Posted on: December 21, 2017

DGC
Verified ownerGames: Reviews: 7
Huge Success, Failure
Hand of Fate 2 is finally here and it's an improvement. That said, prepare to be frustrated. The original Hand of Fate was amazing, but it did have 2 especially egregious issues. HoF's equipment deck was poorly balanced. There were a small handful of weapons that were almost instant wins if you drew them, a slew of weapons that were less-than-great but usable, and a couple dozen weapons that were literally worse than no weapon. HoF2 fixes this problem entirely. Almost every weapon is useful. Also, HoF had a few enemies (eg. Minotaur and King of Plague) with atrocious hurtboxes. This problem seems to have gotten way worse in HoF2. Silencers stab their tiny blades straight forward but seem to have a hurtbox that extends 60-or-so degrees in either direction of their attack and ogres have clubs with hurtboxes seemingly 1.5x to 2x as long their models. While these are some top offenders, plenty of other enemies can "hit you" without hitting you, and I find myself leaving this game frustrated more often than the first one. And this sucks because many of these cases would be relatively easy to fix without upsetting the game's balance (animate the silencers doing a slight pincer or reverse-pincer motion instead of a straight stab, scale up the club's model, ...) In addition to this improvement and lack thereof, HoF2 brings a more rich story and more varied scenarios, more variety in its minigames, and a more deep combat system. I heartily recommend it, but keep a stress ball handy for those moments when you get killed by "f***ing nothing".
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