![]() Accompanying items such as health kits, bombs and buffs can be used in battles, but are of finite use and again are assigned before going in. These offer up a variety of effects and can also bestow buffs should certain Poker hands be matched to an individual character.Įach character has two action points to use per turn, often being able to move and shoot in one turn though other, more powerful abilities outright end your go. While some of these abilities are granted based on the scenarios story beats, others are gained by assigning playing cards before each battle. Weapons such as the old faithful Six Shooters and Long Rifles are complimented by abilities that allow characters to regenerate their health by cannibalising corpses or sticking to shadows. Set in an alternate Old West, there’s supernatural goings on mixed in with the gunslinging action that make for a neat addition to the scenarios. The actual in game combat isn’t as deep or nuanced as something like XCOM, but I enjoyed it – mostly for that very reason. Hard West falls folly to some of these same traits, but I still found myself enjoying my time with it for the most part. Either the combat and story doesn’t do it for me, or the between missions sections get too bogged down in the minutia of character stats that I lose interest. Despite really digging the idea of the turn based tactical genre, I find I never stick with them long.
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