![]() It's nice that there's so many locations on the map, but they don't provide any background info on the main character or any other characters, really. Take all the items before the sandstorm rolls in, or take some and flee? It's not even clear what kind of outcome might be expected, so why does it matter what choice is made? It's completely arbitrary, there is no role-playing to be done, it's an illusion. The only problem is there is no indication of what is to be gained from making one choice rather than the other, and the chances of winning a bet aren't clear, either. They include small contained descriptions of locations and irrelevant side-characters, like shop owners, and they present different options to handle those characters or situations. Sure, they grant money, weapons, and/or items of various kinds, but the quests themselves are not fun. It's broken up into several campaigns that consist of a few battles interspersed with some side-quests on an overworld map. It's not just the universe that is messed up, though - the plot is, too. The protagonists' lack of verbal input on anything that happens in the story or in combat also renders the game a bit insipid. Apparently, everybody's out for revenge, everybody's batshit insane, and quite frankly, the plot and characters lose much of their charm when the game's entire universe is this messed up. That person is now out for revenge, and, well… yada yada. Yes, the main character lost his mother and is now out for revenge, and that could make for an interesting few character-driven quests that involve dispatching the murderer's henchmen, but the story just meanders between several different things, eventually simply forgetting about the main plot altogether and focusing on how you beat somebody at a card game. Is it a dramatic story-driven game, or is it a tactical RPG that really just focuses on the battles? It turns out that it's not really either of those things it's a bit like a half-assed blend. Right from the get-go, Hard West seems like a game split between two concepts.
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