You need to have food to eat each time to move one card and if you don't you will lose health. You will be severely punished for not managing your gear and food with a closer eye. Going onto the field to do combat with your character should be thrilling - a change of pace from the tabletop element - but it’s a repetitive mess that is the most generic element in a game full of interesting ideas. The combat is a clunky mess with an unresponsive counter system and, all-in-all, it’s simply not fun. These combat sections in Hand of Fate 2 are unfortunately the absolute most boring part of the game. These take you through a Doctor Who inspired swirling portal and then you find yourself in the shoes of your customizable character who will do battle within a small arena. When you find yourself ambushed by a horde of enemies, or you’ve chosen the wrong dialogue option and pissed off a patron in a bar, you will enter a combat scenario. If you attempt to save her you will most likely be taking part in a game of luck or skill to save her, if you fail you will lose health - health that carries over into the games combat scenarios. Upon reaching the bridge I mentioned before, for example, you could see a screaming girl in the river below and then it will be up to you to decide if you dive in an attempt to save her, or simply move on in fear of losing health or worse in your attempted heroics. Attempt to save the man? Move towards the closest inn?" If you've never played any sort of pen and paper RPG, it'll sound something like this: "you enter the town, the smell of blood is in the air and you can see a man fighting against three others down an alley. As you move along the cards you will be told a story in which you can meet other characters, interact with the townspeople, and make decisions on where to take your character. Other decisions from you, the player, along with some luck will come into effect as you move your avatar across the face-down cards. Under each could be various things: a shop for you to buy food and weapons, a bridge where you are ambushed by enemies, or ultimately the card you need to progress the level. In the first few levels, you will have some cards The Dealer has dealt out in front of you, each face down. Although the game itself is entirely reliant on your decisions and random elements, The Dealer is always there to explain the game to you, but don’t be fooled, he very much wants you to lose. It’s unfortunate however that one of those elements drags the rest of the game down drastically.Īs the player, you sit in an ever-moving carriage opposite The Dealer, a cloaked and mysterious man who you will be playing the game against. In a combination of table-top gaming, Dungeons and Dragons inspired fantasy role-play, deck-building and third-person hack and slash combat, Australian developer Defiant Games hopes to give you an experience like none other with Hand of Fate 2.
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