You’re permitted to select your appearance through a small assortment of looks as well as a non descript familial lineage, colors, and emblem. Upon finding it (and making uneasy friends with the thief) things get weird. Your first mission has you playing as an unnamed character who starts by simply looking for a stolen family heirloom. Nevertheless, here you are, and the stakes are high. It’s uncertain in the beginning whether this game is reliving your life, or if you’re in fact living through the game. Welcome to the game, where here it is a matter of life and death. Winning chapters always gives you new cards, building your deck as you go. This, however, has its hangups too, which I will discuss to some degree down the line. Everything is delivered fresh, so there’s ultimately no chance of you getting bored with what’s happening. It’s delivered in isolated segments that aren’t required to work off of each other to form a cohesive experience. I got lost pretty quickly in the story, although there’s not as much of that as you might think given it’s dungeon crawling nature. I can’t tell you how many hours I put into Hand of Fate 2. ![]() I have no context myself to inform you as to whether or not that’s the case, but I can reliably say that this game was definitely fun to play. I was ecstatic to take on the review process for Hand of Fate 2 however, because it was supposed to be a better version of its predecessor. Not for any preferential reasons, it simply slipped past me due to life being, well, life. I myself missed out on playing the first Hand of Fate. If you haven’t heard of the Hand of Fate series yet, you’re in for a treat. They make it fun! Really, as gamers, what more can we ask for? Yet sometimes a game comes along and makes the crazy more than crazy. ![]() Two contrasting playstyles coupled together in a singular experience can be dangerous, especially if a developer fails in its execution. Combining CCG dungeon crawler gameplay with arena fighting elements might sound crazy, and it should.
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