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

In addition to being a bandit with a puppet charisma (the only one in the game, fortunately), Gin Carter does not have much in the calabash. Determined to rob the train of the local godfather Mammon to extract his gold, the latter does not have the presence of mind to decamp when he sees the machine transform into a mechanical monster with one thousand legs. Worse: he stubbornly confronts his owner, even following he tells him he is the Devil himself. No surprise, therefore, to see the demon confiscate his soul, and leave without asking for his rest. Haunted by seum, Carter will have to travel the roads of the Dark Frontier, a remote and cursed region of the United States where necromancers and other undead reign supreme to recover his spiritual due. To achieve this, he will have to count on good understanding and the complementarity of his Posse, a band of mercenaries just as weird as the enemy’s bestiary: an old zombie and grumpy desperado (Old Bill), a priest converted into a bounty hunter (Lazarus) or even a native psychopath, with methods so expeditious that he is kicked out of his own tribe (Cerf Laughing). Divided into three chapters/regions to travel freely on a strategic map, the story of this caravan of the strange will take us from one pioneer town to another, where each time it will be necessary to help the locals by ridding them of monsters who rot their daily life, while carrying out the investigation to find the trace of our nemesisand a way to return it military hand in sick

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