It's been over 5 years since I completed the original Hand of Fate. I left quite the positive review of it, and added it to my favorite games list, albeit at a rather low position, somewhat contrasting the tone in the review. I remember what the game was about, but not the details, nor anything that particularly stood out to me. In hindsight, it feels as if the game was unremarkable. Who's to say if I've simply forgotten, if my preferences have changed, or if the bar I've set for games has gotten higher over the past 5 years. This review is of course about Hand of Fate 2, but I would like to pretend I remember the first game well enough to make comparisons to it. They are, overall, very similar games.
Hand of Fate 2 is mostly a turn-based rougelike. You have your basic stats - health, food, gold. You have some equipment with attack, defense, and passive abilities. And you have a goal in the scenario which you must accomplish. What they changed is that instead of the game being one large scenario with checkpoints, it is now a more loosely connected collection of smaller scenarios without a fixed order. This feels like a slight downgrade.
Most of what happens in the game is based on decks. You step into a new "room" - it's a random card from the deck dictating the encounter. You gain a new equipment - it's random from the equipment deck. You gain a positive or negative effect - same story. You can customize the decks to a degree by adding your own cards in addition to the dealer's cards, which is a very nice idea in theory, but I would criticize the execution. There are a lot of cards, but not a lot of cards you can put in a deck. Making a good deck becomes a secondary or tertiary objective, because you want to prioritize cards which can unlock new cards, or cards which you haven't used yet, and thus have not yet identified, despite having obtained them. In the end, I'm making very few strategical decisions about my deck building, instead being half-forced to pick the cards which unlock new things. And, as another downgrade, I feel like they have reduced the amount of agency the player has over the decks as well.
I can't say I feel I have a lot of choice anyways. I go through all the rooms, I pick the usually obviously correct choices, hope the RNG doesn't fuck me over, and repeat the process until I win or lose. I definitely don't feel the exciment I felt during the first game.
The second half of the game is in fact action-based, being any combat encounter. This continues to be the worst part of the game, and I would be much harsher on it this time around. The combat is actually dead-easy if you have reasonable awareness and reaction times. Your equipment is inconsequential (making the bits about obtaining it matter less). Every encounter is just spamming attack (or shield break, or finishers) until a red or green arrow appears near you indicating to either dodge or block. Press the correct button of the two, and you're fine. Throw in a shield bash or weapon ability if those are ready. There is no strategy to the combat, no thinking.
This time sink is made worse by a tediously long transition from the game board to the battle, as well as some flexing animations at the start of combat from either side. I am adamant in my opinion this time, that they should have never added action combat to Hand of Fate. The card game aspect is far superior.
Speaking of time sinks, the dealer is ever chatty, but with the amount of text in the game, he somewhat wastes my time by forcing me to wait until he's done talking to start reading. Perhaps it's me, or perhaps the overall storytelling quality has gone down, as the dealer does not feel as enchanting as he once did.
Overall, a definite step down from the previous game, even if I factor in that I possibly have some nostalgia for the original Hand of Fate. That said, I still don't think it's a bad game. I think I got about 25% through the campaign. That's half as long as I played the original, but the campaign is now twice as long too. The first hours definitely passed very fast, as I was enjoying myself. The magic faded far faster this time around though.
I'm demoting the original Hand of Fate to a "below the line" recommendation, but I would still recommend you play that, and not this sequel. Despite it being newer, there is little innovation, and what there is, is not better.
No comments:
Post a Comment