

Arkham-style combat requires split-second timing, and Hand of Fate 2’s laggy, unresponsive controls aren’t up to the task. Imagine if Batman: Arkham Asylum looked kind of janky and didn’t handle particularly well, and you’ll have a good sense of what you’re in for. The battle system is simple enough – you can attack, dodge, block, counterattack, shield bash, activate you or your companion’s special move, and take out stunned enemies with a gory finisher. Several times per challenge you’ll be whisked away to various 3D arenas, where you’ll test your mettle against packs of enemies. Hand of Fate 2’s frustration factor is only compounded by its combat. Hand of Fate 2 manages to convey an impressive array of different narratives with just a few cards strewn across a virtual table. Some challenges aren’t so much creative, as they are sadistic – the less said about the one that starts you off with only 10 health points, the better. You may have to search for relics in a vast wilderness, deduce the identity of a would-be assassin, or gather resources to defend a fort from a barbarian horde. Even then, there still a lot of powerful, purely-beneficial cards you’d be a fool to leave out.Ĭhallenges are initially fairly straightforward but quickly become more creative. Every time you complete a challenge, you’re awarded new cards and eventually your deck swells to the size where choosing cards becomes a bit more interesting. Why include, say, the Raiders Ambush card that may help or harm me, when I could just stick with the Arm Wrestling card that’s easy to win at and pays a ton of gold every time? It just didn’t feel like there was a lot of strategy to card selection. Typically, I’d just choose the most obviously beneficial/powerful cards repeatedly. The cards exclusive to each challenge are always the most important, and your deck simply isn’t varied enough alter things in an interesting way. In theory, this gives you some control over how challenges play out, but, particularly at first, the effect is rather limited. As you make your way through the cards, you’ll also need to keep a close eye on your health, money, food cache, and level of fame.Įach challenge is partly made up of its own unique cards, but before embarking you also choose your battle companion and a selection of encounter and equipment cards from your own deck. You may have to engage in a little “Choose Your Own Adventure” decision making, take part in a game of chance, or clash with a pack of baddies. They’re arranged on the table in different configurations and each turn you move one space, flip the card you landed on, and deal with whatever it throws at you. As mentioned, Hand of Fate 2 pits you against the Dealer, who builds mildly-randomized quests, called “challenges,” using cards.
