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Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
Anyways, cleared Hand of Fate, so thought I'd provide some thoughts.
This game is, really, rather good. The game is split into 3 segments, more or less. The first segment is a card game against a mysterious Dealer, and where you spend most of the game. Each game against him has a goal of defeating the boss of this set, and you'll need to go through a lot to get there. You have to manage your health and gold, as well as food. Food is used once per move and when you're out you'll start to starve and take damage with each step. There's also equipment to manage as well as Blessings and Curses which will tweak the rules of the game a bit. Some are downright nasty, but a few have interesting trade offs, like one that makes enemy projectiles move slower but hit harder. You'll have to make your way to the boss gathering better equipment and managing your resources. Each step is a new card, and these cards are widely varied and randomly placed, often telling mini stories where you can help someone or defeat monsters. You'll often have to pick between chance cards to determine the outcome of these events, which can vary wildly. Fail at opening a treasure chest and you might just find it empty. Fail at an encounter with Davy Jones and he'll steal your soul (killing you instantly).
When you encounter a card requiring combat, you enter into a third person action game similar to the Batman Arkham games. Combat is lifted pretty directly from it, though not quite as polished or satisfying. But still an easy to pick up system that can be fun. It does get a little tedious toward the end of the game when you might have like 12 enemies to fight in a small area, but it is largely passable. There's some weird balance mechanics in that there are some move types that are only on a couple pieces of gear that would have made the combat more fun if they were on more.
The third segment is the deck building and meta game elements. Each boss run will have a couple locked cards (or at least one in the boss himself) but other than that you can craft what sort of encounters you want to get. Really hate that Davy Jones encounter? You can sit him out. There's two decks to manage, Equipment and Encounters. The meta game elements come from "defeating" cards. Some cards will have a token, and if you defeat them, you will earn the token which gets you more cards to build your deck with. So there's a nice little story going on as you, say, rescue some people from the lizard folk, the token will unlock an encounter with some travelling bards that you freed that might remember you and pay back your kindness. So even if you're having trouble clearing a run, you'll likely constantly be unlocking tokens and upgrading your stores of equipment for better chances, or at least more varied runs. But this curiosity of unlocking stuff can also make your game harder, as there are stories that unlock more enemy types to be put into the random encounter pool
The game will probably not stay with you for quite as long as most roguelites, as it has a clear end. The mysterious Dealer is a fun antagonist with great voice acting, often taunting you and providing background lore for the world of the game. There is an Endless mode to play too but I imagine most will be focused on the story mode and not really come back. Last me about 15 hours. Game starts off really easy but gradually ramps up. Final run and boss fight was extremely satisfying in the way few games are.
Anyways, I recommend it, it's a lot of fun and has a load of personality.
I'll vote for Mordor. It has a pretty thin plot and most of the fun can be had in the general open world stuff, and in fact it actually progresses the plot. It's one of the few open world games as of late that doesn't try too much to force you into linear missions and the ones that you do often feel like you're still in an open world game.
Plus it's not very long so if you can clear it off the backlog and get another one of them in maybe.
The scary house is pretty key to the types of fears the game is trying to play on. Returning a to place that is both familiar and not at the same time and making you think the worst has happened. Sort of like how Spec Ops needs to dress up in Generic Military Shooter clothes to get its' point across.
Although honestly I think people have WAY over exaggerated the scary house stuff in general. There's a couple spooky things but most of the time you're probably just being really nosy and looking at mundane things.
I kinda blame Youtubers for that. I remember one that quit the game because he was "freaked out" and it turned out what broke him was like, rain noise tapping on a window or something. They really like to play up games and it's hard to do that to a mostly quiet indie game.
Clearly what needs to happen to these asinine companies is for Disney to buy them and then a few years later someone reminds them they have a bunch of classic games they could be making money off of with little to no effort on their part.
Man FEAR 2 is giving me flashbacks to all of the silly HUDs late Gen 6 and early gen 7 had. It sits way too high and has this goofy visor effect even though the rest of your squad doesn't seem to have a visor so you probably don't even have one. HUDs have gotten more clutter these days but at the very least they tend to allow removal or at least sit in spots of the screen that make sense.