PlayFair enables multi-angle video review for line call challenges, with the mission to improve sportsmanship throughout college tennis and increase participation in and viewership of the sport. Since then, there have been over PlayFair-sanctioned college tennis matches. This is a concept widely used in other sports, including football challenge flags and official reviews , basketball NBA Replay Center and soccer VAR technology. The ITA has established itself as a technology leader, and this announcement further solidifies the forward-looking focus that the organization is bringing to college tennis.
In the fast-paced world of the 21 st century, our Association is committed to reclaiming the honor and future of our sport.
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In college tennis matches, players are expected to make accurate and unbiased calls for themselves while operating under an environment similar to the most intense Davis Cup matches. Paul Annacone, Tennis Channel Commentator and former coach to both Pete Sampras and Roger Federer, believes that PlayFair can have the same impact on tennis that line call challenge technology has had on the pro tours.
This technology relieves players of the responsibility of very challenging decisions, allowing them to focus more on playing. I look forward to soon seeing PlayFair throughout junior tennis as well, increasing sportsmanship in competitive matches for the next generation of tennis players. The Centurion is a boulder of a man with a tiny sword and startlingly fast hands - he's about closing the gap fast and brutalising you with stabs and straight punches.
The ambidextrous Aramusha is more of a surgeon, equipped with a special cross-blade parry that lets him segue quickly into a spinning kick or an infinite slashing combo. Though ostensibly a meathead like the Raider, the Highlander requires a lot more finesse thanks to his split moveset, either wielding his massive claymore with both hands to defend, or holding it in one fist to perform unblockable swings.
While too slow and short on follow-through to carry a melee, he's a community favourite for his bellowed catchphrase "Dun Mah Glass". It roughly means "for my castle!
The Shaman is rather deadlier, a maddening flea who'll pounce on you axe-first, then ding you with a dagger that lets her regain health for every subsequent hit and, assuming she times the next leap just right, pin you down and bite your ear off. She's a real terror in a crowd, easy to lose track of thanks to her relatively low profile. The Gladiator is a newbie option, built around quick prods, surprise hooks and sticking people in the gut so you can shovel them about like a pile of hay. And the Shinobi, finally, likes to backflip out of trouble and harass people with his throwable chain sickles, at least till somebody catches one and yanks him off his feet.
Finding the balance of power between characters has been something of a journey for Ubisoft, perhaps a longer journey than is healthy for a fighting game. The springy, spear-wielding Valkyrie, an early favourite of mine, has oscillated from wet blanket to wrecking ball and back again in the course of several updates.
The assassin Peacekeeper still needs the attention of the nerfgun, wriggling out from under combos that would decimate other heroes and seldom letting you wriggle away from her in turn. More seriously, the feats in 4v4 are a little open to abuse, or at least to tactics that make the game less fun for others. Certain combinations of self-buffs are hard to counter, and there's an aggravating tendency to finish off those 4v4 matches using AOE feats - a rude splash of Call of Duty in a game that is generally at its best when you're dragging out those encounters.
I'd appreciate a 4v4 playlist that disables gear advantages and feats; Ubisoft's refusal to add one is somewhat mystifying. The general sense, though, is of a project with its heart in the right place, introducing new elements while responding to community requests. One particular update from February has quietly transformed the game: you're no longer guaranteed a guard break when you parry, which makes turtling much less effective. It means that 1v1s are more about rallies, more of a conversation, and less about baiting your opponent into swinging first.
For Honor remains one of my favourite games of , warts and all. I've been sad to see it fade from view, as dodgy networking and pushy monetisation have driven off players enticed by the thought of a truly technical fighting game that dresses like a third-person shooter. It's fantastic, then, that Ubisoft has decided to stick with it. The addition of dedicated servers was more than I was expecting this long after launch, and the new tutorial elements are obviously evidence of a belief that the game's community has plenty of room to grow.
If you've been holding off, circling the fray with your shield up, there's never been a better time to get up close and personal. Read the Eurogamer. Sometimes we include links to online retail stores.
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