

For example, if you’ve elevated vengeful preacher Lazarus to “ally” you may be able to use his healing powers to cure a sick tribe. Sometimes you’ll have three or more posse members offering their opinion, and sometimes you’ll need them to be at a certain loyalty level to interact with specific encounters. There’s no way to negatively impact these relationships, but you will have to choose who to side with and progress. At camp you can also chat to them, with new chapters of their backstory unlocked as you increase your relationship with them. There’s no permadeath because your posse members are all critical to the story, so if you lose one during a fight they’ll be back on the world map with one HP.

You can camp anywhere on the world map between missions and points of interest, which allows you to heal if you have provisions. The writing is high quality despite a couple of sentences that seem to have lost something in translation and sound ever-so-slightly “off”. It’s not going to rival a Naughty Dog narrative or anything, but as a means to keep you moving through the world, investing in the characters and uncovering truths and secrets it’s a solid offering. The story is one of the best I’ve played through for the genre. While Gin narrates the story and crosses paths with multiple characters both playable and otherwise, Flynn remains one of the most vital members of the posse. What follows is a quest for revenge, a troubled reconciliation with the missing Kestrel Colt, and a battle for the destiny of Gin’s young ward, Flynn, a teenage girl with an extraordinary gift that she doesn’t understand. Gin is left without a soul, cast out into the unseasonable blizzards plaguing the Hard West. While attempting to rob a train that turns out to be a ghostly locomotive straight out of hell, Gin and his best friend Clive “Kestrel” Colt are tricked into playing a high-stakes poker game against Mammon who, being a demon, predictably cheats.
HARD WEST GUIDE CODE
In a story that neither assumes nor requires previous knowledge of the series, Ice Code Games’ occult Western sees Gin Carter and his posse run afoul of the demonic Mammon.

Especially as, in Hard West 2, you’re almost always outnumbered three or four to one, and every single shot is vital.įirst, some background. Maybe in Hard West 2 it’s more forgivable because these guys are cowboys, using rusty pistols and shotguns that probably kick like mules with every shot, but it’s still maddening.

Sure you can sometimes equip gear or skills to help circumvent it, but it’s never truly gone. Worse, it can completely screw up your entire battle plan for no other reason than “just because”. It can see a trained soldier somehow whiff a point-blank shotgun blast on an enemy crouched behind half a wall from 3 feet away. The “chance-to-hit” mechanic is one of the most needlessly infuriating elements of any turn-based tactics game. More than Quick Time Events, more than that unkillable boss at the start of every Soulslike, more than crouching to heal in military shooters. And yet despite them being among my favourite games, there’s one mechanic present in 99% of them – including Hard West 2 – that I possibly hate more than anything else. The last few years have seen the market flood with XCOM-likes, some of them innovating to the point that they arguably surpass genre-leaders Firaxis. If I ever rank all the genres and sub-genres of video game, there’s a good chance turn-based strategy will sit pretty high on the list.
