My Fame score was too high. When I drew the Infamous card again, I was faced with a choice: fight my way out of an angry mob of peasants, or submit to a trial by fire. I opted for the latter and was presented with a rotating beam of light along a pendulum of moving blocks. When I failed to stop the marker on the right block, the Dealer cackled with glee. My heart sank as he drew Pain card after Pain card and my health dwindled into nothing. I should have murdered the damn peasants.
Hand of Fate 2 is, like the original, a world literally made of cards. The campaign is presented as a world map divided into 22 challenges, or levels. These challenges provide specific objectives, and rules, and dying fails the entire challenge. Each challenge places a series of cards facedown on the table, like a digital board game. You move your token from card to card with each one revealing a new encounter that could mean potential gold, food, loot, or combat.
Despite some frustrations, Hand of Fate successfully layers in 3rd person combat into a highly randomized card-based tabletop adventure.
I have finished another backlogged game via Rogue’s Adventures. You can read my latest Final Thoughts below and also on my gaming blog on Game Informer.
Developer: Defiant Development
Publisher: Defiant Development
Release Date: February 17, 2015
The indie gaming scene is full of brilliant, innovative ideas and genre mashups. Many of them bury a cool concept deep within convoluted gameplay or “retro-homage” graphics. Final execution is just as critical as having a cool idea, and so many games fail – or are quietly forgotten because of it.
Thankfully Hand of Fate is not one of those games. By layering a 3rd person arena-fighting game on top of a card-based tabletop adventure, Hand of Fate creates a truly unique and infinitely replayable experience. Continue reading “Gaming Backlog Final Thoughts – Hand of Fate”