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There are counters, dodges, stun attacks, weapon abilities, and the like, but they never feel entirely satisfying to use. Those weapons are used in combat that feels like Arkham-lite. They’re mostly brief and lead to either new weapons/armor/trinkets, or a loss/gain of health and food. These are framed as small vignettes of an imagined world (or is it from long ago? Or is it happening now? Just who is this bastard dealer?) and mechanically play out like choose-your-own-adventure stories. Here’s the short of it, since it’s a little late for a formal review: Hand of Fate has a wonderfully simple concept: the Dealer lays out event cards in front of you, and you have to encounter each one. In the month since my appointment with Jaffit, I’ve played through the original both for fun and so that I could better understand how the sequel is improving upon past ideas. So when I went to GDC to see Defiant Development’s Hand of Fate 2, my initial reaction was “A sinister in-game dealer is forcing me to build a deck of event cards while fighting fools in real-time Arkham-esque combat? Why the hell didn’t I play the first game?” Sitting with creative director Morgan Jaffit, I surreptitiously searched Destructoid for coverage of the original, and only found this.
Hand of fate 2 review movie#
While Cool Shit means something different to everyone, I include games of all varieties: video, board, card, and Reindeer (just kidding, I’ve never seen that movie and it looks awful).
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I like to believe that I’m on the pulse of Cool Shit. What the hell, how did I not play the first one?