Gaming news has not really been part of the regularly scheduled programming here at ButtonMashing – or, for that matter, neither has regularly scheduled programming.
But this news is too great to pass up.
Defiant Development recently announced the existence of Hand of Fate 2, sequel to their 2015 deckbuilding-RPGish-brawler hybrid. It is projected to be released around this time next year. Details are scarce at this point, but what is known sounds very, very promising.
Destructoid speaks of things like new weapon types, an improved success-fail card draw sequence, new opportunities and limitations in deck building, companion warriors.
Kotaku was privy to a few more juicy details. Here we read about a greater emphasis in varied deck building, as opposed to min-maxing your way to the top. Defiant plans to address the brawl sequences hoping to make them far less buttonmashy as the first gameâ€™s – as they, admittedly, can tend to be. Kotakuâ€™s Stephen Totilo, in speaking of game director Morgan Jaffit, explains: â€œThe impression Jaffit gave about the game is one of improvement rather than reinvention.â€
Further investigation shows that Defiant are focused on the right things.
Indeed. Both of the above links, in varying degree, touch upon an improvement that I am most excited for. As a primer to this, I draw your attention to the trailer below.
Yes. The Dealer is back from the abyss from whence youâ€™ve banished him. Half a scared face is evidence of his determination – â€œ… to this mortal realm,â€ he spats. The table has changed as has the setting. Whereas before, the two of you sat inside a grand hall, light failing to reach the distances of the corridors that surround the table. Now, the setting is a little more cozy, perhaps as humble re-start to the dealerâ€™s efforts of flaunting life & death. I mused in a previous post about the dealerâ€™s steely eyes looking into mine, how mine compared to the others who have sat in this playerâ€™s chair. Now, it seems the player may have the upperhand; we may gaze into his eyes and see glares of defeat, of spite, of vengeance.
Hand of Fateâ€™s presentation is remarkable. The setting. The dealer. The music. It is a mysterious place I loved being inside. The themes of games, life, death, and power permeate in nearly everything you do, punctuated by the dealerâ€™s own quips and criticisms – if he is not directly dealing you cards or handing off tokens, he is in the shadows spectating your every move. Hand of Fate operates on different planes of reference, some more obvious than others, all of which may or may not cycle through each other. There is an undeniable presence of mysticism. And then there are the fundamental questions such as: Who exactly is this dealer? What was that vortex that swallowed him up at the end game? Why does he spite this mortal realm so? Is he a slave to it or the fabricator? Or both? What exactly is at stake?
Plus, I would be absolutely remiss if I do not mention the fantastic compositions of Jeff van Dyck. The music is a primary element to the setting of Hand of Fate. Tracks can elicit sensations of contemplation, thoughtfulness, foreboding, wonder, determination. The music works in fluid harmony with the rest of the game, enhancing the situation through atmosphere or a driving tempo, and never overextends itself.
All these things considered, the game is a compelling experience in that there could be so much more under the surface, in the shadows, in the words left unspoken..
â€¦ Or not.
And that uncertainty is, at least in my head, utterly intoxicating.
Unfortunately, the journey that the player takes in Hand of Fate does little for the gameâ€™s setting. Though there are distinct storylines buried in the cards, each with its own affects and rewards, there is a definite lack of cohesion between these stories and the one-off situations that may be drawn.
The improvement mentioned, in varying degrees, in the Kotaku and Destructoid links that has me most excited is the proposal of quests and storylines. There seems to be planned a more call-and-response approach to the playerâ€™s actions and decisions, instead of the player just hopping from one downturned card to another. Totilo explains, â€œ… Defiant Development can tie the different possible outcomes of those battles to different branches of a mission.â€
The cards of Hand of Fate 2 may have that longed-for cohesiveness in line with the mysteries of the gameâ€™s tiered setting. Each card may a vignette that could either answer some of these essential questions listed above, or, more preferably, enlarge the cloud of mystery – to answer a question with a question.
I could very well be flying off the rails with all this pondering. Again, as stated above, there could be more to this mystical setting or there could very well be not. But, Jaffit explained something to Kotaku that I find tremendous comfort in. When speaking of intended improvements, Jaffit gives an example whose implications tell me that Defiantâ€™s thinking is on the right level.
Some of Jaffitâ€™s ideas for changes are charmingly specific. It bugged him, for example, that players of the first game could buy cards in the stores that they could encounter from turning over a shop card while playing through a deck. â€œThe shop system is wrong,â€ he said, â€œnot that anyone has called on it.â€ Since the game showed the playerâ€™s character walking into the shop, players were essentially seeing something from the card level come to virtual life, as they did the cards that spawned real-time battles. By that logic, he lamented, there shouldnâ€™t be cards within the shops. There should be rendered items that the cards would have represented. â€œItâ€™s the wrong philosophical layer of abstraction and it actually bugs the crap out of me.â€ It sounds like heâ€™s going to address that with his team in the sequel.
This is not a â€˜charminglyâ€™ specific attention to detail. I perceive much more gravitas to this example than it being merely charming. It shows that Defiant see the necessity of creating a multi-layered setting with stronger, more convincing continuity. And I can only hope that this line of thought extends out to the quests and storylines.