Test: Hard West 2, the tactical game that hides its game well


Not only is Gin Carter a bandit with puppet charisma (fortunately the only one in the game), but he doesn't have much to do with the calabash either. Determined to rob local Godfather Mammon's train to extract his gold, Mammon doesn't have the presence of mind to leave when he sees the machine transform into a mechanical monster with a thousand legs. Worse still, he stubbornly confronts his owner even after telling him he's the devil himself. No wonder, then, that the demon confiscates his soul and leaves without asking for his rest. Haunted by Seum, Carter must travel the streets of the Dark Frontier, a remote and cursed region of the United States ruled by necromancers and other undead, in order to fulfill his spiritual claim. To achieve this, he must rely on the good understanding and complementarity of his posse, a band of mercenaries as strange as the enemy's bestiary: an old grumpy zombie desperado (Old Bill), a priest turned into a bounty hunter (Lazarus) or even a native psychopath, with such swift methods that he was kicked out of his own tribe (Cerf Rieur). Divided into three chapters/regions to travel freely on a strategic map, the story of this caravan of strangers will take us from one pioneer town to another, where each time it will be necessary to help the locals by saving them from decaying monsters liberates their daily lives as they carry out the investigations to find the trail of our nemesis and find a way to send him Manu Militari to hell.

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