![]() There is no reason to believe that this movie took more than 74 minutes to film. Why this movie took 2 and a half months to film is beyond me. It is a sucker punch to everything linguistic and meaningful. I know that Duran Duran named themselves twice, but this title is something else entirely. Even the title, which translates to "Hands: The Hands of Fate," would baffle the Sphinx. The true horror is this movie's sweeping destruction of the elements of film - direction, editing, writing, acting, etc. The actual film isn't the horror the horror isn't even filmed in fact. The uniqueness of their ineptitude is overwhelming at times. Although they have human faces and voices (all dubbed, of course), these "actors" are unable to even imagine themselves as being in a film. Acting: I understand that some people don't really get what it means to be in front of a camera. Even HE couldn't have written this tripe. In truth, there is no reason to think that this movie was actually written. Writing: This movie despises its writer, hates him in fact. I only now understand that, quite possibly, editing did not occur in the production of this film. The credits at the end of the film are the centerpieces of the editing. The editor of this film did not learn this valuable life lesson. Editing: When you were a child, you probably tried to shove two mismatched puzzle pieces together - I admit, I've even tried this - but you and I eventually learned that this is wrong. The word "never" had not yet been defined until this movie was "made." In the end, there's no reason to consider that this movie had a director. The problem here is about the complete and utter failure of humanity. In the history of the world, no manure salesman has decided to make a crappy (pun intended) movie for the purpose of defining "the crappiest movie." No. Do not be fooled into thinking that this film was bad "on purpose," because if there is a God, this cannot be true. The problem with this film's direction is much deeper. The problem is also not an inability to make necessary adjustments after stepping back to look at one's work. The problem is not that the person is too close to the picture, and therefore cannot see the mistakes he's making. The game's amazing presentation, interesting storytelling, cool graphics, and high adventure more than make up for it, and are sure to have role-players of all skill levels eating out of its hand.Directing: The direction in this "film" reminds me of one of those people who simply cannot, for the life of them, hang a picture straight on a wall. Still, mediocre action isn't enough to derail the role-playing fun. Controls are clumsy, and character animations often seem slow to respond. If Hand of Fate 2 has a weak point, it's combat. Even better, tough scenarios get easier as you earn new encounter cards, and replaying them with different decks makes for a totally different experience. This is great if one proves too difficult. Scenarios/dungeons vary greatly and unlock in chunks, but don't have to be played in order. They're just tucked inside a narrative wrapper that keeps the mechanics from eclipsing the fun. ![]() Hand of Fate 2 has all the usual RPG elements. But experienced role-players need not worry. New players will rejoice that instead of an overwhelming rule set, they're given a series of fun encounter cards and asked simple, multiple-choice questions whose answers send the story on different trajectories. It starts by introducing dungeon-crawling through a tarot-like layout of cards that you reveal one by one and eases you into accessible deck-building. Hand of Fate 2's fairytale-like presentation pulls you in right away, setting the scene and making character creation totally approachable. This represents a rare example of a fantasy role-playing game that pleases both ends of the spectrum, from skilled players to RPG newbies.
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