Wednesday, April 18, 2018


The few days prior to an anticipated release are always very awkward for me. I don't want to indulge in reviews of videos of a game that I know I am going to play anyway. I don't want to start anything new that I won't be able to finish in time or not feel bad walking away from. Days like these used to be filled with fighting games but as of today I am still retired from that nonsense.

I am speaking of course of God of War's impending release. There were a few evenings to fill after wrapping up the excruciatingly boring Gravel. What was I going to do, not play video games? That's crazy talk.

So I trolled through the games that I have purchased but not yet played and found Hand of Fate 2, a sequel to a game that I never finished. It is a pitch perfect follow up game in most regards: looks better, more cards, new skill and chance based games, bigger world to explore. You name it, there is more of it this time around.

The one thing that didn't evolve was the combat. Hand of Fate 2 uses the Arkham style of combat that was all the rage a few years ago. It is literally the same: an attack button, a block/parry button, a dodge and a bash to break defense. Here is the problem: pressing the block/parry button does not interrupt the animation of any previously pressed buttons. If you have already begun at attack and decide that no, you would like to block instead, too fucking bad, you are eating that attack and liking it.

This is especially a problem when enemies no sell your attacks and start their own combos in the middle of yours. Combat is simply more difficult than it needs to be, especially in the first four or five challenges out of twenty plus. It should have waited until closer to the end to be unfair, like its predecessor did.

Two evenings until God of War and one of them is a short one as we are recording tonight. As long as I don't buy anything else between now and then... What Remains of Edith Finch is on sale?


No comments:

Post a Comment