Just about anything can be made better by the addition of the supernatural. Pirates of the Caribbean exploited a winning formula with its ghostly buccaneers, Stranger Things puts the demons in D&D, and Hard West has hit a home run with its tales of the weird Wild West. An XCOM-like tactics game, except when it isn’t, Hard West 2 brings some up-to-date ideas to the poker table.
It starts with a train, as many of the best things do. You’re robbing it, naturally, and having done your research you’re sure there aren’t many guards. ‘You’ in this case are Gin Carter, a horse-riding, hat-wearing, six-shooter aficionado who’s the nominal leader of a band of outlaws. This train heist is gonna make him rich, you’ll see. With him are Laughing Deer, Native American melee specialist, Flynn, who keeps to the shadows, and trick-shooter Kestrel Colt.
The train guards don’t stand a chance, except there are more of them than you expected. Happily, you have certain advantages, which stand you in good stead throughout the