Dec 26, 2014

Reloading: Indie Game Double Feature

We’re getting righty down to the wire with getting the last of my reviews out before start hitting out “Best Of” lists for the year. So while I found some time, I want to squeak in two indie-game reviews for your pleasure. There’s more I wanted to do, but we’re cutting it close as it is. This week we’re hitting One Finger Death Punch and the Early Access game Hand of Fate. Both are shorter indie titles without too much meat to hold their own full review. So they get to share (still two scores to give though). 

One Finger Death Punch (OFDP) is basically what happens when you combine the mechanics of a rhythm game with the aesthetics of a fighting or action game. The results? Nothing we haven’t seen before, but it does become an excellent exercise in pure mechanics for the average fighting game or even character-action game. In fact, I’d almost say that OFDP is a game to play if you’re really struggling at mastering combos in games like Bayonetta and Devil May Cry or if you just have poor timing in games like Smash Bros or Soul Calibur. How so?

For those who don’t quite know, a fair number of action-based combat games like Bayonetta reward players who don’t button mash their way to victory. One such way is by providing just a LITTLE more damage each successive hit when you press the buttons at the right time. For example, if you hit punch and then follow up with one more successive press of the button once the animation completes. But if you press the button multiple times during the animation, it cancels out that minor bonus. It isn’t much, but it can go a long way in certain games where that little pinch of HP ends the fight that much sooner should you be having trouble.


The other benefit is that you don’t mess up combos as easily. As you know, most games of this nature reward much larger amounts of bonus damage for higher combo chains. But if you hit your buttons too fast and out of synch with your character’s animations and proximity to the enemy, you risk missing an attack and ruining your combo chain. And all of these factors in addition to the amounts of enemies you face in these games stresses the player out, which pushes them into making a mistake more easily.

All of these small issues are worked on as you play OFDP. A purely mechanical exercise in finding a rhythm in striking your enemies, as well as practicing techniques to keep yourself focused an in a zenn-like state of mind when in these types of situations. It’s easy to get flustered over one missed attack or over a chunk of damage you take, and such problems occur in OFDP. But the beauty is there is not overarching story you have to go back through if you fail. There’s no long series of hallways from the last checkpoint you hit. You just start that fight over again. Load times are quick so the down time in between each retry isn’t agonizing.



That said, OFDP isn’t perfect. It’s a game that requires you to play the “campaign” with no story on the easiest difficulty before trying to do the harder ones at any capacity. And the campaign is MASSIVELY long (I’m barely getting to the end as I write the review). And you can’t modify that difficulty until you beat the “campaign”. And while there are various types of enemies and match-styles, things to get a repetitive feel well before you actually reach the end of the first round of the campaign. And that kind of feeling doesn’t entice me to come back for additional rounds too much.


So it’s a good game with a good concept and I like how it strips everything down to a very simple exercise in practicing a simple mechanic. That being said, it feels light enough where it’s basically a game-equivalent to a salad and doesn’t really fill you up. But it’s a good way to get jazzed up for taking on a big boss in a bigger game or playing a rock-guitar solo. It’s definitely in that same vein of Rock Band where it’s mostly a casual game, but it has enough real-game mechanics to feel like something more impressive and worthwhile. So pick it up cheap if you can, but not a necessity to play (unless you need help in getting good at character-action games).

Next up we have Hand of Fate, an early access title you can find on Steam which is coming soon to PS4 and the Vita. The game is simple in concept. You face against a strange magic guy in a series of card game battles. Except whenever you fight the monsters on the cards, you actually are placed in an arena where you fight them with similar mechanics to that of Batman Arkham though not quite as refined yet (still in beta). The fight locations aren’t too varied at this point in development, but there’s enough to keep things from getting too boring too quickly. Likewise, you don’t have too many enemy types at first, but new ones pop up later to spice things up and sometimes it gets just a little too hot.



And while it might seem like this is all just an action-game, there is a semblance of a plot. The monsters have stories behind them and they’re all minions of the guy across the table. He acts like a mixture of a dungeon master and a crime boss lording over his servants he sends into battle to kill you. But, like a dungeon master, he’s fair in the cards he deals out and doesn’t throw cheap-shots your way. Though there are plenty of luck-based events you’ll come across that make progression come to a near halt in some cases.

Throughout the game you can visit shops (when found) as well as gain new abilities and equipment. So while you might start with the same boring weapon, things do shake up a bit where you can find ice swords, lightning axes, and fire maces. It’s all varied enough and randomized in just the right way where the game can still feel somewhat samey, but have an air of freshness to it at each level and each attempt at a level. Though once you beat enough bosses you end up having to fight some of them again as normal encounters, which can get frustrating when it’s the annoying Jack of Plagues and the very powerful King of Dust.


Visually, it isn’t the prettiest game in the world, but animations are very smooth and the style is completely consistent, indicating a very solid art direction all around. Though there are some longer load times, I feel that is due to the constant loading of different arenas and enemies. The problem here is that I did crash on one of these loading screens and while I’m aware this is still a Beta release, people are being charged money for this, so I’ll have to dock points, regardless.

You can also rebuild your deck of cards to your liking, and after a while, I recommend you do. The game will automatically rebuild your deck for you between each level of progression. But doing so can leave less than helpful cards in your deck and merely just waste time from getting much better cards to work with. Putting a good variety of weapons is important and having a selection of masks you prefer is crucial as some raise speed or help you reveal areas you haven’t visited yet. You also control SOME of the encounter cards, allowing you to pick things that don’t require combat or require luck-based choices, which can help smooth out your progression.


But in deck building, encounters don’t often explain what the encounter does. It just says how the encounter begins. It’d be nice if more details were in place. If a card would just say, “This card requires a player to make a choice with a 50% success rate” would be enough to give me a reminder on what the card does so I can weigh it against others. Likewise, you can’t know what a card does until you encounter it in the game. Though there are some I’ve encountered in the game and I still don’t know what the hell they do. I know where Metal Ore has to go, but I haven’t successfully been given the choice to use it for its intended purpose, so I’m not sure what component I’m missing. Also, how the hell am I supposed to get 120 or 160 HP for higher options at the Blood Auction?

Nitpicks aside, this game is still fun and the concept is something I could spend hours tinkering with once more cards, levels, and enemies are added (ideally) sometime down the road. But the fact it’s a Beta might make people suggest I should be kinder to it. And while I have already said I liked it, it’s still not a game I would say is flawless. Load times need to be smoothed out, descriptions need to be added, and a push for more variety at some point should be made to help extend the life of the game farther.



But if you’re a D&D nerd like my and enjoy card games, this is certainly a title to check out. If not because it’s a decent game, because the novelty of the concept is intriguing enough on its own to be worth a look. There are few titles that do what it does and it does it quite well.


That’s all for this review. Be sure to come back next week when we do all of our “Best of 2014” lists and get ready to bring in 2015. If you liked this content and want to see more like it, please be sure to like, comment, share and subscribe. See you next time! 

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