The battle looks very impressive and varied. Swordsmen cross blades, burglars with a two-handed weapon will ram the rivals, blood bleeds from the wounds, heads flew from the shoulders ... There are enough brutality in the frame, there are a lot of animations, and they join each other beautifully, without leaving visual jumps between the beats.
But most importantly, at the level of mechanics and the perception of the process, the creation of Ubisoft also does not sink at all. Battles are really felt by battles, and not by conditional "zaklikivaniyami" opponents - lying on the keyboard and mouse hands literally feel the weight of the sword.
All this is not just a metaphorical talk. Developers managed to make a kind of breakthrough in the genre: such a rich mechanics of battles with cold weapons, which includes a lot of different strokes and combinations, has not yet been created by anyone. You can imagine how difficult it is to realize an intelligent melee system. After all, this fencing has thousands of nuances, which simply can not be reduced to a couple of schematic techniques.
At the heart of the battle system For Honor is similar to Chivalrymechanics: blows are applied and blocked in three directions. A moment before the attack, a red indicator appears next to the opponent, suggesting which side to defend. Timing balances to the brink of human reaction capabilities. A separate lunge to repel is not difficult, but when attacks are piled in batches, and the enemy tries in every possible way to disguise movements, the most interesting begins. The key to winning the battle is both the user's experience and his personal qualities, such as reaction and the ability to act unpredictably.
There are powerful and weak blows, of which combinations are built. However, this central principle is so strongly masked by a multitude of additional features, such as penetration protection, fatigue, parry, that the battle is no longer felt as a sequence of attacks and blocks. You improvise, try to feel the opponent, his style, use different tactics. All this occurs in the heat of the dynamic cutting and is accompanied by bursts of adrenaline.
Of course, it's worth talking about the reverse side of this realism: For Honor is very demanding to the player, and before you achieve a sense of freedom in the battle and start winning regularly, you will need to spend a long time honing the skills of the chosen hero.
And there are twelve of them - four heroes per faction. Forget about the classic distribution of roles like "support" and "kerry": each class is self-sufficient and is intended solely for stuffing all living things. Vanguard, defender, killer and hybrid differ from each other in fighting style - for example, murderers are more nimble, and defenders rely on powerful blows.
It is important that, although the characters from one class of each faction have something in common, generally they have enough visual and combat differences to be perceived as unique characters. Each of the warriors has its own set of combinations. They are not so many (seven to ten), but you can study aspects of even one soldier for a long time.
Even the ways of fighting with one hero from different users can differ. Someone is betting on strong defense and counter-attacks, someone - for a quick launch of the regime of rage, someone - for the preservation of endurance and a grueling battle. The ability to so painstakingly adapt each character to their needs is provided by a "customization" system. After the match is over, we receive gifts - in-game Fireboy & Watergirl currency, experience, and wardrobe items. Each little thing gives an increase to one parameter, but reduces the other. So, you can create a very hardy fighter, but with weak attacks. Or increase the speed of resurrect
Posted: 25/04/2018 at 12:26