![]() I think I’m just a bit disappointed because the first game showed great potential, and this one… Well, doesn’t. Look, I’m not as angry as all that, because there’s not a lot here to really get angry about, with the exception of a few noteworthy and rather frequent bugs (including one that plastered a “huge failure” card on the screen that I couldn’t get rid of, thanks for that confidence booster). Sorry, what? What?! Why is that the logic in play?! What kind of twisted system is this?! That’s like having the button to destroy the Halo ring hidden under a workdesk in the first level in the Pillar of Autumn! That’s like Nathan Drake finding the lost pirate treasure at the back of his fridge! That’s like if Andrew Ryan was just chilling in the lighthouse, if Gwyn was inside Siegmeyer’s armour, if Liam Neeson was in the Vault 101 bathroom, and if the Origami Killer was a character we were playing as and the game was straight-up feeding us false information to cover itself! CONCLUSION A lot of the original game’s flaws still haven’t even been remedied, including the whole token shenanigans. There’s even a few minor improvements on the previous one, with challenge that isn’t just based around enduring stacks of penalties and a more varied mission structure (including a very good one about deducing a traitor with the vague clues given to you), but I’m not sure I could approve of a game that feels so much like the first. I realise I’m sounding incredibly negative on a game I’m actually more just middle-of-the-road about, so let me clarify that the base gameplay is still serviceable and will probably intrigue those of you who didn’t get around to playing the original. I'm never entirely happy with a sequel that feels like an expansion pack in denial, I guess.Īlright, I’ll admit that there’s now a triumvirate of weapons – fast ones, slow ones, normal ones, because of course – but they all operate functionally the same way, and though it told me that heavy weapons are good on burly soldiers and fast weapons are best for thief-stabbing, I didn’t find it really made much of a difference, and just tended to go with whatever had the highest damage rating regardless of the rock-paper-scissors match up. Might sound nice, but I’m not entirely sure how much is gained by those additions, nor how this installment is meaningfully improved over the first one. ![]() Hand of Fate 2 is basically just Hand of Fate, with a bit more added on. Hand of Fate 2 doesn’t quite have that, only a distinct feeling of “boy, this definitely feels like it was made with Unity.” GAMEPLAY Shadow of the Colossus was a game on the PS2, and it looked gorgeous then and gorgeous now. Hey, no judgement on that last bit, I’m one of those people who thinks that obsessive chasing of graphics is a poison on the industry that indie games would wise to think their way around, but simple graphics doesn’t have to mean looking bad. I appreciate that there’s a conscious effort being made to make them more interesting than just circular clearings surrounded by forest, what with mountaintop zones and so on, but it doesn’t change the fact that they are just empty round areas surrounded by invisible walls, constructed with graphics tech that looks to be from around 2009 at best. ![]() I’m still not sure these places exist even within the context of the story itself, and I can’t help but feel the smarter approach would’ve been to do what FTL: Faster Than Light did: have all the aliens reducible to a couple of easily-digestible ideas, then use those ideas as a platform for a series of wacky encounters that were all interesting on their own terms.Īnd the environments aren’t much better. So Hand of Fate 2 can tell me now how the Empire is encroaching on the Northmen’s territory and how there’s a whole story behind the Doomsday-looking zombies, but what the hell do I care? That’s just set-dressing for my life-or-death card game. They didn’t bother doing so in the first game, and that was very smart of them, as I presumed that the cards we’re sucked into are either false scenarios constructed by the Dealer himself, or just unrelated events across time and space that looked interesting enough for him to include in his Munchkin fan-mod. But it’s hard to get invested in the wider mythos and world-building glimpsed through certain cards, because none of it feels important.
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