Gameplay
Hammer & Sickle is true to the standard set by Silent Storm and countless other tactical turn-based games. In combat, the real-time action ends and all characters are given their action points, which depend on their attributes. Every action from now, whether it’s changing pose from standing to crouching to prone, looking around, moving, firing or even checking inventory takes action points. How many points depends on the traits and skills of the character – for example, there are abilities that permit you to look around for free, or change positions at less of a cost.
The combat is highly detailed, with a robust damage and aim model – every object between a character and his target increases the difficulty of the shot. Accuracy also depends on whether or not the target was moving quickly, and each shot improves the chances of the next. Weapons have preferred firing positions, preferred firing modes – like snap shots, bursts, aimed shots or going cycling. There are different ranges, but these are generally scaled down from real the real life capabilities of a weapon. A shot with a rifle at 300 meters in real life is difficult but not impossible, in the game it isn’t even possible. Of course, rifles still have longer ranges than, say, SMGs or pistols.
The environment is of course fully destructible and one of the features we loved most about Silent Storm. Walls may protect from small-arms fire but they’re no good against a bazooka, for example. Hit a building with enough bazookas, especially the support structures on the lower levels, and part or all of the building may collapse – killing those within. The damage is also persistent, meaning that when the player comes back into the map zone, it will remain there. Enemies have factions and remember what the player has done – open up with your weapons on the villagers of a certain location and they’ll be hostile towards you from then on.
Of course, most of that was true in Silent Storm. Where Hammer & Sickle starts pushing the boundaries is by integrating the management of the game. Not only do you select and pay squad members like in Jagged Alliance, but you need to meet them, find them, rescue them – whatever. Weapons are collected and sold, equipment like health packs and forged documents must be bought and the player has to choose his way through the world. It’s not revolutionary, but it is clearly the next step after the Jagged Alliance titles.
It remains to be seen if Nival Interactive can deliver the RPG aspects with the same detail and polish that the combat is done. We hope that they won’t omit, say, a quest reminder. Currently, there are rules for leaving maps – sometimes you can’t go because there are enemies nearby, but most often the player has a task to accomplish and this isn’t always very clear. Overall, though, we have little doubt that Hammer & Sickle is shaping up to be one of the dark horse hits of the coming year.