

Teleportation runes and enchanted jewelleryĮnergy potions ( super) or stamina potions Must be in the inventory in order to receive the next step or reward.ĭigging in certain locations is required for some clues. Hard clue scrolls can be between four and six clues long, with multiple enemies to defeat and can have high-levelled quest requirements. And I didn’t get to the early promised bit about dynamic sunlight casting shadows that can alert you to enemy positions (and vice-versa).See also: Treasure Trails/Guide/Emote clues/Items Playing card modifiers also enhance your characters - by greater degrees if you also make a poker hand.

There are also challenging richochet shots, which I didn’t try out, and each gun has secondary fire (a spread cone for the shotgun, fanning for multiple pistol shots). There is full/half cover, but you can also make your own cover by, say, flipping over a table in the middle of a room. There are plenty of other wrinkles in Hard West I’d like to explore. Which is important when both you and your enemies can go down in one or two hits. If you get close enough, you were playing well, and you’re rewarded with sure hits. Accordingly, you don’t have those point blank, 98% chance shots that somehow always miss when you need them most. But it tries to reward you for playing well, which all comes down to positioning.

You can permanently lose characters (as I did, last minute, with my would-be informant) the game is not easy.

Hard West also challenges the random number generator. There’s also no overwatch phase, so if you know where an enemy is and they aren’t expecting you, you can run up on them and unload. You can also hold up an enemy if you don’t want to kill them (or don’t want to kill them yet). Like XCOM, you have to reload, sometimes after just one shot, because of the period guns. There are a number of cool options available within the tactical half. (An optional objective was to try the human meat, which would restore strength, but it could’ve had some drawbacks I opted to avoid it). After the rescue, that upped our ranks to three, leaving me even better off for the impending slaughter. With my cover, enemies would get suspicious if I got too close for too long, but I was able to get through fairly easily. Plus, with the snake oil salesman’s help, I was able to stealth my way through my turns and to the hostage’s shack. I did, and it was poison, which weakened me a bit.īut I was also able to take that poison to a well near the farm and poison their water supply, thus weakening all my upcoming enemy combatants. He offered to vouch for me if I drank one of his elixirs. An elixir vendor further south, when pressed about the cannibalism (information gleaned from earlier adventure), admitted some of that crew come into his shop to buy spices and things. While you typically have an objective and a place you could go right away to advance the story (typical Western tale of hunting in revenge), you can also explore bits in the map, engage in some light text adventuring, and set yourself up for the turn-based strategy (combat) sections.Īt one point in my demo I had to rescue a man held on a cannibal farm because I needed information from him. The over world is represented as a map with various points of interest. The Western turn-based strategy game cites XCOM, David Lynch, Stephen King, No Country For Old Men as influences, while I’m noticing some High Plains Drifter in its horror side, but it isn’t just a carbon copy with a new theme. With XCOM 2 just pushed back into 2016 and, I assume, everyone needing a short break from 1,000 hours of Invisible, Inc, strategy-minded folks seem to have a good option this fall: Hard West.
