On paper, these mechanics seem like a lot to manage. Whether it's trudging through a series of "Blizzard" cards that eat away at your health or cautiously navigating a board of "Wild" cards that grant you either a boon or a bane, Hand of Fate 2 provides a diverse and oftentimes unpredictable campaign. Each has a different individual win condition, and each introduces distinct cards that affect the board in special ways. These objectives, which range from finding and wielding a legendary weapon to preventing the assassination of a priest, vary wildly in scope and structure. If managing different gauges and stats weren't complex enough, each level in Hand of Fate 2 also presents an overarching objective that players work toward over the course of each scenario. Meanwhile, money is used to do a variety of contextual-based things - including buying new weapons and armor, bribing individuals, and gambling. Certain scenarios, such as bandit fights, can lead to the loss of health, while eating food allows players to restore health and avoid starvation over the course of their journey. Fame allows players to equip more powerful equipment that they earn. Conversely, by choosing to stand idly by, players are able to avoid combat, at the cost of whatever reward they may have been granted.įinding the optimal outcome for each scenario is important, as Hand of Fate 2 tasks players with juggling and maintaining a variety of survival-lite resources, including fame, food, health and money. By aiding the woman and successfully fending off her assailants, players receive some valuable supplies as spoils of the battle. The city street scenario, for instance, provides a choice of whether or not to defend a woman being attacked by city guards. In most situations, scenarios offer multiple options in how to proceed, which in turn influence their overall outcome. One scenario, for instance, may have players exploring a city street another scenario may see players engaging in a local arm-wrestling competition, while a third may have players ambushed by a group of bandits in a forest. Walking onto a card triggers its effect, which plays out in the form of a specific narrative scenario. During each mission, players navigate a board of face-down playing cards. Gameplay takes place across 22 different levels, each of which is accessible via a diorama of a world map. It's a welcome ode to stat-heavy, narrator-driven RPGs like Dungeon
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