Tag Archives: for honor

Link Becomes Expert Rock Climber

Today on Highlight Reel we have Batman animations, Apex finishes, rock climbing, and much more!

Watch the video then talk about your favorite highlight in the comments below. Be sure to check out, like, and share the original videos via the links below. Subscribe to Kotaku on YouTube for more! Catch up on all the episodes on the Highlight Reel Youtube playlist!


Programming note: I’m going on vacation! Here’s the schedule.

  • September 2-6: No show
  • September 9-13: One episode sometime in the week, probably on the 11th
  • September 16-20th: returning to normal, might be a day behind on the monday episode.


Highlight Reel is Kotaku’s regular roundup of great plays, stunts, records and other great moments from around the gaming world. If you record an amazing feat while playing a game (here’s how to record a clip), send it to us with a message confirming that the clip is yours at [email protected] Or, if you see a great clip around that isn’t yours, encourage that person to send it in!

Source: Kotaku.com

For Honor’s New Soul Rush Mode Is Frantic, Strategic Fun

The medieval fighting game For Honor is alive and kickin’ us off ledges, and as a part of that, Ubisoft just released a new mode called Soul Rush. A little cops-and-robbers and a little PG-13 blood-fueled deathmatch, Soul Rush rules, and only gets better the more you play it.

Ubisoft announced the new mode at its E3 press conference as part of the game’s next big event, called “Shadows of the Hitokiri.” Two teams of heroes battle it out on a small, well-designed map to collect souls from sword-fodder NPCs. Players then deposit those souls in specific areas on the battlefield, and whichever team gets 1,000 points first wins. The catch is that opponents can kill you and steal the souls you collected. And if you die and your teammate doesn’t revive you, the souls you collected disappear.

I tried out Soul Rush earlier today. Although it took about 10 minutes of matchmaking before For Honor placed me into a game, once I started playing, it was hard to stop. More than once, I’d have to decide whether to help my teammate in a one-versus-two fight and risk losing my souls or run past them and deposit what I’d collected. Should I go on the offense and take down enemies, or dedicate my time to evading them and gathering souls? As time went on, the initial strategy of simply mining souls and harvesting them quickly melted away as more galaxy-brain strategies emerged: camping enemies’ favored soul deposits, guarding your own, or hunting down and ganging up on any straggler enemies to steal what they’d earned.

Well, okay, none of that is exactly rocket science. But it is immensely satisfying. For Honor has some great core mechanics, and at its base feels really, really good to play. Building on those basics—guarding, guard-breaking and jabbing—with area control and resource-collection gameplay is a winning idea.

When it was originally released in 2017, For Honor had a bevy of connectivity and grinding issues, and it’s likely that deterred people who might have otherwise been interested in it. Yet Ubisoft is still supporting the game with new content and modes, making it better and better as time goes on. Now might be a smart time to jump in its deep waters and see whether you can vie with the sharks who’ve been cutting their teeth on For Honor for three years. Or wait until there’s a sequel.

Source: Kotaku.com

Medieval fighting game For Honor just got a new limited time mode called Shadows of the Hitokiri.

E3 2019It’s time for the biggest gaming show of the year. We’ve got articles, videos, podcasts and maybe even a GIF or two.  

Medieval fighting game For Honor just got a new limited time mode called Shadows of the Hitokiri. On Twitter, the mode’s description reads, “Face the Hitokiri, the ghostly Samurai fighting with their masakari in this limited time in-game event. Customize your Heroes with exclusive rewards only available June 10-27.”

Source: Kotaku.com

Art Thou Mad, Brother?

Today on Highlight Reel we have wolf Jenga, wolf catapults, medieval catapults, taunting knights, flying bodies, and more!

Watch the video then talk about your favorite highlight in the comments below. Be sure to check out, like, and share the original videos via the links below. Subscribe to Kotaku on YouTube for more! Catch up on all the episodes on the Highlight Reel Youtube playlist!

Highlight Reel is Kotaku’s regular roundup of great plays, stunts, records and other great moments from around the gaming world. If you record an amazing feat while playing a game (here’s how to record a clip), send it to us with a message confirming that the clip is yours at [email protected] Or, if you see a great clip around that isn’t yours, encourage that person to send it in!

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Source: Kotaku.com

For Honor’s New Season Adds Fun Executioner Class But Ups The Grind

For Honor’s year three, season two update dropped yesterday introducing a host of changes, not the least of which is a new samurai class called Hitokiri. The new class is cool, but not all of the other changes are good. The update revamps the reward system for a number of modes, and now it can feel a bit punishing.

First, the exciting stuff. Hitokiri are cruel warriors who roam the world looking for heads to lop off. They carry giant, dual-headed axes and prefer to obscure their faces with masks and hoods. For Honor’s aesthetic has always felt a bit metal, but the current year of updates has really leaned into the electric guitars, heavy bass, and emphasis on skulls and death. The Hitokiri, which also has a female version of the class named Sakura, are part of the samurai faction, and so they feel thematically in-line with season one’s Black Prior class. The Black Priors are dark warriors who seemed equally likely to spend their free weekends at the mall hovering over the jewelry counter at a Hot Topic.

Sakura’s main fighting style revolves around chaining together heavy attacks and speed changeups to try to throw off the opponent’s timing mid-combo. Many of her moves are on the weightier side, but most of her combos start or can pivot to a light attack, helping give her an out that some of the game’s other slow fighters don’t always have. As much as I enjoy how her attacks elegantly flow into one another, she does get gassed pretty easily. In the matches I’ve played with her so far, I’ve run into a number of situations where I was tearing an opponent apart only to run out of stamina and have no real way to retreat because of her plodding pace. So while it feels great to just keep whacking away at opponents, the character requires an extra bit of restraint, unless you’re sure your next combo is enough to finish an opponent off.

Where Sakura really stands out is in her overall design. She doesn’t feel like a rework of another class or simply the Samurai equivalent of some other existing fighter.

Her robes and the jangle of masks that hangs around her waist all look cool, and all of her alternative costumes feel different enough and not just like texture swaps. She also likes to hiss like she’s trying out to be Voldemort in a stage adaptation of Harry Potter, which is unnerving but fits her overall goth punk aesthetic. My only complaint is that even though my Sakura doesn’t wear a mask, she still sounds like Bane every time she’s huffing and puffing after a long fight.

She’s not only the new part of the game following yesterday’s update. The other big ticket items are a new map called Canopy, which is fortress in the trees and looks beautiful, and reworks for the Lawbringer and Raider classes, which I didn’t spend a ton of time messing around with but seem fine.

Buried further down in the patch notes, though, was the introduction of “Dynamic Rewards” to all game modes. Previously only used in Arcade and Breach, dynamic rewards are meant to make different activities in the game give equal rewards to all players, based on how long each activity takes. That way it doesn’t feel like you’re taking a hit by playing longer modes like Breach vs. lots of matches in shorter ones like Dominion. It sounds great on paper, but in practice, it now just feels like you’re getting less across the board.

Some players have posted online about how the new rewards system doesn’t feel like it’s quite right. “In dominion for example, you used to get 50 steel for winning a match no matter what,” wrote Reddit user GuideDragon on the game’s subreddit. “I’ve yet to even reach 50 steel in rewards and I’ve had some pretty long matches, I don’t know what the threshold is to get over 50 but it’s obviously set way to high for it to average out to compare to what we used to get pre-patch.” Since the latest update went live, lots of other posts about the subject have sprung up on the subreddit as well, with some players calling on Ubisoft to revert the update back.

Steel is For Honor’s premium in-game currency. I spent most of my reserves on cosmetics for Black Prior back when that class released in February. It didn’t take long playing as Sakura for me to want to invest in some of her costumes and execution animations as well, but I’m averaging around 20-30 Steel per match, so that feels like an especially distant prospect at the moment. Anyone who doesn’t already have this year’s expansion pass, which costs $30, will need at least 15,000 Steel to unlock the Hitokiri anyway. The new system doesn’t make For Honor’s grind the worst thing in the world, but it’s definitely an unfortunate step back for a game that’s still continuing to improve in almost every other area three years out.

Source: Kotaku.com

For Honor’s New Fighter Leans Into The Game’s Simple Pleasures

Screenshot: Kotaku (For Honor)
Kotaku Game DiaryDaily thoughts from a Kotaku staffer about a game we’re playing.  

For Honor got its first new fighter of 2019 yesterday: Black Prior. I could talk about how it’s cool that Black Prior is sort of emo and brooding and has a weird affection for skulls. Or how the character puts an interesting emphasis back on turtling, a strategy that almost strangled the fun out of For Honor early on. Really, though, I just like how he can flip people with his shield.

In the two years since Ubisoft’s medieval brawler released it’s basically become Mortal Kombat for ancient weapon nerds, especially the type who might find themselves watching someone on YouTube analyze who would win in a matchup between say, a European broadsword and a pair of Chinese dagger-axes. For Honor has depth for sure, but the thing that most keeps me coming back (and potentially others when the game becomes free with PlayStation Plus next month) is the excitement of seeing what will happen when two strangers try to cut each other’s throats with wildly different weapons.

Black Prior is currently live in the game for anyone who bought the the $30 year three season pass but will be available to everyone else for 15,000 steel (the in-game currency) on February 7. He’s by no means my favorite character, at least after spending a few hours with him. He’s a bit slow to react, and hiding behind a giant kite shield isn’t my preferred style of play. Still, I can’t get enough of his unique counter ability. Unlike other fighters, Black Prior can go into something called Bulwark stance and block everything from any direction save for a guard break. In addition, he can counter incoming attacks by going from Bulwark stance to an attack at just the right moment. When timed right, this happens:

I love doing this. Especially when going up against two or more opponents at once. I don’t ever see myself being good with Black Prior, the same way I’ve never been good with say, Mortal Kombat’s Scorpion. But few things are more satisfying than successfully spearing someone’s neck and whipping them across the screen. Black Prior’s shield flip is the same way. Win or lose, you know when you successfully shield flipped someone. They know too. And sometimes that’s enough.

While a lot of the new fighter equipment added in the latest update feels a bit lackluster, the emotes and executions remain top notch. The only thing better than shield flipping a gigantic Shugoki as it comes hurtling toward you is shield flipping them and then going into a combo that lands you one of Black Prior’s execution moves, all of which are pretty amazing. I don’t usually worry about grinding steel in For Honor to buy new stuff, but I think I’m going to have to make an exception for this:

The game is still due to get three more fighters this year. While I wouldn’t necessarily recommend getting season pass right now just for Black Prior, it’s definitely worth unlocking him as soon as he’s available next week. The game has also had a few issues since the new update yesterday, including missing items and frozen matchmaking, so it’s also probably a good idea to wait until most of those are sorted out.

Source: Kotaku.com

For Honor’s Third Year Looks Promising

Ubisoft detailed upcoming plans for For Honor’s third year in a developer livestream today, showing/hyping new heroes, maps, and balance changes, alongside narrative driven seasonal events.

The first major update of year three goes live on January 31 adding a new heavy class fighter belonging to the Black Priors, a cult-like group of “dark agents” who look like knights but will fight dirty to win. It’ll initially only be accessible to those who buy the game’s new $30 season pass, but will be unlockable a week later to anyone with enough in-game currency. The update also adds a Black Prior-themed map called Harbor that will be free and available to everyone at the same time.

The Black Prior knight brings a darker aesthetic to the game. He or she is decked out in skulls and a Doctor Doom-like mask that can be earned in-game. It’s also supposed to introduce a new fighting style based around two abilities: Bulwark Stance and Bulwark Counter. The first allows the Black Prior to block in all directions simultaneously, something no other character can do, while the second negates all incoming attacks except for guard breaks if timed correctly. The only way to successfully beat it is by using a guard break, but if the Bulwark Counter misses it will also leave the player briefly vulnerable, making baiting a potential strategy as well.

Year three doesn’t seem poised to introduce as many radication changes as last year did, when a graphics overhaul and the move to dedicated servers helped make the game feel new all over again. For Honor is in a much stronger place overall right now though, so more modest updates make sense. Last October, the game got an entire new mode inspired by MOBAs like League of Legends as well as a brand new faction of four fighters, so there’s still plenty for players to chew on, especially as year three updates continue to shake up the meta.

“Balancing will continue be the top priority for the team,” creative director Roman Campos Oriola said during the stream, including improving reaction times and revenge mechanics whereby players are able to come from behind and reverse the tide of a fight. As part of this, the Shugoki, Warlord, and Peacekeeper fighters are all getting reworks as well in next week’s update.

The Shugoki changes, including faster attacks and more of them that can be charged into unblockables, are aimed at making the character more offensive rather than just a reactive character. Peacekeeper is also getting buffed in order to make her more deadly without completely retreating to last year when she was super quick and dealt a ton of damage. Meanwhile, Warlord has gotten slight damage buffs, as well decreased costs for going into his full block stance. You can see the full list of changes over on Ubisoft’s website.

In addition there’s the normal list of bug fixes and more general improvements, my favorite of which is that players can no longer be hit while climbing up or down ladders. Previously it was possible to slide down a ladder and knock into whoever was below to get a headstart on combat. “Damage was applied inconsistently in these scenarios and we think ladder conflict should not be a valid form of combat,” the developers write.

The game is supposed to be getting three additional characters at the start of the year’s remaining roughly three month-long seasons, each of which will be capped off by a limited time event that builds out the game’s ongoing faction war story.

Source: Kotaku.com

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