The combat is nothing to write home about. If you've played any of the Batman: Arkham titles, you've seen it before. Enemies crowd around. You wait for an attack. Counter with proper timing. Go in for the combo. Rinse and repeat. Some twists, like uncounterable attacks and ranged attacks, force slight change but ultimately don't amount to a huge difference. It's fine, but also lacks the polish the combat had in the Arkham titles. There isn't the nice flow between animations you saw in those game. In the Batman games, a lot of care was done to make sure the different actions transitioned without being jarring. It looks like how a fight would go, with punches going to counters going to rolls smoothly. Hand of Fate, however, snaps from one animation to the next. You punch, and then you're rolling in a jarring change.
The other main portion of the gameplay, the non-action events, tend to get repetitive after a while. Your first encounter with the disguised goblin Mr. Lionel, or finding a weapon at the bottom of a ravine, or receiving aid from an elven maiden, are all intriguing given the ways they can go right, or wrong, and how you can handle them. Your second encounter? Third? Fifth? Eighth? Sixteenth? Less so.
What I think really works about Hand of Fate is the presentation. A man sits before you, with wide arm gestures and passionate exposition, extolling the difficulties and impossibility of the task you've chosen. It's bombastic, it's creative, it's expressive. It's a lot of the qualities fans of tabletop role-playing games would say is essential to be a good game master! And beyond the qualities of the man himself, there are the cards floating in front of him, dramatically swirling, there's an ornate case he has besides, there's subtle music providing ambiance for your next game...everything comes together to feel like if a game of Dungeons and Dragons could be taken that one step further.
Would Hand of Fate be anywhere near as good were it's presentation more drab? If the man merely laid the cards in front of you, and directed the action, would the game be nearly as good? Absolutely not, but this much is obvious. No game can survive without that bit of panache. Just this year, these sorts of flairs can be seen in Persona 5, Gravity Rush 2, Yakuza 0, The Legend of Zelda: Breath of the Wild, all leverage their aesthetic to go from good to great. But Hand of Fate makes it abundantly clear that your ability to pull off the look and feel of what you're trying to evoke can make or break your game, determining whether it's an enjoyable game or a forgettable mess. Aesthetic can make all the difference, and in the case of Hand of Fate, it absolutely did.
What I think really works about Hand of Fate is the presentation. A man sits before you, with wide arm gestures and passionate exposition, extolling the difficulties and impossibility of the task you've chosen. It's bombastic, it's creative, it's expressive. It's a lot of the qualities fans of tabletop role-playing games would say is essential to be a good game master! And beyond the qualities of the man himself, there are the cards floating in front of him, dramatically swirling, there's an ornate case he has besides, there's subtle music providing ambiance for your next game...everything comes together to feel like if a game of Dungeons and Dragons could be taken that one step further.
Would Hand of Fate be anywhere near as good were it's presentation more drab? If the man merely laid the cards in front of you, and directed the action, would the game be nearly as good? Absolutely not, but this much is obvious. No game can survive without that bit of panache. Just this year, these sorts of flairs can be seen in Persona 5, Gravity Rush 2, Yakuza 0, The Legend of Zelda: Breath of the Wild, all leverage their aesthetic to go from good to great. But Hand of Fate makes it abundantly clear that your ability to pull off the look and feel of what you're trying to evoke can make or break your game, determining whether it's an enjoyable game or a forgettable mess. Aesthetic can make all the difference, and in the case of Hand of Fate, it absolutely did.