We test Hand of Fate 2 on three Linux powered boxes of business. Did it pass? Come find out.
Game: Hand of Fate 2
Devel: Defiant Development
Price: £23.79 / €27.99 / US&CA$29.99
Wazzat: A new hero rises to challenge the Dealer in Hand of Fate 2! Master a living boardgame of infinitely replayable quests – unlock new cards, build your adventure, then defeat your foes in brutal real-time combat! Draw your cards, play your hand and discover your fate!
Mandatory Disclosure: They sent us keys
Makes with the working
- So far I have experienced 0 fuckery and that’s a rarity in the land of Unity.
- 80/90 @1080p and 30’ish @ 2160p.
- This is with everything maxed the hell out.
Shiny / Sounds
- Graphically it looks next-gen compared to the original Hand of Fate.
- However, the original looked a bit jank so set your expectations accordingly.
- Certainty an improvement over the first one
- The David Warner-ass narrator certainly sounds super shitty when the RNG fucks you over
- There’s some z-fighting with some of the card textures which causes that weird flickering effect.
- So, do we have any real camera control or is it just me?
- Block and roll can become a tad unresponsive, Brad.
- The game seems to really not want you to button mash. Everything has a wind up animation and you gotta wait for it to finish before the next thing happens
- Means that block and rolls never seem to land when you want them to
- Takes some getting used to but every once in a while it still fucks you
- Also, no correct prompts on the dual shock
- Nope, no camera movement still.
- I figured out why sometimes your character doesn’t do what you’re telling it to even if you’re smacking the button.
- It queues up actions as you press buttons.
- That’s not necessarily a bad thing, it’s just the cut off point in the queue and which actions are queued or done instantly that feel arbitrary at points.
- I guess this is to prevent button mashing but it doesn’t work as well as you’d expect.
- I really really don’t like losing my equipment after each level.
- They didn’t go full Arkam Knight with the combat system.
- Once you figure out how to roll spam the battles become tedious and unchallenging.
- FFS let me skip the dude talking bits.
- Yeah, FK this RNG bullshit.
- It’s not a bad indie game it’s just a bad genre.
- For HOF3 they really need to bring in someone who understands what makes combat good.
- Straight-up hack n slash is fun for a few minutes but without any depth it quickly becomes a chore.
- Combos, attack progression and AI that acts less like sheep is a must.
- Soooooo close guys… so, damn, close.
- They’ve certainly gone back and done some changes
- I like how they’ve varied up the type of missions. It’s cool to see the same core mechanic recontextualized to create some very different experiences
- Hell, they’ve even addressed some of the complaints we had with combat. Some, but not all
- As Pedro mentioned, that action queuing thing gets real annoying. Your weapon helps determine how badly you’ll get screwed by it, but the differences are pretty superficial
- They’ve also added a lot more card synergy
- I’m not sure I feel about the fame mechanic. It’s already a crapshoot whether or not you get the equipment you put in your deck, this just makes you wait longer. I guess it’s to stop you from breezing through some of the early challenges
- Regardless, the short missions means that you can pick up and play this game and have some decent fun doing it.
- Good jerb guys
- Much like the first one, I liked it.
- It’s like they took all of what made Hand of Fate what it was and expanded on it.
- There are more minigames, there is a much bigger variety in mechanics and they even expanded the deck building aspect.
- Now you get more weapon types, a companion, bigger map variety (there’s even some more openish type of maps) and the combat even feels a lot better.
- It’s still not perfect.
- The texture flickering and control queue make sure of that but, much like last time, I really enjoyed this one.
- It’s a roguelite with real time-ish combat.