Games like Spelunky and Risk of Rain can thrive under the weight of RNG, because player skill separates a few badly rolled levels from the windfalls available to those who persevere. In most cases, the system works, but with each chapter taking 30 minutes to an hour to thoroughly complete - and with varying terms for completion, inclusive of soft-failure - a bad run feels especially noxious, with all your favorite items and weapons cruelly trapped behind a barrier of bad luck. Of course, that depends on which cards are drawn, which means stumbling through dangerous scenarios always hoping to turn over a shopkeeper’s card while you still have the gold to spend on it. Related: Anima: Gate of Memories Review: An Ambitious Calamity In other words, if a chapter features hazardous ice-themed encounters like health-draining blizzards and Nordic-themed berzerker enemies, the player can stack the deck with their own desirable outcomes, ensuring that they may also have the chance to run into a healing forest glade or a generous goblin to protect from enemies. Doing so adds familiar possibilities to hopefully soften the unpredictable dangers of the draw. In practice, this results in a hybrid experience somewhat similar to roguelike games, especially in its randomization philosophies as players navigate a path of cards through story chapters (each of which contain unique narratives and encounter cards), they accrue their own cards, which can then be shuffled into later chapters. For anyone who never played the original Hand of Fate, try to imagine a high-concept combination of a collectible card game, DM-led tabletop RPG, and arena brawler.
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