divider? This one:


I see many people from your community used it (now most of them have stopped) I wonder who's the first one that spread my image like this. I made that divider and I don't want it to be used by someone else. So stop using it, and just use the one you made yourself.

Thank you very much for your participation in commenting on my blog. I will not use symbols like this in my post.

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Tq @gaming-stuff

following the gaming account registered in indonesia, Langsa city

 GAMESPRO 


Oke tq brother..

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