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FOR HONOR – Ultimate Edition

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PC
《榮耀戰魂》是一款開創性的隊伍 PvP 近戰格鬥遊戲,「騎士」、「武士」、「維京人」、「武林」等陣營將在無盡的戰鬥中彼此交鋒。選擇獨特英雄,並精通激烈的 4v4、2v2 或 1v1 戰鬥。
發售日期: Feb 13, 2017
Medieval · Swordplay · Action · Multiplayer · Fighting
·平台:Steam·美國 Steam 官方價~ US$89.99-85%~ US$13.49去購買
·平台:Steam·~ $16.85去購買

製作團隊

開發
Ubisoft Montreal · Ubisoft Quebec · Ubisoft Toronto · Blue Byte
發行
Ubisoft
8.0
綜合評分
畫面
8
音效
7.5
玩法
9.3
劇情
6
內容
7.5

A hardcore melee-duel benchmark that turns weapon combat into a lifelong craft of reads, five factions kept alive for years

評測總結

Pull every dimension together and For Honor turns out to be a game that resists a single tidy number. Its score gets dragged down by the limp campaign and the miserly economy — and yet, in the lane it cleared for itself, it stands at a height its peers cannot reach.

Reading a split scorecard

Start with the cold coordinates. A Metacritic of 76, an OpenCritic of 77, only 58 percent of critics recommending it, and a Steam rating that has long sat in the Mixed band at 69 percent. Glance at that string alone and you would write the thing off as middling, just another face in the crowd.

A panorama of the factions in conflict

But what that string actually records is a heavily filtered audience, not a mediocre game. The critical deductions cluster on three pieces of the shell — the campaign, the economy, the launch-window netcode — while nearly every reviewer handed the combat system itself their highest praise without flinching. The Mixed 69 on Steam tells the same story: a large slice of the negatives come from players the brutal floor sent packing, ground down on the ladder, while those who stayed and cleared the wall tend to give it a private ten. This is a game that knows precisely who it is for, and is just as content not to court anyone else. An aggregate score averages those two camps into a number that describes neither of them honestly.

Who should buy it, and who should walk past

So who is this for? The hardcore competitor willing to treat armed duelling as a genuine craft and pour dozens, even hundreds of hours into honing the read, the tempo and the micro. If you relish the taut back-and-forth of two evenly matched fighters trading until the very last exchange settles it, this game will sink its hooks deep and hold you for a long time.

And who should walk past? The casual player who just wants to hack about and unwind, anyone here purely for a single-player story, and anyone who cannot stomach being schooled by veterans on the ladder, run down by the same string again and again. That floor is genuinely steep, and without a little patience and a taste for study, most newcomers quit, disheartened, inside the first week and never come back. Go in expecting to lose, a lot, before you start to win — and go in knowing that the climb is the point, not an obstacle in front of the fun but the fun itself. If that framing sounds exhausting rather than inviting, trust the instinct and spend your money elsewhere.

A benchmark still standing

There is a version of this game's history where it died quietly in its first year, choked by P2P dropouts and a thin launch. That it did not — that it instead settled into a years-long second act on dedicated servers and seasonal heroes — is a reminder that a live game's verdict is never fixed at launch. The For Honor you can buy today is a meaningfully better one than the critics scored in early 2017, even if the headline numbers never caught up.

Set it back in its historical frame and For Honor took Best PC and Best PlayStation game at Gamescom 2016, staking its claim as a benchmark of the genre before it even shipped. What it owns that nobody has copied is the act of porting a fighting game's read-and-punish grammar, whole and intact, into 3D melee. Its chief rival, Mordhau, lacks exactly that — the bottomless three-direction guard and the years of hero-by-hero upkeep — which is why it never managed to pull For Honor off the throne.

It carries an honest list of flaws: a steep door, irritating microtransactions, a watery campaign, none of them fully gone even now. But its core — that art of reading the guard, stealing the tempo, baiting the break and turning the parry — has not, after all these years, been truly copied or surpassed by anything in its class. Plenty of games have come closer to its surface than to its substance. For anyone willing to step into that arena of steel and stay long enough to be changed by it, it is still the only choice there is.

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