However all Obstacles are still valid and player cannot place the token at the end of the path that would lead through Obstacles that are impossible to cross.Ĭan I use the Equipment while being disguised? expand_more The player is simply asked to ‘place’ a token. Such Cards are needed to be discarded to have an effect and „discarding a card is not playing a Card”.Ĭan you perform disguise if the Character has Rest token? expand_more Mostly those cards have an effect when being discarded or counter other cards.Ĭan I play another card in a Turn after I have played the Card without Category (Active/Static/Responsive)? Those are special cards that have different requirements and cannot be played like other cards. Why some Cards do not belong to any category (Active/Static/Responsive)? expand_more Players are only allowed to spend 2 AP during the turn even if they were able to restore some Action Points before the Restoration Phase. However if the Player decides to skip the turn or use less than 1 AP they have to skip the rest of the Round.Ĭan I spend more than 2 Action Points in a Turn? expand_more Do I must use Action Pont in a Turn? expand_more Creative Forge plans to release the game on PC later this year.Answers to the most frequently asked questions. Hard West holds a clear reverence and love for XCOM, but is a very different game at the same time, adding in some Wild "Weird" West flavor and changing the combat dynamic heavily to favor pre-combat tactics as much as the actual combat. After showing me how it was done, Szymczak let me play a version of the same mission with straight combat, during which I died promptly, not having done the legwork to make it easier. It was probably worth the sacrifice, though. He only received the poison for the cannibal drinking supply after agreeing to a medical experiment that resulted in him getting sick. While Szymczak had maximized his potential to get through the combat as efficiently as possible, it hadn't come without cost. ![]() By placing his character in the right position, in the upper end of a barn, he was able to liquidate almost their entire band by shooting one after the other as soon as combat began. Abilities are presented as a deck of cards, keeping with the Wild West themes, and Szymczak showed off one that allowed a player to use an extra action point every time they killed an enemy. (Humans are squishy after all.) You can maximize your chances with strong positioning and adopting cover (which is almost fireproof in some situations) and utilizing special abilities. Hit points are few, and the guns are powerful. The actual combat is brutal and leans on the more realistic side. ![]() Szymczak told me about a bank heist mission that could be completed (with a high difficulty) by keeping everyone in the bank held-up by re-holding them up before their period of immobility runs out. It's possible to hold-up enemies if suspicion hasn't been aroused, who will remain immobile for a certain amount of time. Maneuvering around them to find their locations can result in not even needing to enter combat in some cases. ![]() The level of suspicion the enemies have towards the main character determines how large a cone their vision is so that the player can enter without them being suspicious enough to start combat. Not only had he worked with another character to increase his reputation with the cannibals, he also poisoned their nearby water supply before going in, making them weaker in combat. He went in having done everything correctly. In the level Szymczak showed me, his undead protagonist had to rescue a man trapped by cannibals from their farm. The game allows for reconnaissance before the shooting starts, allowing the player to position themselves before the combat begins. Hard West seems to revel in a heightened difficulty curve, albeit a balanced one, taking its cues from old Westerns where a single shot puts your enemies in the dust. "It's harder than XCOM," Szymczak tells me, and boy, is he right about that one. So it's a good thing that the rest of the game is quite different from the vaunted sci-fi franchise or else we would have some copyright issues. The movement, different floors, onscreen UI elements (including the yellow and orange boxed areas where you can move a character within environments), and ways of seeing different floor levels, screen rotation, etc., aren't just "like" XCOM's, they're identical to it. "We're not trying to reinvent the wheel," Szymczak added.
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