There are also collectible cards that grant characters bonus abilities like ricochet shots and the ability to make enemies bleed on movement.


It’s simple, but it’s not easy

I died on Hard West’s first real combat mission because I let myself get careless. I was cleaning house—or, well, I was inside a house and I was keeping ne’er-do-well ruffians from getting inside and murdering everyone; so I guess I was preventing a mess instead of cleaning it—but I started having a bit too much fun with my stream. Then I failed to plan ahead and, well, that was that:

Hard West really isn’t a complicated take on turn-based tactics (its simplicity can even lead to a feeling of repetitiveness in places), but that doesn’t mean it’ll let you off easy when you start thinking you’re bulletproof.


It goes in some cool, unexpected directions

Hard West’s plot and overworld sections aren’t entirely linear but, again, they’re pretty straightforward. However, the story and levels still go in unexpected directions. For instance, here’s a stealth mission (in a non-stealth game) that doesn’t suck:

The story, meanwhile, is a bit hammy, but it’s a fun, (without spoiling too much) occult-tinged romp.

Listen to the narrator

That voice. Such smooth, warm tones. All that depth and timbre. It’s crazy to think that, during cowboy times, everyone sounded like that.


Seriously, it won’t just let you win

Here’s me dying again, like an idiot. Remember, kids: stay in school. Also, a cornered enemy isn’t a defeated one. Quite the contrary; that’s when they’re at their most dangerous.

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