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For Honor

For Honor is a third-person developed primarily by and published by , released on February 14, 2017, for , , and Microsoft Windows. Set in a fantasy world inspired by medieval lore, the game pits players against each other as warriors from historical factions including Knights, , and , with later expansions adding Wu Lin and heroes. It emphasizes multiplayer battles but also includes a single-player story campaign featuring massive battles, intense duels, castle sieges, and boss confrontations. The core gameplay revolves around the Art of Battle combat system, a highly technical mechanic that grants direct control over weapon strikes in three directional stances for attacks and , requiring players to read opponents' movements and react precisely without a dedicated button. This system allows for varied playstyles across a roster of 32 unique heroes, each with distinct weapons, abilities, and roles in team-based or solo fights. Multiplayer modes such as (a 4v4 objective-based ) and (asymmetric castle assaults) support both competitive and cooperative play, with ongoing live updates introducing new content, events, and balance changes. Since its launch, For Honor has attracted 35 million unique players as of March 2024, establishing itself as a landmark in the online action genre through its engaging multiplayer ecosystem and sustained support. The game has been ported and enhanced for next-generation consoles like and , maintaining cross-progression and a dedicated community. Its innovative approach to has influenced discussions on fighter design, blending historical inspiration with fantasy elements to create immersive, skill-based warfare.

Gameplay

Combat mechanics

For Honor's combat system, known as the Art of Battle, emphasizes precise control over weapons in a third-person perspective, drawing inspiration from historical techniques such as German Longsword training to create an accessible yet deep experience. Players control their hero's guard stance and attack directions using the right , dividing combat into three zones: top, left, and right. This directional system requires constant stance switching to predict and counter opponent moves, as attacks and blocks must align with the incoming threat's direction—there is no block, forcing tactical positioning and reaction timing. Light attacks serve as quick probes that deal moderate damage and can chain into for pressure, while heavy attacks are slower wind-ups that inflict higher damage but can be interrupted if mistimed. Feints allow players to cancel a heavy mid-animation and redirect it to another zone, deceiving opponents and creating openings for follow-ups. Guard breaks, performed by a dedicated input, stagger blocking foes, enabling unblockable follow-ups or throws, and are countered only by timely dodges. Parries occur when precisely timing a directional block just before impact, stunning the attacker for a —a free heavy attack that deals bonus damage and often leads to further chains. Stamina management is central, as every action—attacking, blocking, dodging, or sprinting—depletes a shared resource that regenerates slowly when idle. Depleting leaves vulnerable to guard breaks or undodgeable attacks, encouraging balanced aggression and defense. Revenge mode activates when a player's meter fills from sustained damage, typically in ganks, granting temporary buffs like increased damage output, health regeneration, and enhanced guard break resistance to turn the tide against multiple foes. Environmental interactions add tactical depth, with ledges allowing throws that instantly eliminate opponents via falls, and other hazards like spikes or fire promoting map awareness during fights. Executions are cinematic finishers triggered when an enemy's health reaches zero in , varying by for visual flair without affecting core balance. Gear customization lets players equip sets that boost stats such as gain rate, speed, or stamina recovery, influencing playstyle preferences while maintaining fairness across all through normalized base values.

Multiplayer modes

For Honor offers a variety of multiplayer modes centered on third-person , supporting both player-versus-player (PvP) and player-versus-environment (PvE) interactions across team-based and individual formats. These modes emphasize strategic objectives, coordination, and skill-based confrontations, with team sizes ranging from 1v1 to 4v4, and matches typically lasting 10-20 minutes depending on the format. All modes integrate the game's core system, allowing to select from heroes across factions like Knights, , , and Wu Lin. Dominion is the flagship 4v4 objective-based mode, where two teams of four players compete to capture and hold three control zones on a while reducing the opposing team's reinforcements to zero. Players earn points by occupying zones, performing executions on enemies, and leading minions into controlled areas, with the first team to deplete the enemy's 600-point reinforcement pool emerging victorious; this mode promotes a balance of aggressive combat and territorial strategy, often featuring dynamic environmental hazards like catapults or pitfalls. Breach serves as an asymmetrical 4v4 mode, pitting attackers against defenders in a multi-stage , where the attacking team escorts a through gates while fending off enemy forces, including -controlled pikemen and archers that assist both sides. Progressing through phases involves breaking barricades, capturing side objectives for reinforcements, and ultimately defeating the defender's in the ; defenders aim to stall the ram and eliminate attackers, with the mode highlighting in managing waves of minions and mechanics for a tense, narrative-driven experience. Duel provides a pure 1v1 competitive format for honing individual skills, matching two players (or one against ) in a best-of-five series on arena-style maps without objectives, where victory requires eliminating the opponent five times through direct combat and feats like environmental kills. Brawl extends this to 2v2 teams, focusing on coordinated duels without revives, where the last duo standing wins after five rounds, encouraging guard breaks, feints, and ally support to outmaneuver rivals. Elimination is a 4v4 variant structured as a best-of-five series, where teams respawn until one side achieves five total eliminations, emphasizing relentless engagements and swaps to counter enemy compositions without objectives or minions. Unlike , it prioritizes raw combat prowess and quick revives, making it ideal for testing team synergy in high-pressure, no-respawn final rounds. Player progression in multiplayer occurs through a , where each levels up individually via experience points earned from matches, executions, and objectives, with every 20 levels granting a tier that unlocks higher-quality gear and cosmetic options through scavenging. Daily and weekly orders—task-based challenges such as completing a set number of matches or achieving specific takedowns—provide bonus experience and to accelerate leveling, while uses a to pair players of comparable ability, adjusting based on win rates and performance to ensure balanced lobbies. Cooperative elements appear in modes like , which includes PvE components through AI minions and bosses, and extend to dedicated co-op experiences where up to two players against -controlled defenders and bosses in Breach scenarios, fostering strategy in escorting rams and boss fights without human opponents. Cross-play functionality, enabling matches across PC, PlayStation, and Xbox platforms, was introduced in March 2022 as part of Year 6 Season 1, with full cross-progression support added in September 2025 to sync hero levels, gear, and unlocks between accounts.

Single-player and arcade content

For Honor offers several single-player features designed for skill development and practice without requiring online connectivity. The Training Mode, introduced in a free update on April 19, 2018, provides structured tutorials and interactive exercises to teach core mechanics such as guard stances, attacks, and defensive techniques. This mode includes four progressive settings: Apprentice Trials for beginners focusing on basic controls and combos; Warrior Trials for intermediate players emphasizing advanced maneuvers like feints and dodges; Hero Tactics for hero-specific strategies; and a Training Arena for open-ended practice against customizable AI opponents with adjustable difficulty levels. Additionally, the Training Media section features video tutorials on game fundamentals, allowing players to review concepts at their own pace. Complementing the tutorials, players can engage in bot-only versions of core modes like , Brawl, and through Custom Matches, where AI-controlled opponents replace human players. These matches support variable bot difficulties—from passive to aggressive behaviors—and enable settings like infinite health or slowed animations to isolate specific skills, such as parrying chains or executing finishers. This setup facilitates repeated practice of hero kits without matchmaking queues, helping users build for transitions between offense and defense. Arcade Mode, originally part of the 2018 expansion and made free for all players in , expands solo play with procedurally generated PvE challenges. Accessible via the main menu, it pits players against waves of enemies in randomized scenarios drawn from multiplayer maps, incorporating modifiers like environmental hazards or hero restrictions to simulate varied encounters. Solo or two-player co-op sessions progress through escalating difficulties, culminating in boss fights, and reward completion with reputation points, gear upgrades, and cosmetic unlocks that carry over to other modes. By blending familiar combat with unpredictable elements, Arcade Mode reinforces tactical adaptability and endurance training offline.

Heroes and factions

For Honor features four playable factions: , , , and the Wu Lin (added in the 2019 expansion), each inspired by historical warrior cultures and integrated into the game's persistent Faction War. embody disciplined European medieval warriors, defending their fortified lands with chivalric codes and heavy plate armor against invading forces. represent rugged raiders, known for their seafaring aggression and raw power in close-quarters battles across frozen tundras and coastal strongholds. draw from feudal traditions, portraying honorable fighters from a distant eastern empire who emphasize precision, agility, and spiritual resolve in their quest to reclaim lost territories. The Wu Lin are warriors from an ancient eastern empire, blending and weaponry in fluid, acrobatic combat styles. Additionally, heroes, introduced starting in (2020), are factionless mercenaries with unique origins not tied to any allegiance. Each faction begins with four starting heroes, one per class, allowing players immediate access to diverse playstyles upon selection. Heroes within these factions are categorized into four classes based on their roles and attributes. Vanguards are aggressive frontline fighters offering balanced offense and defense, excelling in sustained pressure through chain attacks and interruptions. Heavies function as durable , absorbing heavy punishment while delivering slow but devastating blows to control space and punish aggressors. Assassins prioritize mobility and burst damage, using speed, dodges, and unblockable strikes for quick eliminations from flanks or shadows. Hybrids provide versatility by blending traits from two classes, enabling adaptive strategies such as a mix of tankiness and agility. For instance, , a , employs a signature shoulder bash—a guard-breaking charge that stuns foes and sets up follow-up heavies for high damage output. Hero progression occurs via the , where players earn experience through matches to level up individual , unlocking advanced movesets, passive perks, and higher-tier gear. Feats serve as tactical abilities equipped pre-match in four tiers (one , two advanced, one ), which activate progressively during combat to provide game-changing options like spawning ally bots, unleashing arrow volleys, or granting temporary invulnerability—enhancing coordination in modes like . Customization extends to visual and functional elements, including modular armor pieces, color patterns, weapon skins, emotes, and executions, all earned or purchased to personalize without altering core stats. Balance updates, delivered through seasonal patches since launch, regularly tweak hero kits to ensure competitive viability and counter meta dominance. These changes often adjust damage values, recovery speeds, and feat interactions; for example, the October 2025 patch (Title Update 2.63.1) reduced Kyoshin Kaze Stance light chain damage from 18 to 16 to curb spammable offense. Such iterations have evolved the roster, shifting top-tier viability—for instance, elevating Assassins like the Peacekeeper in mid-2025 through dodge improvements—while maintaining faction diversity in ranked play.

Faction War system

The Faction War is a persistent, cross-platform in For Honor that simulates an ongoing global conflict between the four main factions: (Iron Legion), (Warborn), (Chosen), and the Wu Lin. Players align with one faction upon starting the game and contribute to its dominance through multiplayer matches, where victories generate "war assets" or troops that can be deployed to attack or defend territories on a dynamic divided into fronts and zones. These contributions accumulate over time, allowing factions to conquer or hold land, with the overall progress visualized in real-time on the in-game map to reflect community efforts. The system operates on a , typically spanning several weeks per , during which factions compete in structured rounds to expand their territorial control. Individual outcomes directly influence the war by adding to a faction's resource pool, enabling strategic decisions on where to allocate forces for offensives or defenses; for instance, successful defenses in one carry over troop bonuses to subsequent battles in the same territory, promoting coordinated community play. At the end of each , the faction controlling the most territory is declared the victor, resetting the map for the next cycle while preserving some visual elements like faction-specific banners or environmental changes based on prior outcomes. Victorious factions receive exclusive rewards tied to their success, including unique cosmetic items such as gear sets, emotes, titles, and ornaments that celebrate the win and carry over to future seasons. These incentives encourage ongoing participation, with all players earning baseline progression rewards like currency regardless of outcome, but winners gaining premium spoils like scavenger crates containing rare materials. Historical results have shaped long-term in-game aesthetics; for example, the ' victory in Season 1 led to temporary map alterations favoring their lore, such as enhanced longhouse structures in controlled zones. Similarly, the Samurai's triumph in Season 2 unlocked faction-specific execution animations and armor dyes that remain accessible to aligned players. The Faction War integrates with broader seasonal events by incorporating special objectives that amplify territory gains or introduce themed battles, such as limited-time modes where match wins yield bonus war assets during holidays or expansions. This layer adds narrative depth, tying player allegiance—chosen independently of hero selection—into a collective campaign that evolves the game's world based on global player activity.

Setting and story

Historical and fictional setting

For Honor is set in the fictional world of Heathmoor, a war-ravaged inspired by medieval history and infused with fantasy elements. Centuries ago, a devastating event known as the Great Cataclysm struck, shattering civilizations and unleashing chaos across the land. This cataclysm forced disparate warrior cultures—previously separated by vast distances—to converge in Heathmoor, where they now vie for control of scarce resources and territory in a brutal struggle for survival. The game's factions draw from real historical inspirations, reimagined in this alternate timeline. The Knights hail from the structured, chivalric societies of , embodying ideals of order, fealty, and armored discipline as they protect their strongholds against invaders. The Vikings originate from the harsh, raid-driven cultures of , characterized by their seafaring ferocity and unyielding raids on coastal settlements. The represent the disciplined warrior class of feudal , guided by codes of loyalty and precision in combat. Later expansions introduced the Wu Lin, fierce outcasts from ancient dynasties, who bring diverse martial traditions from the eastern empires, having been exiled for defying their homeland's internal wars. The faction comprises diverse warriors from distant lands, unbound by traditional allegiances, who have arrived in Heathmoor as mercenaries and explorers. Opposing these factions is the , a malevolent order formed from disillusioned warriors who honor the legacy of , seeking to establish a new hierarchy through deadly rituals and battles. Emerging as antagonists in post-launch content, the Horkos rally outcasts to their cause of . The region's reflects these cultural clashes: southern Ashfeld domains evoke fortified European landscapes for , northern Valkenheim harbors icy Viking longhouses, the swampy Myre, including areas like Tsujigahara, mirrors misty Japanese terrains for the , and distant eastern influences shape the Wu Lin's rugged origins, all converging in Heathmoor's central battlegrounds. Central themes in the setting revolve around honor as a guiding principle amid betrayal and existential threats, with warriors bound by oaths yet tempted by survival's harsh demands. In this post-cataclysm era, fragile alliances fracture under the weight of ambition and vengeance, highlighting the tension between personal codes and collective warfare without resolving into a unified peace.

Campaign narrative

The single-player campaign in For Honor is structured as 18 missions across three chapters, each focusing on one of the core factions—, , and —taking approximately 4-5 hours to complete on difficulty. Players select their protagonist's faction at the outset, determining the hero archetype (such as a for Knights, Raider for Vikings, or Kensei for Samurai) used throughout and subtly altering and interactions to reflect that . This creates branching narrative paths that emphasize the selected faction's motivations while weaving a unified story across all three viewpoints, allowing players to experience the conflict from a personalized angle without altering core events. Set against a backdrop of post-cataclysmic strife, the plot follows the protagonist's through a fractured world where the , Viking, and factions vie for scarce resources amid fragile truces. The central antagonist is , the ruthless leader of the rogue Blackstone —a splinter group of disaffected knights who reject peace as stagnation and aim to ignite to impose purpose on warriors' lives. Voiced by Catherine Kidd, Apollyon's embodies a tragic zealotry, evolving from a shadowy manipulator to a philosophical force challenging the factions' leaders on the nature of honor and . The protagonist navigates this turmoil, forging tentative alliances with key figures like the steadfast Knight commander Holden Cross (voiced by Evan Buliung), the honorable Viking Ragnar (voiced by ), and the wise Samurai Ayu (voiced by ), whose arcs highlight themes of , , and the cost of unity amid betrayals sown by the . The narrative culminates in a faction-spanning climax where the rallies the divided leaders against the Legion's stronghold, forging a momentary that underscores the potential for while leaving the specter of renewed unresolved. Delivered through cinematic cutscenes with full , the story employs dramatic monologues and tense confrontations to build emotional depth, particularly in Apollyon's confrontations that probe the warriors' ideals. Recurring lore elements, such as the factions' heroes and the Legion's ideology, extend into multiplayer modes, providing contextual depth to ongoing battles and character backstories.

Development

Conception and early design

The development of For Honor originated from an idea conceived by Jason VandenBerghe, who joined as creative director after pitching the concept to publishers for over a decade. VandenBerghe first envisioned the game around 2002 during a German longsword fighting class in , where the physical intensity of swordplay sparked his desire to capture that "lizard brain" thrill of survival in video games. After numerous rejections, greenlit the project in 2012, with full pre-production ramping up at the studio by 2014 under his leadership, alongside producer Stéphane Cardin. VandenBerghe centered the game's theme on "honor," portraying it as a that binds warriors across factions, fostering a sense of and mutual in . This drove the of the three symmetric factions—Knights, , and —each with equivalent power levels and playstyles to ensure balanced, faction-agnostic multiplayer experiences. The symmetry was crucial to avoid historical biases, allowing players to embody any without one dominating mechanically. Early discussions finalized the inclusion of all three factions in , blending historical authenticity with fictional unity to emphasize honorable duels over conquest. The team drew from various media for inspiration, including the punishing melee mechanics of for tense, skill-based encounters and the large-scale warfare of for chaotic group battles. Films like influenced the epic, stylized depictions of armored warriors clashing in brutal, cinematic fights. These elements shaped the core vision of intimate yet grand-scale combat that feels personal and immersive. In early prototypes, the focus was on refining the directional combat system, where players control attack and block directions (left, right, top) to simulate realistic swordplay, akin to a three-way rock-paper-scissors mechanic. Designers tested a wide variety of heroes—unique characters within each faction, such as agile assassins or heavy tanks—to verify diversity in movesets while maintaining overall balance. These iterations revealed challenges in scalability, leading to a pivot from broader open-world explorations to tight, arena-style battles that prioritized precise, one-on-one and small-group engagements for equitable matchmaking and combat clarity.

Production and technical challenges

The production of For Honor was led by , with collaborative support from other Ubisoft studios worldwide to handle various aspects of development, quality control, and localization. The project ramped up following its public announcement at , where revealed the first gameplay trailer showcasing the core melee system. Development continued through iterative testing phases, including closed alpha and sessions to gather player data on feel and multiplayer stability. A closed ran from January 26 to 29, 2017, featuring select and modes, while the open followed from February 9 to 12, 2017, allowing broader access to refine server performance and balance ahead of launch. The game officially released on February 14, 2017, for , Windows, and . A key technical hurdle was crafting responsive netcode for the peer-to-peer multiplayer architecture, which supported up to eight players in modes like Dominion. The team employed prediction-based synchronization with "time travel" mechanics to deterministically resolve combat inputs across varying latencies, necessitating extensive optimizations to prevent desyncs and maintain the precision of melee interactions on console hardware. Balancing the initial roster of 12 —four per —presented significant challenges, as the developers sought to differentiate each character's playstyle while ensuring viability in both single-player campaigns and competitive multiplayer without favoring any one . This involved rigorous internal testing and feedback to adjust costs, attack timings, and defensive options. Voice production required recording dialogue and combat callouts in multiple languages to accommodate a worldwide audience, with the launch version supporting audio in eight languages: English, , , , , (Brazilian), , and . This multilingual effort added complexity to synchronization with animations and ensured cultural nuances in hero voices aligned with faction themes.

Release and distribution

Launch details and platforms

For Honor was released on February 14, 2017, for PlayStation 4, Xbox One, and Microsoft Windows via Ubisoft Connect. Later ports became available on the Epic Games Store in 2019. The game launched with multiple pricing tiers to cater to different player preferences. The standard edition retailed for $59.99 and included the base game with access to the initial 12 heroes. The deluxe edition, priced at $69.99, offered the base game plus an exclusive warden hero skin and an ornament bundle. The gold edition, at $99.99, provided the base game, deluxe contents, and the season pass for all future heroes and expansions. Prior to launch, conducted programs to test and server stability. A closed ran from to 29, 2017, available to registered participants on all platforms and featuring limited heroes and modes. This was followed by an open from February 9 to 12, 2017, which expanded access to a broader audience and included nine heroes across the three factions, along with modes such as and Elimination. At launch, a day-one was deployed across all platforms to address initial technical issues. The update focused on improving connectivity and stability, fixing bugs, and enhancing elements, with no major alterations. These fixes targeted common launch bugs, including disconnections and server queuing problems reported during the betas.

Initial marketing and editions

For Honor's initial marketing campaign began with its reveal at the in 2015, where unveiled a world premiere cinematic trailer emphasizing the game's core concept of third-person melee combat among , , and Samurai factions. A trailer followed during the same event, demonstrating the directional combat system and customizable warriors in action. The following year at , released a highlighting the invasion theme to build anticipation for further reveals. The campaign continued at 2016 with a cinematic story trailer that delved into the factions' lore and rivalries, accompanied by playable demos allowing attendees to experience mode and hero customization firsthand. To educate players on the roster, produced the "Know Your Enemy" video series as part of its promotional Challenge Series, featuring breakdowns of individual ' abilities, playstyles, and counters to prepare audiences for the beta and launch. Ubisoft partnered with marketing agency to engage 11 global influencers and 20 media journalists in immersive experiences, embedding them in the game's through custom events that highlighted the multiplayer battles and faction dynamics to generate buzz ahead of the closed . For added authenticity in promotion, the consulted historical experts on medieval weaponry and armor to inform trailer visuals and demo setups, ensuring representations aligned with period-inspired designs despite the game's fictional setting. The launched in three main editions to cater to different player commitments. The Standard Edition provided the base with access to the initial 12 and core modes upon the February 14, 2017 release. The Deluxe Edition, priced at $69.99, included the base , a physical Steelbook case (for physical copies), a permanent 30% multiplayer boost to reputation and steel gains, a three-day Champion status boost for extra rewards, and 30 scrips for cosmetic purchases. The Gold Edition, at $99.99, bundled all Deluxe content with the Year 1 Pass, granting three packs for six additional , six elite outfits, and a Day 1 War Pack featuring an exclusive sunbeam execution effect, plus seven-day to new . Pre-order incentives across retailers included the Legacy Battle Pack, offering three exclusive armor designs—one per faction—for immediate customization, along with priority access to the closed in November 2016 and the open in February 2017. A limited Collector's Edition, available for $129.99 through the Store, extended the Gold Edition with physical items like a 12-inch warrior , lithograph, artbook, and soundtrack. An Apollyon Collector's Edition, exclusive to for $219.99, included a larger 14-inch and similar items.

Post-launch support

Seasonal updates and expansions

Following its launch, For Honor transitioned to a live service model beginning in early 2018, structured around annual "Years" each comprising four seasons that deliver new heroes, maps, events, and gameplay refinements. This approach has sustained the game's evolution through 2025, with announcing content roadmaps via regular Warrior's Den streams that incorporate player feedback on balance, accessibility, and feature requests. A pivotal expansion, , launched in October 2018 as the cornerstone of Year 2, introducing the Wu Lin faction alongside four new heroes—Tiandi (), Shaolin (), Nuxia (Assassin), and Jiang Jun (Heavy)—along with the 4v4 mode and unlimited bot support in PvE scenarios to enhance replayability and matchmaking. This update significantly expanded the roster and tactical depth, adding new maps like the Ascension siege environment and addressing early criticisms of limited content variety. Balance changes in subsequent patches refined hero viability, while anti-cheat measures were bolstered to combat exploits in multiplayer modes. Year 3 (2019–2020), themed "Year of the ," introduced four new heroes through the Year 3 Pass: Black Prior (Heavy, Knights, Season 1), (Heavy, , Season 2), (Vanguard, Vikings, Season 3), and Zhanhu (Assassin, Wu Lin, Season 4), each accompanied by seasonal events like the Wrath of the Raven narrative arc and map updates such as the Viking Village overhaul. These additions emphasized faction-specific and styles, with ongoing balance patches targeting overpowered abilities, such as Hitokiri's unblockable chains, based on testing grounds feedback. Subsequent years maintained this cadence of two to four new heroes annually, alongside map revisions and limited-time events. Year 4's "Year of Reckoning" (2020) added Warmonger (Hybrid, Knights) and Gryphon (Hybrid, Knights), integrating cross-play features and anti-cheat enhancements to reduce toxicity in ranked play. Year 5 "Year of the Covenants" (2021) introduced Kyoshin (Assassin, Samurai), with events tying into the Horkos-Chimera storyline and quality-of-life updates like improved revenge mechanics. Year 6's "Lost Horizons" (2022) debuted the Outlander faction with Pirate (Hybrid), expanding maps like the Harbor siege and incorporating player-requested dodge defense tweaks. Year 7's "Swords of Injustice" (2023) featured Afeera (, ) and Ocelotl (, ), alongside balance overhauls for legacy heroes and new execution packs from event passes. , "Forged in War" (2024), introduced two heroes including Sohei (Heavy, ) in 2 and a Mongol representative Guljin () in 4, with highlights emphasizing throwback modes and cross-progression rollout to unify player accounts across platforms. These updates continued to integrate , such as refined testing grounds for hero reworks, while maintaining the game's premium model—offering a Starter Edition with limited access but no full transition by 2025. In Year 9, "Theaters of War" (2025), unveiled a packed with seasonal events, new Virtuosa (introduced in 2 with a unique posture system), and performance optimizations like DLSS support. Title updates, such as 2.63.1 in , focused on reintegrating testing grounds changes for and revenge, alongside hero-specific balances for and Black Prior, ensuring ongoing viability without exhaustive numerical overhauls.

Ongoing events and community features

For Honor maintains a vibrant community through various persistent engagement tools, including weekly and seasonal challenges that encourage player participation across multiplayer modes. These challenges, accessible via the in-game menu and integrated with , reward players with steel, crates, and cosmetic items for completing objectives such as achieving a set number of kills or captures in matches. has emphasized these as a core way to foster ongoing interaction, with examples like the "Amateur Killer" challenge requiring five player kills in a single match to unlock basic rewards. Creator contests provide another avenue for community involvement, allowing players to showcase creativity and compete for exclusive prizes. In 2025, Ubisoft hosted the Photomode Contest from July 1 to 15, inviting participants to submit in-game screenshots capturing the game's aesthetic, with winners receiving a trip to and in-game cosmetics. Similarly, the Rise of the Jorogumo Contest in October 2025 challenged teams to defeat a special boss encounter in the fastest time over three weeks, awarding in-game items and recognition to top performers. These events highlight 's commitment to empowering content creators within the For Honor ecosystem. Faction loyalty forms the backbone of social structures, where players pledge allegiance to one of the three main factions—Knights, , or —participating in the ongoing Faction War meta-campaign. This system promotes group identity without formal in-game guilds or clubs, as players contribute to collective progress through matches, earning shared rewards like faction-specific crates based on territorial gains. Players can switch factions at any time via the profile menu, encouraging dynamic community alliances and rivalries. Special events rotate periodically to keep engagement fresh, including hero-specific challenges and holiday-themed modes. Dominion Trials, part of broader competitive series, offer hero-focused objectives in team-based play, such as mastering specific feats in to earn limited-time rewards. Annual holiday events like the Frost Wind Parade introduce festive variants, such as the Ice Brawlers mode where combatants slide across frozen arenas, dropping themed outfits and effects from match completions. These recur each winter, with the 2025 iteration teased in November updates. Integration with Ubisoft services enhances cross-community play, including Ubisoft Connect challenges that sync daily quests for bonus XP and units across sessions. Cross-progression, fully implemented in September 2025, allows seamless transfer of heroes, gear, and progress between platforms via linked accounts, supporting unified community experiences. The esports scene remains modest but active, anchored by Ubisoft's Friend or Foe Competitive Circuit launched in Year 8 Season 2 (2024), which continues into 2025 with online qualifiers and majors focused on Duel and Dominion formats. World Tournaments, previously held annually, evolved into this circuit to sustain viewer interest, featuring spectator modes for live broadcasts of top matches and prize pools up to $10,000 for regional events. This structure supports a dedicated competitive community while integrating with broader Ubisoft esports initiatives.

Reception

Critical reviews

Upon its launch in February 2017, For Honor received generally favorable reviews from critics, earning aggregate scores of 78/100 on for the version based on 59 reviews, 76/100 for the PC version based on 34 reviews, and 79/100 for the version based on 26 reviews. Critics widely praised the game's innovative third-person system, which emphasized directional attacks, blocks, and counters in a directional input format, describing it as deep, responsive, and one of the most satisfying in recent multiplayer titles. Visuals and animations were also highlighted for their quality, with fluid character models and immersive battlefield designs that enhanced the sense of epic warfare among knights, , and . However, common criticisms focused on the repetitive nature of multiplayer modes, which often boiled down to objective-based matches lacking variety over extended play, as well as persistent server instability and connectivity issues that disrupted online sessions. Microtransactions for cosmetic items and progression boosters were another point of contention, seen by some as pay-to-accelerate elements that undermined the core experience. Specific reviews from major outlets underscored these strengths and weaknesses. awarded the game an 8/10, lauding its depth while noting accessibility challenges for newcomers, stating, "Despite dents in the armor, For Honor has one of the most complete systems I've ever experienced." also gave it an 8/10 at launch, praising the "revelation" of its mechanics for blending skill and strategy but criticizing the single-player as formulaic and the multiplayer for feeling unbalanced in team compositions. Following significant post-launch updates, including balance changes and new content in 2018, improved. The expansion, released in October 2018, which added the Wu Lin faction and a new mode, earned an average score of 79/100 on from 8 critics, with reviewers noting enhancements to hero variety and mode diversity that addressed earlier repetition complaints and boosted overall engagement. These updates were credited with elevating the game's scores into the mid-to-high 70s range in reevaluations, solidifying its reputation as a refined multiplayer despite ongoing technical hurdles.

Commercial performance

For Honor achieved strong initial commercial success upon its February 2017 launch, topping sales charts in multiple regions including the and during its debut week. Estimates indicate it sold approximately 868,000 units at retail on consoles in its first week, reflecting robust demand for its unique system across platforms. The game's open beta prior to launch had already drawn nearly 3 million participants, setting the stage for high early engagement. Over the years, For Honor's player base expanded significantly through ongoing content updates, reaching 15 million total players by October 2018. By March 2024, this figure had grown to over 35 million unique players, a reaffirmed as of February 2025, underscoring the game's longevity as a live service title sustained by seasonal expansions and community events. Post-launch, the player base experienced a sharp decline, dropping 95% on within three months to around 3,400 concurrent users, amid criticisms of progression systems and server issues. However, weekends and promotional events have periodically boosted peaks, such as the 225,000 concurrent players on during an August 2018 starter edition offer, helping stabilize engagement. As of October 2025, monthly active players on average around 3,000, with cross-platform estimates suggesting 20,000 to 30,000 daily actives, supported by platforms like , , and . The game's live model, including year passes and passes, has driven recurring revenue, aiding Ubisoft's overall non-IFRS operating income from back-catalog titles. Continued support into (2024–2025), with new and events, has helped maintain this engagement.

Awards and legacy

For Honor received several accolades shortly after its release, highlighting its innovative approach to multiplayer combat. It won the People's Choice Award for Best Fighting Game as part of IGN's Best of 2017 Awards, reflecting strong fan support for its directional combat system. Additionally, voice actor Catherine Kidd earned the ACTRA Montreal Award for Outstanding Performance - Voice in an Animated Program or Series (Video Game) in 2019 for her role in the game. The game's legacy extends to influencing later titles in the melee combat genre, particularly through its emphasis on tactical, direction-based fighting mechanics. Mordhau, a 2019 multiplayer slasher, incorporated elements inspired by For Honor, including a fictional helmet design as a direct tribute to the Lawbringer character. For Honor has also cultivated a dedicated , with ongoing engagement in and fan events that celebrate its diverse hero roster and historical themes. Ubisoft has spotlighted community creations, such as detailed cosplays, underscoring the game's lasting appeal among enthusiasts. Culturally, For Honor contributed to greater in by featuring balanced options across all and incorporating diverse ethnic influences in its , , and Viking factions, promoting inclusivity in settings. This approach was noted for making the game accessible and appealing to a wide , challenging traditional in the genre. By 2025, For Honor endures as a live service title, with continuing seasonal updates and cross-progression features to sustain its active player base. Speculation about future developments includes unverified rumors of a potential sequel or remaster, fueled by mentions in localization professional resumes, though has not officially confirmed any such projects as of late 2025.

References

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    For Honor Launching February 14 with Full Story Campaign and ...
    Jun 13, 2016 · For Honor and its fierce warriors will be available on PS4, Xbox One, and PC on February 14, 2017. Even better news is that it will feature a full story-based ...
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    For Honor - Ubisoft
    Set in a fantasy world inspired by medieval lore, For Honor has enticed 25 million unique players since its release in 2017.Missing: video | Show results with:video
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