For Honor was one of the big surprises of Ubisoft's E3 conference, and after getting hands-on with it ourselves, we tracked down game designer Bio Jade Adam Granger to illuminate us on the game's various systems.
While the game's hook is on the PvP experience, there will be co-op, as well as a single player mode ("it's a full campaign, not tutorial or training," Granger emphasises) though the number and range of game modes are something the team aren't talking about yet.
What they are, is the core of combat, which is embuded with a more strategic element than your typical hack 'n slash. Reading your opponent correctly as well as your environment is key.
"The art of battle is based on the geometry of combat," Granger explains. "The position of where you are and your enemies, the geometry of what's around you, as your sword will hit the wall.
"It's really important to observe what your opponent's going to do, anticipate his movement and strike when it's the right time. So you got to position your guard and your attacks carefully with his guard and attacks."
The battlefield's going to be packed with enemies, but to represent the army-sized numbers being represented in the currently revealed factions - Samurai, Vikings, Knights - you and your friends will be dicing, and fighting alongside, AI, with kills earning you the ability unlock new abilities while on the field and you attempt to push the enemy back off the frontline and into their intrenchment.
The Hero characters that you pick from are "completely different from one another," the designer outlines. "Their armour, their weapon, their style of fighting... they're not classes, but they're specialists." You'll unlock more as you play across single player or PvP.
The studio's also planning an open beta "really, really soon" to get feedback from players.
Check out the interview below.
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