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For Honor
DeveloperUbisoft Montreal[a]
PublisherUbisoft
DirectorFederico Russo
ProducerBarbara Lombardi
DesignerAlessandro Foschi
ProgrammerMatteo Montrasio
ArtistChristian Diaz
WritersJason Vandenberghe
Ariadne MacGillivray
Philippe-Antoine Ménard
Travis Stout
ComposersDanny Bensi
Saunder Jurriaans[b]
EngineAnvilNext 2.0
PlatformsPlayStation 4
Windows
Xbox One
PlayStation 5
Xbox Series X/S
ReleaseFebruary 14, 2017
GenresFighting, action
ModesSingle-player, multiplayer

For Honor is an action game developed and published by Ubisoft. The game allows players to play the roles of historical forms of soldiers and warriors such as Knights, Samurai, Vikings, Wu-lin, and a 5th faction called Outlanders using a third-person perspective. The game was developed primarily by Ubisoft Montreal and released worldwide for PlayStation 4, Windows, and Xbox One in 2017.

For Honor received generally favorable reviews, with the difficult and original combat mechanics being highlighted.

Gameplay

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A gameplay screenshot of the game showing three players fighting

For Honor is an action fighting game set during a medieval, fantasy setting.[1] Players can play as a character from one of the five different factions, namely the Iron Legion (Knights), the Warborn (Vikings), the Dawn Empire (Samurai),[2] and the Wu Lin (Ancient Chinese; introduced in October 2018 with the Marching Fire expansion), in addition to the uniquely-themed Outlander faction (introduced in January 2022). Playable characters, referred to as "Heroes", are divided into four classes. The Vanguard class is described as "well-balanced" and has excellent offense and defense. The Assassin class is fast and efficient in dueling enemies, but the class deals much less damage to multiple enemies. The Heavies, also known as Tanks, are more resistant to damage and are suitable for holding capture points, though their attacks are slow. The last class, known as "Hybrid", is a combination of two of the three aforementioned types, and is capable of using uncommon skills.

All heroes are unique and have their own weapons, skills, and fighting styles.[3] Players fight against their opponents with their class-specific melee weapons. When players perform certain actions, such as killing multiple enemies consecutively, they gain Feats, which are additional perks. These perks allow players to gain additional points and strengths, call in a barrage of arrows or a catapult attack, or heal themselves.[4] In most missions, players are accompanied by numerous AI minions. They are significantly weaker than the player character, and do not pose much threat.

A tactical combat system, known as "Art of Battle", is initiated when the player encounters other players or player-like AI in the multiplayer or higher health AI in the campaign. Players enter a dueling mode with them wherein players aim at their opponent with their weapon.[5] Players can then choose to rest and move their weapon(s) in one of three directions (left, right and top) which allows them to block incoming attacks and start attacks of their own from the chosen direction. By observing on-screen hints and the movements of their opponents, which reflect their respective attack position, players are able to choose the correct position to block the other players' attacks. Players also have other special abilities, which vary depending on the character they choose, such as barging into enemies with their own shoulders and performing back-stepping swipes.[6] The strength of each attack can also be decided by players.[7] The system aims at allowing players to "feel the weight of the weapon in [their] hand".[8][9]

Multiplayer

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Similar to the single-player campaign, most multiplayer modes feature feats, AI minions, and the Art of Battle system. As the competitive multiplayer modes feature a structure similar to that of shooters, the creative director of the game called For Honor a "shooter with swords".[5] Friendly fire is also featured in the game. Players can cause damage to their own teammates by hitting them with melee attacks or feats.[10] The multiplayer aspect also allows players to customize their characters with various armor variations, colors, materials and ornaments.[11] There are seven game modes:[3]

  • Dominion: Dominion is a four-versus-four multiplayer mode featuring a battlefield with three capture zones, labelled A, B and C. Controlling capture zones and killing enemy minions, that primarily fight at zone B, generates Points. Two of the capture zones, usually A and C, can be captured by either team by remaining inside them for a period of time with no enemies present. Once captured they grant the team 100 temporary Points that can be lost by losing the zone to the enemy. The zones generate 1 additional permanent Point every second, remaining inside them doubles the generation rate.[8] The third capture zone, usually B, features minions for both teams, Each giving 2 additional permanent points when killed. It is captured when at least three minions reach the opposing team's side of the zone. When either team reaches 1000 Points, the other team enters a state called 'breaking', meaning their players cannot respawn upon death unless revived by a teammate. The game ends when either all players of a breaking team die, resulting in that team's defeat, or a four minute timer, starting when a team goes breaking, expires, resulting in the victory of the team with more Points.
  • Brawl: In this two-versus-two multiplayer mode, each team must eliminate the other, best out of five rounds wins.
  • Duel: Duel is a one-versus-one multiplayer mode in which a player must eliminate their opponent or have more remaining health by the end of the five minute round in order to win. Best out of 5 rounds wins the match.
  • Ranked Duel: Ranked duel features the same format and similar rules as regular duels. Additionally, players start in a qualifying stage called "unranked", where they will have to complete 8 matches before they are placed into one of seven rank tiers, Bronze, Silver, Gold, Platinum, Diamond, Master and Grand Master. Players placement depends on how many wins or losses they receive in the 8 qualifying matches as well as their rank in previous seasons. The player's rank resets at the end of every season. After players are placed within their respective rank tier, they will be pitted against other players within a similar rank tier. Completing a ranked Match will earn special effect rewards unique to each season, as well as a chance to earn Special add-ons ('Ornaments') for heroes released up to the Year 4 Marching Fire update.

Despite the new rewards each season, Ranked Duels have been in "beta" ever since they were released shortly after launch

  • Skirmish: Skirmish is a four-versus-four multiplayer mode in which players gain points while killing enemies. Once either team earns enough points, they must eliminate the players from the other team and win the match.
  • Elimination: A team of players must eliminate the entire opposing team in this four-versus-four multiplayer mode. The team that still has remaining warriors will automatically win the match.
  • Tribute: A four-versus-four multiplayer mode where teams attempt to gather offerings and place them on their shrine. Each of the three offering gives the team a special power-up. The first team to capture all three offerings and defend them until the timer ends wins or the team with the most offerings at the end of the battle timer wins.
  • Breach: A four-versus-four multiplayer mode where the attacker's goal is to lead a battering ram through two separate gates before fighting and killing 'The Commander'. While the defenders goal is to destroy the battle ram or keep the Commander alive. The attackers must complete a series of objectives such as capturing points, leading the battering ram to each of the two gates, breaking them both down and, ultimately, slaying the Commander; on the contrary, the defenders must prevent the attackers from completing all these objectives.

Once both gates are broken down, the Commander spawns and the attacking team gains a set amount of lives shared between the team corresponding to the battering ram's health when the second gate is broken down, If the lives shared between the attacking team hits zero the team becomes 'Breaking' and can no longer respawn unless revived. Forcing desperate melee for the Commander. The defenders can respawn infinitely, and win if they defeat each attacker while they are Breaking.

Arcade

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The Marching Fire expansion introduced the solo/2 player co-op arcade mode for those who purchased the DLC (included in all game versions as of patch 2.50.0). Gameplay in arcade mode is a sequence of "chapters" within a "quest" in which the player faces 1-3 enemy AI. There are 5 difficulties of quests represented by the recommended "gear score". There is also a "Weekly Quest" that is a fixed difficulty. Gear score is the sum of your character's equipped gear levels and functions differently than in multiplayer. In arcade your damage and armor are proportional to gear score, meaning a player with 0 level gear score will deal a fraction of the damage to enemies in higher difficulties; and be dealt several times more damage. The recommended gear score begins at 0 for common quests and increases by 36 per level of difficulty, up to 144 at legendary. The maximum gear score of any player is 180, accomplished by having all six gear pieces at the max level of 30. Apart from gear requirements, difficulty also influences the amount of modifiers and the opposing AI intelligence. Before each chapter, the player is given a small interlude in which a simple story is presented. The potential opponents and modifiers are generally loosely tied to elements of the story but will have some degree of randomness. Weekly quests are unique in that they are always the same story over the course of the week. This includes the difficulty, modifiers, opponents, and arena or "map". Players can earn experience, steel and even complete orders (daily missions) within arcade.

The Faction War

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Each online multiplayer match awards War Assets based on the outcome and the player's performance. These War Assets are then deployed in the Faction War – which stretches across all platforms – where they are used either to defend an allied territory or conquer a neighbouring one occupied by an enemy faction, with the most war assets deployed in a given territory determining the victor. Territories controlled are updated every six hours, while each round lasts for two weeks and each season lasts for ten weeks (five rounds). As the war progresses and territories change, the changing front will determine which maps that are played and their appearance (each map has variants depending on whether it is under Knight, Viking or Samurai control). Players who have distinguished themselves and helped their faction gain and defend ground earn higher quality equipment as spoils of war after each round and each season. After a season ends, the map is reset and a new season begins after an off-season period, but the outcome of the previous season impacts the story background of the new season.[12]

Heroes

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There are currently five factions in For Honor. The first three factions were introduced at game launch: Knights, Vikings, and Samurai. A Chinese-inspired fourth faction, the Wu Lin, was added with the Marching Fire expansion.[13] The fifth faction, called The Outlanders, are a group of uniquely-themed warriors introduced in Y5S4 who have no cultural links to other factions, let alone each other. There are currently 9 heroes in the Knight faction, 8 in the Viking faction, 9 in the Samurai faction, 5 in the Wu Lin faction, and 6 in The Outlanders faction, making for a grand total of 37 playable heroes. Each hero has their own unique weapons and fighting styles.

Single Player story

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Setting

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After a natural catastrophe pitted the most fearsome warriors against one another in a fight for resources and territory, the bloodthirsty warlord Apollyon believes the people of the Knights, Vikings, and Samurai have grown weak and wants to create an age of all-out war through manipulation of each faction. To this end the perspectives of characters within each faction are shown as events unfold, battles are waged, and agendas are created as Apollyon works to ensure continuous sparks of conflict between the Legion, the Warborn, and the Chosen from the Myre. With a later DLC, the Wu-Lin, based on Chinese culture, were added, while in-game lore links the Romans fighting for the Legion to a fifth Roman-based faction not present in the game.

Plot

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The warmonger Apollyon takes control of the knights of the Blackstone Legion after murdering her rivals, who fight for the people of the land of Ashfeld, allowing her to sow the seeds of perpetual war and create stronger men to rule over the weak. During the Blackstone Legion's attempt to bring a dishonorable lord-turned-mercenary, Hervis Daubeny, to justice, his second-in-command, known as the Warden, helps to stop the Blackstone siege and battles the champion of the Blackstone knights. Upon defeating a Blackstone Legion captain, Ademar, the Warden is made a knight of the Legion by Holden Cross, Apollyon's lieutenant, and leaves with him. During his/her time in Apollyon's army, the Warden helps to defend against the Viking raiders of the Warborn, but soon realizes shortly after meeting with Apollyon that she cares nothing about protecting people and seeks to manipulate her enemies into endless battles. Starting with the Vikings, Apollyon and her warriors including Holden Cross, the Warden and fellow lieutenants Stone and Mercy, attack their settlements and sack their strongholds in the northern land of Valkenheim, leaving only enough food and supplies to fight over, and sparing those who would eagerly fight for those scraps or are strong enough to do so.

Afterwards, in Valkenheim, the Viking clans fight among themselves, killing one another for the dwindling scraps left by Apollyon. This continues until a powerful warrior known as Raider comes down from the mountains, and begins uniting the warriors of the various clans under the Warborn banner, alongside Warlord friend Stigandr, Valkyrie warrior Runa and Berserker Helvar, first by killing the brutal raider Ragnar, who steals what little remains from those who cannot feed themselves, and then Siv the Ruthless, who seeks to conquer and plunder their own people. After killing their rivals, Raider's rapidly growing army retake a Warborn stronghold from knights of Apollyon's army, and then set out to the land of the Myre to raid the Dawn Empire of the Chosen, a group of powerful Samurai, to resupply and feed their people. The Raider then leads the assault on the Samurai, kills the Samurai General, Tozen, and causes the Samurai to retreat back to their greatest city. In the chaos, Apollyon kills the Dawn Empire's ruler and his daimyōs that refuse to fight.

Into this chaos is brought the Orochi warrior known as the Emperor's champion, the strongest and most fearsome warrior in the Dawn Empire. The champion was imprisoned for speaking out of turn and was freed during the chaos of the Viking raid. The Orochi helps to push back the Vikings, but fails to prevent Apollyon from riding through the chaos and murdering the Imperial family, forcing the Daimyos to fight one another for supreme rulership as Emperor of the Dawn Empire. After learning of the devastation the Viking raid caused, the Orochi, fellow samurai Ayu, the Shugoki Okuma and Nobushi Momiji attempt to reunite the Daimyos under one banner, using Apollyon as a common enemy to rally against. The Emperor's Champion infiltrates the Emperor's palace with Momiji and confronts Seijuro, the Daimyo who took Apollyon's offer to become Emperor. After defeating Seijuro, the champion convinces him to join him against Apollyon. It is also during this time that the Emperor's Champion learns of Apollyon's manipulations of the various factions and rallies allies to stop Apollyon, invading Ashfeld to attack Blackstone Fortress. During a scouting mission with Momiji, the Orochi is met by the Warden, now leading the rebellious Iron Legion against Apollyon with Holden Cross, Stone and Mercy by his/her side, and after dueling him/her, realizes they are allied against the same enemy. Both armies besiege the castle on separate fronts, with the Orochi searching for Apollyon. After finding Apollyon, the Orochi fights with and kills her, but not before learning that she wanted to create eternal war to weed out the weak and create the strongest of men, making them evermore bloodthirsty. Despite her death, Apollyon got what she wanted: an age of bloodthirsty wolves.

In the aftermath, the armies of all three factions attacking the Blackstone Fortress; Knight, Samurai and Viking alike all turn on each other, resulting in a war lasting seven years. Realizing the war's futility, the Warden, now leader of the Iron Legion, sends Holden Cross to meet with the jarl of the vikings, Stigandr, and the samurai Ayu. Though all three realize that the prospect of peace may be futile, they all agree that peace is worth fighting for and striving for it will make for an unforgettable tale.

Multiplayer Story

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Year 1

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Season 1: Apollyon

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This season revisits the events of the original campaign. Following the death of Apollyon, the temporary alliance between the Knights, Vikings, and Samurai collapses, and the factions once again turn against one another. With no unifying threat remaining, Heathmoor descends back into a prolonged state of conflict.

Season 2: Shadow & Might

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As the conflict between the factions escalates, both the Knights and the Samurai turn to long-held reserves to gain an advantage. The Samurai summon the Shinobi, covert warriors trained in stealth and agility, while the Knights revive the legacy of a bygone empire by calling upon the Centurions, disciplined officers renowned for their battlefield precision.

Season 3: Grudge & Glory

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With no end to the conflict in sight, the Knights continue to draw from their past, enlisting the Gladiators—fighters long accustomed to arenas and duels rather than open warfare—now seeking glory on an actual battlefield. In response to increasing pressure from both the Knights and the Samurai, the Vikings call upon the Highlanders, resilient warriors bound by ancient oaths who return to aid their allies in the struggle for Heathmoor.

Season 4: Order & Havoc

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As the fighting drags on, both the Samurai and the Vikings turn to their more unpredictable allies to sustain the war effort. The Samurai enlist the Aramusha, wandering warriors without masters who pursue their own ambitions rather than the defense of their homeland. In turn, the Vikings call upon the Shamans, fierce and feral fighters who stalk their enemies with animalistic intensity. Their arrival signals a growing desperation across Heathmoor, echoing Apollyon’s original aim of allowing the most ruthless individuals within each faction to rise to prominence.

Year 2

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Season 1: Age of Wolfs

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As the game reached its first anniversary, the season focused primarily on gameplay improvements, balance updates, and quality-of-life changes. Since the emphasis was on refining core systems rather than expanding the narrative, this season did not introduce significant new lore.

Season 2: Heroes March

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As the war in Heathmoor continues, stories begin to circulate of newly emerging champions whose strength and resolve inspire the rank-and-file to persevere. These figures rise as symbols of courage for their factions, offering renewed morale amid the prolonged conflict.

Season 3: Reigning Inferno

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As time passes, the land of Heathmoor begins to show signs of upheaval. Volcanoes erupt, tempests grow more violent, and fears of a new cataclysm spread across the factions. In response, each faction escalates its assaults, blaming the others for the worsening natural disasters. Amid this rising turmoil and mutual suspicion, Heathmoor is left vulnerable to an external threat soon to emerge.

Season 4: Marching Fire

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While the three factions remain focused on their ongoing conflicts, they are caught off guard by the arrival of a new force: the Wu Lin. Having fled the collapse of their own empire, the Wu Lin seek to claim Heathmoor as their new homeland. Under the leadership of Gao Lei, they quickly establish a strong foothold. By the time the other factions shift their attention to this emerging power, the Wu Lin have already secured their place—making it clear they intend to remain in Heathmoor.

Development

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Booth at Gamescom 2018

For Honor was developed by Ubisoft Montreal. Blue Byte developed the game's PC version.[14] It was announced during Ubisoft's E3 2015 press conference.[15] A CGI trailer and a gameplay demo were shown during the conference.[16] Development of the game began in 2012. For Honor was the company's first attempt at developing a strategy-action game.[17] The structure of the game is inspired by shooter games.[5] The game was released worldwide for PlayStation 4, Windows, and Xbox One on February 14, 2017.[10] The game's original score was written and produced by film composers Danny Bensi, Saunder Jurriaans and Owen Wallis.[18] A 20-track original soundtrack released alongside the game on February 14.[18] On July 27, 2018, the game was announced to be joining the Xbox Games With Gold program.[19]

The documentary Playing Hard shows the development of the game, from an idea of Jason Vandenberghe up to release.

The game features a Dolby Atmos soundtrack.[20]

The Warden was later included as a playable DLC character in SNK's 2019 fighting game Samurai Shodown on June 24, 2020.[21]

From October 21, 2021, to November 11, 2021, a Dead by Daylight crossover event called Survivors of the Fog was held. The event featured Dead by Daylight-inspired cosmetic items and a limited-time game mode that featured one of the game's original characters, the Trapper, as an AI-controlled enemy.[22]

Reception

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For Honor received "generally favorable" reviews, according to video game review aggregator Metacritic.[23][24][25]

PC Gamer awarded it a score of 74/100, saying "A tense, tactical medieval brawler that will reward anyone with the patience and will to master it."[33]

Eurogamer ranked the game 25th on their list of the "Top 50 Games of 2017".[36] The game won the People's Choice Award for "Best Fighting Game" in IGN's Best of 2017 Awards.[37]

Sales

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In Japan, For Honor debuted as the top-selling video game during its first week of release (February 13 to 19, 2017), selling 40,062 copies, according to Media Create.[38] In the U.S., it was the top-selling video game of February 2017, according to The NPD Group's tracking of retail and some digital sales.[39][40] In the UK, it was the best-selling game during the week ending February 18, 2017, according to Chart-Track data, which excludes digital sales.[41] The game ranked seventh worldwide in digital sales of console games during February 2017, according to SuperData Research's digital sales report, selling over 700,000 digital copies for all three platforms.[42]

Accolades

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Year Award Category Result Ref.
2016 Gamescom 2016 Best PC Game Won [43]
Best PlayStation 4 Game Won
Best Xbox One Game Nominated
Best Action Game Nominated
Best Multiplayer Game Nominated
2018 21st Annual D.I.C.E. Awards Outstanding Achievement in Animation Nominated [44][45]
Italian Video Game Awards People's Choice Nominated [46]
Game Critics Awards 2018 Best Ongoing Game Nominated [47][48]

Notes

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References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
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 Outlander 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 blocks, requiring players to read opponents' movements and react precisely without a dedicated block 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 Breach (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 omnidirectional 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 attack 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 stamina leaves heroes 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, attack speed, or stamina recovery, influencing playstyle preferences while maintaining fairness across all heroes 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 players 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 AI-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 AI boss in the ; defenders aim to stall the ram and eliminate attackers, with the mode highlighting in managing waves of minions and boss mechanics for a tense, narrative-driven experience. Duel provides a pure 1v1 competitive format for honing individual skills, matching two players (or one against AI) 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 deathmatch 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 Breach, which includes PvE components through AI minions and bosses, and extend to dedicated co-op experiences where up to two players against AI-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 AI 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 Norse raiders, known for their seafaring aggression and raw power in close-quarters battles across frozen tundras and coastal strongholds. draw from feudal Japanese 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, Outlander 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 tanks, 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 heroes, unlocking advanced movesets, passive perks, and higher-tier gear. Feats serve as tactical special abilities equipped pre-match in four tiers (one basic, 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 heroes 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 Norse 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 Chinese dynasties, who bring diverse martial traditions from the eastern empires, having been exiled for defying their homeland's internal wars. The Outlander 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—Knights, , 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 dialogue and character interactions to reflect that perspective. This choice 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 Legion—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 , redemption, and the cost of unity amid betrayals sown by the Legion. The narrative culminates in a faction-spanning climax where the rallies the divided leaders against the Blackstone Legion's stronghold, forging a momentary that underscores the potential for while leaving the specter of renewed conflict 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 beta sessions to gather player data on feel and multiplayer stability. A closed beta ran from January 26 to 29, 2017, featuring select heroes and modes, while the open beta 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 heroes—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 beta feedback to adjust stamina 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, French, German, Italian, Japanese, (Brazilian), Russian, and Spanish. 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 beta programs to test and server stability. A closed beta ran from to 29, 2017, available to registered participants on all platforms and featuring limited heroes and modes. This was followed by an open beta 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 patch 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 network 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 Knights, , and Samurai factions. A gameplay 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 heroes' abilities, playstyles, and counters to prepare audiences for the beta and launch. Ubisoft partnered with marketing agency MCI 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 beta. 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 heroes 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 DLC packs for six additional heroes, six elite outfits, and a Day 1 War Pack featuring an exclusive sunbeam execution effect, plus seven-day to new heroes. 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 beta in November 2016 and the open beta 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 (Hybrid), Nuxia (Assassin), and Jiang Jun (Heavy)—along with the 4v4 Breach 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. As part of Ubisoft's disciplinary policies, suspensions and bans in For Honor are game-specific, revoking access to the game while permitting continued login to the Ubisoft account website and access to other Ubisoft services and games; this contrasts with full account locks, which restrict website login and access to all Ubisoft services. Year 3 (2019–2020), themed "Year of the Harbinger," introduced four new heroes through the Year 3 Pass: Black Prior (Heavy, Knights, Season 1), Hitokiri (Heavy, , Season 2), Jormungandr (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 lore 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 (, Outlander) and Ocelotl (Hybrid, Outlander), 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 (Outlander) in 4, with roadmap highlights emphasizing throwback modes and cross-progression rollout to unify player accounts across platforms. These updates continued to integrate feedback, 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 roadmap 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 defense and revenge, alongside hero-specific balances for Conqueror 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 campaign 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 Breach 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 fighter 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, free weekends and promotional events have periodically boosted peaks, such as the 225,000 concurrent players on during an August 2018 free 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 PlayStation. The game's live service model, including year passes and battle passes, has driven recurring revenue, aiding Ubisoft's overall non-IFRS operating income from back-catalog titles. Continued support into (2024–2025), with new heroes 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 representation in gaming by featuring balanced options across all heroes 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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