Update Night is a fortnightly column in which Rich McCormick revisits games to find out whether they’ve been changed for better or worse.
The burly girls and boys of For Honor might make a big show of their bravery, grunting and screaming their way to ignominious defeats and glorious victories, but their brutal hand-to-hand fights aren t actually for hono(u)r. They re for Renown Points, for Steel, for Reputation, for Feats, for Salvage, and for War Assets. They re for a whole mess of currencies and awards that, six months after release, make For Honor feel as cluttered and clumsy as it was at launch.
This is a Ubisoft game, after all, so unless Hono(u)r can be capitalised, counted in blocks of 100, and displayed on an overly busy user interface, it s hard to see where it would fit. There s so much superfluous stuff going on already, with an overarching war map, TV-like seasons of conflict, and a complicated upgrade system obfuscating the core of the game: a historically improbable three-way thunderdome between samurai, knights, and vikings.
