Man, that's a pretty good game. Reviewing Out Of Hands is kind of a weird deal, because while it's obvious that spoiling the narrative of the game would mess with other players, the game is also more narratively focused on its themes than the exact A to B of the plotline. Now I'm still not gonna spoil it, but here's the one caveat for the whole game up front: You're gonna get a lot of repetition of the following idea, "going crazy sucks and is a really bad lifestyle commitment" It happens enough that it can be a little overbearing if you were looking for a bit more philosophical meat, and that's pretty much the only quibble I could pick out from the 20 hours I dumped into it in a single consecutive play session. In other words, if you don't play the game like a maniac, it's probably not gonna grate on your anyhow - I overexposed myself, and you should probably see this as a 2-3 hour a night experience for maximum enjoyment, like most games. So, on to the pros, because that's really just the rest of the game described in terms vague enough for me to not ruin your personal playthrough. First off, the combat system is engaging consistently, very consistently, and until mid-late game, pretty much every fight has a good chance to punish you for bad play, whereas bad draws are only going to make a fight unwinnable a minority of the time. Do you feel like that's happening too much anyway? Then you probably aren't sweeping the map, goofy! There are unique cards pretty much everywhere, upgrades everywhere, hidden areas, hidden card mechanics (Read: Unique to some cards, not hidden in the playfield itself), and they add up to more than enough player advantage to allow you to play without much frustration. If you want to be frustrated, make a bad deck, I'm not your dad. By mid-late as I mentioned, if you're checking for hidden content - which is usually signposted by a literal blue map marker, you don't have to pixel hunt or anything - you'll have a deck with plenty of AoE, heal, single-target damage, and so on. If you play the game with appreciation for what the art the team made provides you, you're not gonna suffer much, and again, 'too easy' hardly applies to a game where you can personally curate your battle options for niche weirdo builds any time you'd like. The absolute latest-game encounters reach a sort of halt in new content in terms of mechanics, which you might assume is a let-down, but by this point you really SHOULD have seen every new mechanic, aside from a few which are totally battle-specific and again, within their context, are at the only point in the game which they should be. The presentation is obviously fantastic, with the default battle theme being extremely memorable and exciting, and the soundscape in general remains very high quality throughout. Low, soft organic sounds, crunching footsteps, SFX-based voices with distinct tones to differentiate characters, it all lends itself to the surreal horror aesthetic the game is aiming for - but beyond that, it also carries a non-intrusive and charming sense of humor. The items are obviously real-life photos for the most part (The Heart of Revelation, specifically, clearly has a reused animation of the default heart with a CGI apple, not sure what's going on there, real apples take like a year to rot and are very common) and often come with an ounce of goofy ham that contrasts the atmosphere. You can get skeleton hands, which are clearly from a plastic skeleton from a Halloween shop, or a hand which is literally a bamboo frond with finger-shaped leaves, but there are also examples like the Mecha hand, which not a goofy Mazinger palm or a big blue Transformer glove, but rather a crooked and sharp, fiendish looking metal claw. These artistic decisions keep the pairing of soft comedy and deep melancholy not quite in balance, as the melancholy is the driving tone of the game by far, but rather fulfill the more difficult task of earning a smile in the midst of deeply depressing circumstances, a sort of 15/85 balance where the point is to accent as opposed to distract. Game length is about 20 hours if you're playing it right, which is to complete it and do so without missing content. These artisan games are at their best around this length in my opinion, they end before the charm of the aesthetic and gimmick wear off, but with time enough for a few afternoons of learning the mechanics, which do consistently innovate and expand at a rapid pace within the game's general content. In other words, it is an experience-dense 20 hours, and that's what I think a game like this should be - cool, expanded to the limits of its ideas, and restrained enough to not force filler into the experience out of the common fear of being too 'thin', which is a natural but often burdensome anxiety for game devs. The last thing I want to touch upon is the passion of this game for BEING a game. To put it simply, the devs do not simply wear their inspirations on their sleeve, they take their shirts off and ask you if you like to meet the sleeve in person. I think these moments are cool enough that they merit being presented to new players without spoilage, so let me just say, remember NPC dialogue when it implies new or hidden content, clear each map the best you can and make sure to return later as those cues suggest you should, and there will two extremely charming occasions presented to you, with love, expressing exactly how much the devs respect their forebears. Now's the tricky bit; to sum this out, I need to mention a mechanic without mentioning it. So, let me instead suggest what I mean - it's very annoying when games make it impossible to finish all of the content. If you are intent on finishing the content, it would be very nice to discover that there are lush allowances to ensure that you can finish all of the content. In my opinion, this is a nice game. The only proviso I've got left is that a battle track appears to be glitched - it starts and then goes totally silent, which is unfortunate, because this battle track is for three separate areas, three very late-game areas which you will likely play all of, but not be able to hear the tone-setting music for whatsoever. Unless this is a very weird artistic decision, which I suspect it is not, I dearly hope it is soon patched. Hell of a weird game, lot of fun. These guys seem cool. Speaking as myself and myself alone, know that I'm definitely telling my friends to try it, and I hope you do too. If you don't have friends, I get it, but you're now morally required to make some so that you can fulfill my request.
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