On the surface it’s not dissimilar from the raft of action RPGs you’ll have played in recent years. Melee combat then, is something you’ll be utilising with far more regularity. You have unlimited ammo, but this reload time adds a natural risk/reward aspect as it leaves you vulnerable while you prepare another loaded chamber. Its old-school kick delivers a satisfying shot as punchy bullets crash into bone, but a lengthy reload fitting of the era stops you from sending another in quick succession. It wasn’t long before grunts from beyond the grave looked to stop me in my tracks, however, allowing me to put my musket to good use. With my new gun slung over my shoulder, I headed into the altogether unwelcoming woods in search of my prey. While the dialogue choices made here had no bearing on the outcome (you always get the gun), it did teach me more about the familial dynamics at play here – information that would later aid me in making a much bigger decision. First, though, I’d need a gun, and in order to get it I had to navigate a conversation with Thickskin’s much less evocatively named sister, Kate. After tasking me with a mission to rid the town of a mysterious ghostly monster that’s been terrorising its inhabitants for some time, I set off into the wilderness in search of clues. An imposing woman by the apt name of Thickskin, she had little time for small talk but all the time in the world for big beasts. Arriving in a small 17th-century east-coast settlement made up of ramshackle log cabins and huts that had seen better days, I was quickly introduced to the town’s matriarch.
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