For Honor is the latest buzz-worthy title from Ubisoft, promising intense competitive action against a brutal Medieval backdrop. In the lead-up to launch, they held an open beta event, and I dove in to see how this latest entry in the online PvP field stacks up.
For Blood and Honor
Providing For Honor impressions requires taking a step back just to define the game. It incorporates elements of MMOs, RPGs, MOBAs, and fighting games, but it doesn’t exactly fit into any of those genres.
Its basic premise is an ongoing conflict between three factions: Vikings, Samurai, and Knights. You must pledge yourself to a specific faction, but oddly this doesn’t affect your choice of class. You can, for example, play a Knight class even if you’re sworn to the Samurai. I suppose it helps keep things balanced.
There are three classes per faction, and it seems each can be customized a fair bit, both visually and in terms of gear and stats. Some are gender-locked, though, which is a bit off-putting.
For Honor does feature a single-player story-mode, a decision I salute given how many similar games have neglected this feature (looking at you, Overwatch), but the beta only included competitive modes, so I can’t comment on its quality.
The heart of For Honor is its unique dueling-focused combat system, which utilizes combos, counters, and multiple angles of attack to create a very deep and challenging experience.
Executions are delightfully brutal.
If you’ve played Age of Conan, For Honor’s mechanics may feel familiar. You can angle your weapon to the left, the right, or above. This will block attacks from that angle, but also prevent your own attacks from getting through as long as your enemy’s stance is focused the same way.
This makes combat into something of a cat and mouse game where you are constantly trying to exploit your enemy’s weaknesses without exposing yourself too much at the same time. It rewards a deliberate style of play, but it’s also quite fast-paced, so you need to be able to think fast.
You can also guard-break an enemy to get in a few free shots — though there are counters to this — and each class also has access to some active skills that are unlocked as you gain experience throughout a match — much like a MOBA. Some game modes even have swarms of weak AI minions to farm for XP, strengthening the MOBA feel.
But this barely scratches the surface of the incredible depth of the combat system and its various combos, counters, and abilities. When I first started on For Honor, I thought the tutorials were incredibly thorough and had covered everything I could possibly need to know, but it quickly became clear they were only the most shallow and basic introduction to the game’s mechanics.
I’ve been gaming for a long time, and For Honor is honestly one of the hardest games I’ve ever played. It took me a fair bit of practice just to be able to survive basic training scenarios against the AI. The sheer number of different combos and interactions across all the classes is staggering.
This image pretty much sums up my experience with For Honor.
Unfortunately, I haven’t been able to experience much of the game’s PvP thanks to frequent crashes and disconnects. On the odd occasions the servers did cooperate, I was once again slaughtered quite handily.
On the rare occasions everything aligned and I was able to best my opponent, I found it an incredibly satisfying experience, but that’s not something that’s going to happen often when you’re still new to the game.
That same complexity applies to its meta game, as well. While For Honor focuses on small scale matches — including duels, deathmatches, and a point control mode called Dominion — it all feeds into a massive territorial war between the three factions. A video explains the mechanics of this when you first investigate the game’s multiplayer, but it dumped so much information on me so fast I failed to absorb any of it.
A Niche Perfected
While I spent much of my time in For Honor being frustrated, I nonetheless developed a high opinion of it, at least from a certain perspective. It’s extremely challenging, but it doesn’t feel cheap or unfair, and I greatly admire its depth and complexity.
However, I do think it will only appeal to a specific type of player.
Let me be clear: For Honor is not a game you can just jump into and play. I do not think there can be such a thing as a casual For Honor player.
This is a game that will require hours of research and practice in order to achieve even a basic level of competency. You will have to pay your dues.
For those who are willing to put in the time and effort to “git gud,” I think For Honor will prove an incredibly rewarding experience. I could also see it being a strong contender as an eSport, depending on what kind of community it ends up having. I think a duel between two highly skilled players could be thrilling to watch.
But for those of us who don’t want to put that much effort into a video game, For Honor will likely never serve as anything but a source of frustration. It’s an excellent entry in its niche, but that niche may end up being rather narrow.
I come away with two totally different yet not incompatible opinions. As a student of game design, I love For Honor. As a guy who plays video games for fun, I don’t like it at all.
MMORPGs have grown more numerous in their yearly releases at this point. But have they actually gotten better? Some would argue no as many simply tried to tweak World of Warcraft. Whatever you may think, at least these winners have proven themselves the best MMORPG by year for their respective time periods.
Best MMORPG of 2006 – Dungeons & Dragons Online
Runner-up: Wurm Online
I probably played more of 2005’s Silkroad Online in 2006, but Dungeons & Dragons Online (DDO) was the better overall game even back then. It follows the heavily instanced nature of 2005’s Guild Wars with instanced quests that players can form small groups to overcome. It uses a modified D&D 3.5 ruleset as the backbone for combat and advancement. Unlike tabletop D&D though, players fight in real-time. In fact, DDO employs a bit of twitch based combat where players must manually aim attacks. This was a first for a mainstream fantasy MMORPG and lent itself to creating a unique experience at launch.
Overall, Turbine did a great job of bringing Dungeons and Dragons to an MMO environment. Dungeon masters narrate quests, each with their own story for those who find themselves interested. Unfortunately, there isn’t enough content to level up purely on unique quests. Players will need to repeat quests, some several times, in order to sufficiently advance to take on new quests. To make matters worse, some quests can be quite difficult without an adequate party composition that can take some time to fill. For these reasons, DDO can really grow tiresome but there is no denying its 2006 crown.
Best MMORPG of 2007 – Lord of the Rings Online
Turbine found itself on a roll from 2006-2007. After handling one major fantasy IP more than competently, they were given the reigns to the vaunted world of Middle Earth. Lord of the Rings Online sought to create an immersive MMORPG steeped in the rich lore of Tolkein’s masterpiece. For the most part, they succeeded. The entire game feels like a community struggle against evil. Even the PvP system disallows players fighting each others’ characters, but instead allows one side of players to temporarily control the monsters.
The greatest strength of Lord of the Rings Online is its adherence to the lore. Even little things like calling achievements deeds and parties fellowships add to the ambience. Fellowships are required for challenging instances, rewarding coordinated players with group attacks called Fellowship Manoeuvres. The classes are fairly unique too. Wizards such as Gandalf are rare so magically inclined players instead take on the role of rune-keepers and lore-masters. Physical combat classes are similarly unique to LOTRO. Players can even play a variety of musical instruments, forming impromptu bands in town squares. The game simply comes to life and to this day continues to build on its iconic world.
Lord of the Rings Online combines a well told MMO story, compelling quests, and a rich world steeped in lore. It’s an MMORPG with a strong draw for those who appreciate a little role-playing in their role-playing game.
Best MMORPG of 2008 – Age of Conan
Runner-up: Warhammer Online
Warhammer Online and Atlantica Online came close to winning this. After all, in 2008 Age of Conan was a mess. The game lacked in content, the combat felt clunky, endgame felt repetitive, and bugs ran rampant. The game entertained in Tortage, Age of Conan’s solo tutorial area for the first twenty levels, and then promptly fell off a cliff. Funcom is just a terrible company when it comes to MMORPG launches, but they sure do know how to turn things around.
Age of Conan is now brimming with content, the unique combat system feels responsive, and the multitude of unique classes are a welcome change from typical fantasy MMORPGs. Players will find themselves with plenty to do as they progress their character to the maximum level of eighty. Typical endgame raids await to continue powering up, but honestly other games do those better. And for a mature setting, the PvP is sadly lacking with class balance issues and mediocre systems. Still, the combat system combined with a rich environment has provided a lasting legacy that tops 2008’s other offerings.
Best MMORPG of 2009 – Champions Online
Runner-up: Runes of Magic
2008 didn’t set any lasting trends in the MMORPG industry, but at least it didn’t disappoint like 2009. Several titles flopped, building on 2008 to give further rise to the notion that MMORPG developers really suck at living up to their promises. Champions Online would be the second superhero themed MMORPG released by Cryptic Studios, having sold their first (City of Heroes) to NCSoft. It’s also the obvious choice for 2009 as this year’s only title to bring something unique to the genre. The current state of the game feels money grubbing, but there is a lot Champions Online offers to would be superheroes.
Champions Online’s character customization might still be better than every competing MMORPG. Not only from the perspective of combining desired superpowers for a character, but appearance customization is worlds ahead of other games too. Speaking of appearances, the visual style lends itself to a fulfilling 3D comic book world that immerses players in the role of their characters. Combat, PvP, and crafting leave a lot to be desired in it’s current state though and the free to play system is extremely stifling. 2009: the year of we do what we can with what we have.
Best MMORPG of 2010 – Final Fantasy XIV
Guess who’s back? Back again. Final Fantasy’s back. Tell a friend.
Good grief, 2010’s MMORPGs in 2010 vs. 2010’s MMORPGs in 2016 are a massive difference. Star Trek Online and Perpetuum are both in much better places than they were six years ago. Vindictus and Dragon Nest, still two of the best free targeting MMORPGs, have only added content to what were strong Korean releases. But nothing has changed as much as Final Fantasy XIV.
The game was such a train wreck on release that Square Enix stopped charging subscription fees for over a year while they revamped the game, ultimately culminating into “A Realm Reborn”. Now, Final Fantasy XIV stands as a benchmark for traditional MMORPG play. Much like Final Fantasy XI, strong group coordination is required to overcome the game’s most difficult challenges. However, solo play for the majority of progression is much more viable. The job system provides an incentive to revisit old areas and adds diversity to class builds. Perhaps the latest Final Fantasy MMO’s most noteworthy feature though is its strong narrative. The game features characters you won’t immediately forget with cut scenes reminiscent of its single player brethren. It’s no surprise then that questing is a strength of this MMORPG.
As it stands, Final Fantasy XIV is a perfect title for those seeking a modern adaption of MMORPGs from the early 2000s. Subscription fee included.
Best MMORPG of 2011 – TERA
Far and away, 2011 gave me the longest pause to consider which title to choose. TERA, Star Wars: The Old Republic, and Rift are the MMOs that most readily come to mind, but DC Universe and the now defunct Rusty Hearts are both underrated. Ultimately, I went with TERA primarily because its combat system offers the most unique gameplay.
TERA’s combat really embraces the “new” style that eschews classic tab targeting for freeform player targeted skills. Players in TERA need to actually aim their abilities at the target to hit them. Additionally, the combat pacing is much faster than MMO competitors. These two design decisions lead to a combat system that rewards players not purely for equipment (although that’s important too) but for their individual skill as well.
The downside is that TERA’s enemies in the open world are beyond bland. Interesting dungeons aren’t available for at least twenty levels and PvP doesn’t really begin until max level. So although leveling is relatively fast, the combat is still a chore for a good while until adequate challenges present themselves. When those challenges do come around though, the game really shines. TERA also features a great free to play system that is, in our opinion, not pay to win.
Best MMORPG of 2012 – The Secret World
Runner-up: Guild Wars 2
This was a fun year. Blade & Soul, which came out in America in 2016, notably released in Korea this year. It offered some great combat, but in the end I really only considered two Western MMORPGs: The Secret World and Guild Wars 2. They both offered a compelling and unique sales pitch but couldn’t be further apart at launch. As with every single Funcom MMORPG, The Secret World released in a half baked state. On the other hand, Guild Wars 2 felt rather complete. Naming The Secret World the winner would’ve certainly surprised my 2012 self. However, Guild Wars 2 has felt pretty stagnant despite their latest expansion while The Secret World has only grown stronger as a dark, atmospheric, story driven MMORPG.
The Secret World has built a rich environment for its player base to explore and currently offers the best MMO quests. There are no filler missions in The Secret World, with each tying into the main story arch. Many unique concepts abound during these integral quests. Players will need real world research to decipher clues, Metal Gear Solid skills to sneak through occult locations, deduction to solve coded puzzles, and fortitude to defeat rich Lovecraftian creatures. The Secret World advances MMO questing to the next generation and sits there squarely by itself.
Despite an excellent freeform character skill system, the combat does leave something to be desired. This certainly puts a damper on enjoying endgame dungeons, but shouldn’t dissuade interest from The Secret World. It’s not a game for tacticians or action junkies but for those seeking to be immersed in a deep, Lovecraftian-esque world. With a story that still sees regular updates and a buy to play option to get started, The Secret World is going strong.
Best MMORPG of 2013 – Warframe
Runner-up: Aura Kingdom
Might as well dub this the year of pay to win. All the larger populations MMOs like ArcheAge, Neverwinter, and Echo of Soul sooner or later fell into pay to win ways of varying degrees. I wanted to choose Wizardry Online here, but it never realized its potential prior shutting down. Aura Kingdom almost won due to a cute anime MMO styling that employs Aeria’s most reasonable freemium system to date. Unfortunately, it wasn’t enough to overcome Warframe.
Like Guild Wars, one could argue Warframe isn’t an MMORPG. There isn’t anything massive about the game other than its player base, chat, and the marketplace. I’m generally inclusive when defining an MMO though, and Warframe is the best of the games I considered.
First, combat in Warframe resembles Devil May Cry with a combination of fast paced melee and ranged abilities. Cooperative missions are the the primary form of content and advancement and places players in a central position in an ever growing galactic conflict. To overcome these missions, players can purchase a multitude of unique Warframes to pilot. These are similar to League of Legends champions in terms of offering significantly different gameplay without necessarily being stronger than one another. The game is extremely grind heavy, but there are a lot of interesting warframes, weapons, modules to collect. Though progression is slow, it’s extremely rewarding. A lot of the grind can be bypassed with cash, but ultimately everything can be acquired through in game play.
Warframe is a solid choice for the experiencing the life of a cyberninja, as long as repeating co-op missions (albeit of high quality) to acquire new equipment sounds fine.
Best MMORPG of 2014 – WildStar
Runner-up: Elder Scrolls Online
To give you an example of how difficult it was to choose between WildStar and Elder Scrolls Online, I think I swapped these five times before finally settling on Wildstar. I’m fairly confident Elder Scrolls Online will stand the test of time due to Tamriel’s rich lore and the series’ dedicated fan base. On the other hand, WildStar seems to constantly be on life support after a bad launch. For now, the population is revitalized thanks to the Steam launch, and there is just so much to love about WildStar.
The quirky universe, colorful palette, and HGTV quality house decorating give WildStar a lot of character. Yet it is the fast paced, action oriented combat system that truly gives WildStar a place in the crowded MMO market. The vast majority of moves telegraph their hit area, giving opponents a short time to dodge or counter. Despite this, the telegraphing doesn’t tend to the clutter the screen and provides players clear information with which to react. PvP battlegrounds reward competent play, but PvE is where WildStar really shines.
Many consider WildStar’s raids to be the best raids that any MMORPG has to offer (including those from you know who). Instanced dungeons and expeditions (group quests) offer challenging content that doesn’t just give you a win because you’re new. It’s truly a rewarding experience. Theorycrafting is fun thanks to easy respecs and a slew of combo-laden options. While the game is reasonably solo friendly, WildStar really shines with group content. If Steam doesn’t provide an adequate population boost this could be detrimental for what is a fantastically underrated free to play MMORPG.
Best MMORPG of 2015 – Skyforge
I’m not trying to knock Skyforge (OK, maybe I am a little bit) but proclaiming this the best MMORPG of 2015 caps off a weakened state of recent MMOs. Let’s give Skyforge it’s due though. It is the best MMORPG of 2015.
Skyforge’s progression system is one of the more unique aspects about the game. Players will navigate something similar to a sphere grid in Final Fantasy X (or Path of Exile) to progress. All characters can eventually access all classes and change freely between them outside of missions. As you might notice, free targeted action combat has grown popular and Skyforge implements its own version. Enemies aren’t as interesting as say, the aforementioned Wildstar, and are a bit too damage spongey. Still, the moves themselves look great and give motivation to level up. The active content revolves around missions but players can solo them when populations are low. The missions are fun the first time around, but even the random bonus objectives don’t entice replay as much as say, Warframe.
Although it takes a while to get there, what truly sets Skyforge apart are the AFK activities. These are polarizing, but it’s the main reason why you’d stick with Skyforge. As a god (eventually with a bad ass divine form), you’ll slowly grow your followers to provide character boosts. This is represented through a Facebook-esque game called the order system. You’ll recruit adepts, assign them to missions, build sanctuaries, they’ll level up, you’ll get bonuses and then repeat. The constant growth in Skyforge can be addicting. The appeal here is greatest for achievement/progression junkies or someone who just wants to play a god in an MMORPG.
Twenty Years of MMORPGs
That does it. Twenty years, twenty MMORPGs. Well, forty if you count runner-ups but second place is the first loser, right? We don’t speak of them (much). And while we could look back on this in another decade with a very different 2012 – 2015. I don’t see much changing with MMOs older than that.
I’d be flabbergasted to see people in 100% agreement with these so if there’s anything to add, all human comments are welcome.