
Different pieces of gear will have unique bonuses towards different enemy types with the game giving you a hint of the enemies for each quest.

Whatever gear you’ve bought or found during the quest will be equipped. Whenever you have a combat event, the game switches to a third person view for battle. The game is built around three key systems - combat, board movement, and games of chance. After that, the game master adds in his quest-specific cards and generates the board. As with Hand of Fate 1, everything in the game is represented by cards: The board, events, gear, enemies and so on.Īt the start of each quest, you will create a “deck” for yourself of cards you would like to see appear during the quest. After his defeat at the end of Hand of Fate 1, he’s now back with a new game for you to play. Hand of Fate 2’s story takes us back to the home of the mysterious game master from the first game. With the sequel, the developers have expanded on everything that worked (and didn’t) from the first game. Taking the concept of a card game to its logical conclusion, the game struck a balance between rogue-like exploration and deck building and card draw. There’s nothing else quite like Hand of Fate out there, so it’ll be interesting to see how Defiant ups the ante on itself.Hand of Fate surprised everyone with its take on rogue-like design in 2015. I can’t be sure yet if the sequel will fully overcome the original’s problems when it releases in early 2017-the humdrum combat especially-but it’s already looking like a better game thanks to the added deckbuilding and decision-making nuance. Hand of Fate 2 adds depth and variety to what was already a cool concept, which is encouraging given my grievances with the first game. Water and lighting effects continue to dazzle, to the point where it’s a shame that you can only admire them while hacking away at undead. Although the area you’re able to move around isn’t very big, there were lots of small details like lampposts and abandoned shop stalls visible in the distance. In one encounter, I was dropped into the back alley of a vaguely Warhammer-esque city and it truly felt lived in, part of some larger urban sprawl I couldn’t see. A lot of care and detail has clearly gone into the level building.

More positively, the gorgeous environments from the first game are very much back. The combat screen looks pretty much identical to the first game as of now. But I was never overly enamored with how Hand of Fate’s combat felt, and part of me wonders if a shift in style would have actually been welcome.

Defiant told me that, at one point, Hand of Fate 2 had a combat system more like that of Dark Souls, and that it was eventually scrapped because it didn’t feel like Hand of Fate anymore. Whether the combat becomes dull again will really come down to how much encounter and enemy variety has been added, which I didn’t get enough of a sense of during my demo.

Combat encounters can now also feature objectives that aren’t just killing everything (I was pit against an infinite wave soldiers and had to survive for a certain amount of time) but the fights still played like the same aimless hacking and slashing I remember. Hand of Fate 2 has made the special ability system more interactive by tying it to your combo counter, which is a welcome but ultimately minor change. Fights are often just about spamming the attack button while occasionally adding a finisher, dodge roll, or counter to the mix. Silver cards promise better rewards, but you can only have a limited number in your deck.įor all that’s improved, some of the same problems that made me tire of the first game are still kicking around-namely, the combat, which hasn’t changed much.
