You might find you die unreasonably in these sections just because there was a fire trap or something similar obscured by the camera’s insistence on staying where it is and occluding the geometry. ![]() The camera is quite rigid in these sections and it can make getting a good look at the level around you a bit of a challenge. This would be fine but for one or two minor irritants. These often require you to navigate a maze of traps and escape certain death. The dungeons are another area where Hand of Fate trips up a bit. ![]() The controls certainly aren’t lossy, but it feels like there’s a bit of lag to them and my counters would often miss and my avatar would keep swinging his axe after I’d stopped mashing the attack button. Though it mimics Batman, which is smart because the combat in those games rules, Hand of Fate just isn’t able to capture the same level of fluidity and responsiveness in its controls that such a combat system requires. Once they’re all dead, or you complete a specific goal – some of these instances are on a timer and you just have to survive – combat ends and you collect your loot and XP. You hit Y to counter them and then lay into them with whatever weapon you have equipped. Combat functions similarly to the way the Batman: Arkham franchise does things – enemies crowd around you and then attack you at different times. This mode is probably the game’s weakest facet. You’ll also frequently run into a dungeon or combat scenario which will place you in a fully 3D arena in which you control your character. It can be hard to know at times which of these decisions is the right one but often I definitely enjoyed the not knowing how any given one of these decisions would play out. The hooded figure is your DM, generating your experience through chance encounters and providing you with a drip feed of loot to keep you from being completely outclassed.Įvery so often you’ll be faced with making a decision – do you attempt to scale a rocky outcrop and claim the potential loot/take the potential shortcut or do you carry on and go another way. This was probably my favourite part of the game because it reminded me forcibly of playing D&D. This means you can, to a certain extent, kit your character out to deal with just about any scenario provided you hang onto the right cards. Flipping over cards on the table shows you what happens to you next – maybe you find some loot, you have to make a decision about how to traverse some particularly rough terrain or you encounter a horde of bandits.ĭuring these sections you’ll often pick up cards that let you keep things in your hand, like weapons, armour and the like. This figure begins dealing cards onto the table and it’s through this device that Hand of Fate tells its stories. You jump into the game and find yourself seated across the table from a hooded figure. ![]() It combines elements of a deck-building CCG, a roguelike dungeon crawler and action RPG’s to come up with something entirely new and, while it doesn’t always completely succeed, there’s still a lot to like here. Created by Defiant Development, an indie studio in my home town of Brisbane, Hand of Fate strives to be different.
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