![]() Every aspect, from the abilities of your posse members to the weapons they’re able to equip to the design of the maps, adheres to the principle that a small number of things with large differences is more interesting than a large number of things with small differences. The combat in Hard West 2 is a success because its design grasps the significance of meaningful differences. But at least the RPG portion of the game is out of the way pretty quickly and doesn’t waste too much of your time getting to the good part: the combat. These chats are linked one-to-one to the narrative choices you’ve made in a way that rather unflatteringly exposes the bald mechanics: support a companion often enough and you’ll level up your relationship to unlock the next tier of their backstory. Narrative choices are limited to supporting which of your companions has the right idea for dealing with the current problem, and you can make camp to rest and chat with your companions to learn more of their backstories. Quests rarely involve much more than sending you off to investigate a location and returning once the job is done. Towns have shops where you can buy new weapons and replenish consumable healing items, buffs, and explosives. Conversations are minimal and straight to the point. Outside of combat, Hard West 2 is essentially a bare-bones RPG. ![]()
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