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Hard West - tactical turn based + wild west setting

Turisas

Arch Devil
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Is the gore br00tal and satisfying enough? Can't have an avenging angel western without guts spilling and gallons of blood.
 

ArchAngel

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Dude, game wasnt out for 2 hours and you finished it?

Still at work so cant try it for the next 2 hours or so.
Looks fun, even the launch trailer was kewl.
There are 4 big scenarios, each with about 10 missions. My guess is he finished the 1st one.
 

Markman

da Blitz master
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Serpent in the Staglands Codex USB, 2014 Shadorwun: Hong Kong
Played for an hour. Combat is nice. Dont mind the luck factor, just got rekt by mexicans twice cause of it.
Bunch of nice little touches, like card poker bonuses. The epic text adventure is interesting, most of the c&c stuff I went for usually started well and after a while went to shit. Its like everything you touch gets cursed. Its the ring, I tell ya.
It got a nice presentation, the narrator is awesome and you cant really tell it was made by potatos.
Not much to complain about, only got one glitch where one of the images in the inventory got stuck on top and wouldnt move.
 

udm

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Make the Codex Great Again!
Hard West is available now, DRM-free on GOG.com. The launch discount will last for one week, until Wednesday, November 25, 4:59 PM GMT.

Sweet, just in time when my pay comes in. :bounce:
 
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khavi

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BattleTech
Just how 'wierd' west is it. Scratch my Darklands itch?

Also, lots of concern from earlier in this thread that it was just a western XCOM re-hash? Justified criticism or is the combat system differentiated enough? Still action points? How many?

Difficulty statements in the release thread have piqued my interest.
 
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Just how 'wierd' west is it. Scratch my Darklands itch?

Also, lots of concern from earlier in this thread that it was just a western XCOM re-hash? Justified criticism or is the combat system differentiated enough? Still action points? How many?
As of right now there are two "action points" - one for move, one for shooting - although the move is almost a standard pool of movement points (that is variable) and you get one action per turn. There are some weapons (I know the derringer) which allow you to shoot twice in a turn, and there may be perks/hands that allow you more action points.

On the face that seems like XCOM, but I think the rest of the mechanics allow for enough differentiation. Character wounds and skills give enough variation that it doesn't feel derivative. It's a solid system, and I think a benefit to the hand crafted encounters allows for a better experience.
 

Ebonsword

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I'm downloading it now, bros.

For $15, I figure it's worth it even if it sucks. At least I'll be telling the world to make more turn-based, skirmish-level tactical games.
 

Infinitron

I post news
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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.eurogamer.net/articles/2015-11-19-hard-west-review

Hard West review
How the west was fun.

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Rough round the edges and clunky in parts, Hard West's refreshing take on turn-based strategy is still worth saddling up for.


From start to finish, the Gunfight at the OK Corral lasted 30 seconds which, incidentally, is about how long it takes to grasp the concept of Hard West. CreativeForge Games has produced a turn-based strategy game with a dark, supernatural story set in the wild west. Think XCOM, but with cowboys (howdy, commander).

The reasons why it's an interesting game, however, require a more detailed explanation. Hard West is deeply ambitious; it boasts a few mechanics that could prop up a game like this on their own. Combined, they make for a refreshing take on the genre that - in spite of its faults - is rather special. We'll start, as all good westerns do, with a bit of story.

Hard West's campaign is split into eight separate chapters or scenarios; each one centred around a particular character. These scenarios (each one of which can be completed comfortably in one sitting) often intertwine, allowing you to explore the same story from both sides. In one instance, the person you just spent a whole chapter controlling becomes the elusive figure your new character is hell-bent on killing. It's an interesting approach that keeps the campaign from feeling like one long slog, and it offers up a good deal of mission variety.

While the obligatory gunfights play out in turn-based missions, much of the narrative substance comes from wandering and role-playing your way across the game map (this portion of the game is the equivalent of base building in XCOM). Exploring locations on the map will help you acquire new items, new posse members and, crucially, advance the story. How you fare in this text-based adventure determines what shape you enter your next combat mission in - the choices you make impact on your finances, your health and, in some cases, even your sanity.

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Nuns with guns.

This section of the game gives a surprising amount of narrative heft to Hard West, making it one of the more memorable stories I've encountered in a turn-based game. It's a pity, then, that it's hampered so badly by an over-emphasis on conciseness. Consider this passage:

"Solomon locked himself in the workshop for an entire day. He built a mining drill to extract the meteor from the crater. He also built an insanity gauge, so that whenever he visited a location, he could observe the gauge to check that area's Madness level."

While the desire to avoid swamping the player with a wall of text is understandable, that's an awful amount to absorb in just three sentences. Too often story beats like these feel so rushed as to seem amateurish.

By contrast the game's narrator, death, is fantastic. The understated voice acting punctuates the game's tragedy-laden story brilliantly. In narrating key moments during combat missions, it also spoon-feeds you some tactical information from time to time. These are always worth exploring; not only do they give you an advantage in combat, but they pad out the story in ways that make the missions memorable, rather than just another gunfight next to some tumbledown buildings.

The combat missions in Hard West are solidly executed and will be familiar fare for anyone who's played a turn-based strategy game before. Where Hard West's combat gets interesting, though, is in the card system. Eschewing skill trees and class systems, all of Hard West's special abilities are tied in to playing cards that can be assigned to any character. Characters have between three and five slots available, allowing you to play around with different character builds before beginning each combat mission. Equipping shadow salve and shadow cloak, for instance, means you not only regenerate health when out of direct sunlight, but you're also completely invisible to enemies. These cards allow for a tremendous amount of character flexibility, opening up a vast range of tactical options. It's just a shame that your card stash resets at the start of each scenario - the abilities are so much fun to play around with that it would have been nice not to have to unlock them all again each time.

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Some of the text is pretty cringeworthy.

Hard West is also interesting in that it doesn't rely on random dice rolls to determine whether an attack hits or not; instead, you have the luck system. Every combatant in Hard West has a luck stat. When a shot is fired, the percentage chance to hit is compared to the number of luck points the target has left. If the luck value is higher the shot goes wide, however the target loses luck points to cover the cost. Conversely, if the bullet connects, that character gains luck points back, making them harder to hit next time. It's a slightly more open-faced approach that encourages a more aggressive playstyle. For instance, if an enemy is in full cover and you only have a 20 per cent chance to hit, it's still worth taking that shot. You'll either do some damage or whittle away some of their luck, making the next shot more likely to connect. Wyatt Earp once said "in a gunfight... you need to take your time in a hurry". I couldn't have put it better myself.

Using a character to soften up targets like this while sending someone round on a flanking manoeuvre is immensely satisfying and helps reduce the amount of chin-scratching that so often occurs with turn-based strategy games. It also, bizarrely, sometimes has you hoping one of your characters gets shot.

The thing is, the majority of special abilities in Hard West are powered by luck - some requiring a whopping 75 points to activate. While you can use consumables to boost your luck, the easiest way to fill the meter is to get shot. Hoping someone would wing one of my characters so I could use their shriek ability and deal 3 damage to every enemy in sight was a strange feeling, but in some ways that's the essence of Hard West's combat. It's a more ragged take on turn-based strategy; taking lumps is a central part of the experience. Hard West is a game about falling down six times and getting up seven.

While the combat for the most part in Hard West is really enjoyable, there's one major drawback in that your enemies don't trigger when discovered for the first time. While in games like XCOM they'll dash to cover when revealed, Hard West's cowpokes remain perfectly still. As a result, it's remarkably easy to move forward into cover and, in doing so, flank an enemy you didn't even know was there. After that, it's simply a matter of turning around and killing them outright (if you still have an action point left) or wincing as your character gets plugged on the enemy turn.

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Get used to this card screen - you'll be studying it a lot.

Making kills this way feels like failing upwards or playing dirty. I could make a hackneyed reference to 'gettin' the drop on a varmint' at this point, but frankly these moments don't feel like the actions of a slick gunslinger. They feel more like robbing yourself of an interesting tactical challenge.

There is, however, an element to Hard West in which you can legitimately get the drop on your enemy. In a fisftul of missions, you start out in the setup phase, whereby the enemy hasn't been alerted to your presence yet. You're free to position your shooters to your heart's content before slapping leather, though straying into an enemy's cone of vision will cause them to become suspicious and eventually attack. This phase can make all the difference at the start of a combat, letting you level the playing field in a way that doesn't feel like cheesing - mostly because each mission with a setup phase tends to be crawling with bad guys.

Despite its limitations, then, Hard West is a game that punches well above expectations. Its developers took some bold design decisions that, for the most part, really pay off. It's occasionally clunky and frequently exploitable, but it's also genuinely memorable. CreativeForge Games may not be the best writers in the business, but they sure as hell ain't no snake oil salesmen.
 

ArchAngel

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That review is pretty nice. I have not played it yet (plan to start today) but watched some Twitch streams of it and it seems to be awesome.
 

anus_pounder

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The lack of enemies spontaneously getting a free movement turn is a bad thing?


EDIT: Having fun with the game. Definitely a lot of shredder emoticon worthy close calls so far.
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
Only played like 20 minutes after installation. It looks nice, the narration is awesome and I already saw a lot of connecting parts. I'll enjoy this one for sure.
I wouldn't mind an option to make the font a bit bigger though.
 

veevoir

Klytus, I'm bored
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Shadorwun: Hong Kong BattleTech
Random hint #2: There is five of a kind bonus. A worthwhile one. The kind that goes well with snakeskin shoes.
Aand if your 5-of-a-kind happen to be kings (which includes the lolrus king of spades that for 2AP shoots anyone you can see) then congratulations! You have become Il Persona de la Mucho Muerte in el primero turno

First impressions: I cheated a bit and watched some streams pre-release. It is all I wanted it to be.

Cons: Game wont be 120 hours of scenarios. Unity means not-so-great optimalisation and occasional hiccups in inventory screens.
 

veevoir

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It's cheap. Important when you have to kickstart your game I guess.

I don't understand the permanent hate for unity. Sure there is a lot of crap made with it (cause it is cheap) but as an engine it does a good job for lowgraphix games.
 

ArchAngel

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So far it has 90% score on Steam. Hopefully it stays close to that. Game has some really cool stuff, I would love to see their next game cost 40$ and be a much larger, more ambitious game in same world. Maybe with story and management similar to Jagged Alliance 2.
 

Burning Bridges

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I don't understand the permanent hate for unity. Sure there is a lot of crap made with it (cause it is cheap) but as an engine it does a good job for lowgraphix games.

I thought everyone would have realized this by now. Size of levels is greatly limited, all games look the same, programmers do not understand how their own game works, stuff that does not run out of the box allegedly "very difficult" (like saving in Shallowrun) etc. Just think how well JA2 runs and with how little resources, and what guys need today to achieve much less, but it has bloom and piss filter, because they dont know how to disable that. I have yet to see 1 game that will stand the test of time of time with Unity. People get hyped, play them and forget.
 

anus_pounder

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Do injuries indeed change into 'scars'? and how long does it take, cause I have a seriously injured Warren and I wonder if to stick with it or heal.

My Warren was injured as well (I'm guessing through a certain event, because I didn't use him in any combat beforehand) and got a -3 HP or some such wound.

Finished one combat mission and it was replaced with a positive buff.
+1 HP/turn, or some such. Do note that Warren only got back 2 Permanent HP, so net loss of 1 HP
 

Markman

da Blitz master
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Serpent in the Staglands Codex USB, 2014 Shadorwun: Hong Kong
Finished the first scenario. It didnt take more than 2 hours even with all the setbacks, also had like 12 times more to mine :(. Father went mad and bailed, miner bro died in mexican standoff, now only kid left with his girl. Doesnt look all sunshine from here.
Just got rekt in the first fight of second scenario, gonna take a few tries, Im sure.
 

veevoir

Klytus, I'm bored
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Finished the first scenario. It didnt take more than 2 hours even with all the setbacks, also had like 12 times more to mine :(. Father went mad and bailed, miner bro died in mexican standoff, now only kid left with his girl. Doesnt look all sunshine from here.
Just got rekt in the first fight of second scenario, gonna take a few tries, Im sure.

The first part or the second part of that scenario? Because if the first part - read your objective very carefully >.>
 

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