Even among the crowd of gorgeous illustrated games, At Fate's End is stunning enough to stand out

I've been writing about games for long enough that my threshold for a single piece of artwork grabbing me by the shoulders and screams "PLAY ME!!" in my face is pretty damn high. I did not attend an Xbox indie showcase at this year's Game Developer's Conference in San Francisco with a plan to play At Fate's End. I did not, in fact, know At Fate's End existed. But a few seconds of animation was all it took to magnetize me to that demo chair.

(Image credit: Thunder Lotus)

But what is it, anyway, other than beautiful? A slightly odd mix of 2D action and family drama, but blessedly not aping Hades' roguelite structure. Shan's story, as best I could follow it from the opening 20 minutes or so, is about reconciling with her more powerful siblings after somewhat awkwardly becoming the Chosen One as the runt of the family. A conversation system lets you choose how to interact with each of them to figure out in what specific ways they're sad, mad, or otherwise fucked up, and you collect clues that peel the corners of the layers-deep family trauma holding you at a distance.

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There's also the option to blow past nuance and kick their asses instead.

Or maybe you'll end up kicking their asses regardless of whether you make a therapeutic conversational breakthrough? That I'm not so sure about. But within the conversation system lies a whole other collection of amazing artwork in the form of tarot cards that serve as Shan's powers. At Fate's End isn't a deckbuilder, but the cards represent abilities you'll be able to use mid-combat by tapping a trigger on the controller and freezing time, then clicking on a skill.

(Image credit: Thunder Lotus)

This was the only bit of At Fate's End that struck me as awkward—pausing the action to then guide a cursor around the screen with an analog stick breaks the flow and overcomplicates what feels like a simple interaction. I immediately wanted hotkeys so I could minimize that downtime; At Fate's End uses the same pause-and-then-click system for examining bits of the environment for flavor text, which again feels oddly at arm's length. Even adventure games in the '90s figured out shortcuts to let you do stuff with one click instead of burying every action behind an extra menu layer.

I didn't get enough time with At Fate's End to judge it thoroughly on either the feel of its action or the writing of its messy family drama, but I honestly want to see every frame of bespoke animation that this team, which last made Spiritfarer, has spent the last five years working on. If the rest of it comes even close to measuring up, that's just gravy.

At Fate's End doesn't have a release date yet, but it's meant to be out this year.

Wes Fenlon
Senior Editor

Wes has been covering games and hardware for more than 10 years, first at tech sites like The Wirecutter and Tested before joining the PC Gamer team in 2014. Wes plays a little bit of everything, but he'll always jump at the chance to cover emulation and Japanese games.


When he's not obsessively optimizing and re-optimizing a tangle of conveyor belts in Satisfactory (it's really becoming a problem), he's probably playing a 20-year-old Final Fantasy or some opaque ASCII roguelike. With a focus on writing and editing features, he seeks out personal stories and in-depth histories from the corners of PC gaming and its niche communities. 50% pizza by volume (deep dish, to be specific).

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