With Hand of Fate 2 getting a Switch port last week, it was a fresh chance for people to experience the weird action-RPG / roguelike / deckbuilding / dice rolling mix from Defiant Development. And as a result, it’s a good time for a Community Review.
I’ve put about 50 hours into the original Hand of Fate and its sequel combined, and on the whole I’m a bigger fan of the sequel. And if I had to recommend one, it’d be the sequel hands down. The combat’s a little more interesting – although still the weakest part of the game – and the scenarios are more varied.
[referenced url=”https://www.kotaku.com.au/2017/11/hand-of-fate-2-almost-does-everything-right/” thumb=”https://www.kotaku.com.au/wp-content/uploads/sites/3/2017/11/hand-of-fate-2-410×231.jpg” title=”Hand Of Fate 2 Does Almost Everything Right” excerpt=”Hand of Fate was a bit of a watershed Aussie game. Apart from the fact that it was uniquely difficult to describe – a deckbuilding roguelike with Batman Arkham Asylum combat and tons of RNG – it was also one of the few Australian games to be included in a publisher-approved console bundle. That’s rare. Aussie games don’t get that kind of headline treatment. But Hand of Fate was always a little special, a little different. And the good news? Hand of Fate 2 has that exact same quality, nailing almost everything it does except for one crucial piece of its unusual puzzle.”]
It’s the kind of game that’s well suited to the Switch as well. The frame rate is pretty smooth on the console – important for the combat, and those annoying dungeons full of traps. Beyond that, the Switch release is just HOF2 with the Goblins update, which adds extra threats, goblin-specific quests and challenges, and more.
If you want to see some live gameplay, here’s 30 minutes of uncommentated Switch gameplay to give you an idea:
For those who have been playing Hand of Fate 2 on Switch, how’s it been?
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