business as I mosey down a typical dark, wooded pathway, when suddenly boulders start falling down toward my head like Louisiana rain. Luckily I survive. But barely has the dust cleared before I hear one of the morons asking his buddies if I'm still alive, and after all I've been through after goblin ambushes, plague-spitting rats, and grumpy merchants it's just too much to handle. I jump up toward them, prepared to teach them a lesson with the business end of my axe, and you know what? I do. Acting out this scenario, which sprung from a the hand dealt to me in a virtual collectable card game, in real-time action gave me more enjoyment than I would ordinarily have gotten out of this kind of simple attack-and-counter combat. It's a competent collectible card game on one level, yes, but it's also an action-RPG with little sprinkles of choose-yourown-adventure stylings thrown in for good measure. The key triumph of Hand of Fate is that, despite some complications with the action, it manages to juggle such motley components without dropping and shattering them and the fun. It certainly doesn't hurt that this world oozes with personality, created by presenting a game within a game. My in-game character spends all of my sessions seated across a game table from a guy who looks like Richard the Warlock from the LFG webcomic, watching as he throws down cards with attractive art that draws obvious inspiration from Renaissance woodcuts. He's there for the duration, and it's a good thing that he's likable despite a
faint air of menace. Always quick to deliver a dour quip in
a sonorous voice ("For eons I have waited for an more appropriate player; it seems there are more eons ahead," as he says during a lull), he plays less like a Magic: The Gathering deckmaster and more like a tarot reader, revealing my fortune in familiar spreads like the Celtic Cross. In a sense, he is: his face-down placement of the cards resembles the rough outlines of a dungeon map, and progression hinges on moving a golden gamepiece from card to card, turn by turn. It sounds a tad complex on paper, but it's easy to learn the rules and quirks just by playing. It's crafted so well that, early on, it does more to recapture the open-ended nature of old pen-and-paper Dungeons & Dragons sessions than games that bury you under arcane stats and scripted scenarios. At the same time, it usually works so well in part because it's not completely random. My customized deck determines the possibilities of each level, and it's stuffed with cards for both weapons and encounters that I've won from tokens awarded after victories in the roughly 10-hour story mode. Early on I preferred the Helpful Priest card, which grants blessings if you give the poor sap half your food (the resource needed to make the jump from card to card). At other times I might uncover the Winding Trail, which might toss me into real-time battle for the chance to win access to one of the weapons I'd woven into my deck. It's a setup that would quickly grow boring and predictable if left alone, but Hand of Fate wisely complicates things by letting the dealer tossing in curses that sap life or food, or, in his better moods, friendly priests that can undo the
damage. If there's a problem, it's that he's a tad too
generous for the first few hours, as food replenishes quickly enough to make failure a near-impossibility. True, the Rock Fall described above originated from his cards, and it could have ended in death had I not drawn a "Success" card from the four cards he slapped down in response. And then there's the combat, which occurs when I reveal a card for, say, Goblins, and the dealer draws a numbered card specifying how many goblins I fight. The system smartly relies on risks for rewards. You start off with shabby gear with each "level," but opportunities to pick up better stuff continually present themselves depending on how you've structured your deck. Throw a "Embertown Hero" encounter card in your deck, for instance, and your travels might lead you to a dying knight who offers to give you that godly frost sword you stuffed in your deck if you agree to kill some random enemies for him. It's a shame the combat encounters never enjoy the same sense of freshness of the card game that surrounds it. They're certainly attractive enough, and they feature a hero who looks like someone imported Ragnar from the History Channel's Viking series into the world of Fable II. (Tough luck if Ragnar's not your type, as customization's a disappointing no-no here.) Considering how brief they are, they're surprisingly visually diverse. Some maps feature our cartoony Ragnar dodging flame throwers and spikes in a maze; others have him bruising heads in a tavern or on the outskirts of a primeval forest.
Again, though, it's the combat itself that sags a tad.
Consider it Batman: Arkham Asylum (or these days, Shadow of Mordor) lite. Our hero uses the X button on an Xbox controller to slash at the enemy, the Y button to counter after the prompt appears (if you were smart enough to stash a shield card in your deck somewhere), and the A button to dash out of harm's way. And that's about it. Sometimes I activated special abilities with the left and right bumpers, but battles usually end so quickly that it's rarely necessary save in the boss battles that cap each level. Battles never deviate from this structure, and their difficulty usually varies only in terms of how many enemies are on the field (although this gets quite difficult late in the game). If the dealer draws a Four of Skulls, you can rest assured you'll be fighting four skeletons, who take at most 30 seconds to kill. And so it goes on forever, particularly in the tremendously replayable "Endless" mode, which pushes you to outlast the dealer for as long as you can.
[Routledge Advances in Translation and Interpreting Studies] Riitta Oittinen, Anne Ketola, Melissa Garavini - Translating Picturebooks_ Revoicing the Verbal, the Visual and the Aural for a Child Audience (2017, R