Ubisoft advertised For Honor, released this week, as a game about skewering enemies with medieval weaponry. Man, did they bury the lede on this one. A few days in, I've discovered what For Honor really is, and it is undoubtedly a game about pushing people off ledges and laughing.


For Honor is a satisfying, layered fighting game that relies on "feel". You're fundamentally not going to get good at it unless you successfully program reactions to quick animation cues into your fingers. Without practising the basics, you'll be blocking and dodging like an idiot, totally unprepared for whatever this game's meta will become.


Games have a zombie problem. They can be your basic slow shamblers or your fast berserkers, but whatever variation appears in a game, zombies are little more than mindless pinatas meant to be killed in large numbers. Zombies are rarely a challenge to fight on an intellectual level, and an enemy that doesn't get players thinking isn't an enemy worth fighting. So how do you make zombies interesting? Capcom's Dead Rising 2 offered an interesting solution: Add a timer to the mix.


The 3D platformer, the faded genre of Super Mario 64 that flourished two decades ago, was supposed to finally make a comeback in 2017. The likes of Yooka-Laylee and Super Mario Odyssey were going to bring it back. But Watch Dogs 2, of all games, snuck some 3D platforming into its side missions last year, using one key design twist to refashion how these kinds of games works.