My plan: pick off an enemy or two that wanders too close, and wait for the sound of gunfire to draw the rest to my easily-defended position. I bunker up in a withered shack at the center of the village, delicately arranging my mercs to cover windows and doorways on opposite walls, giving a clear view of the perimeter. Moving my mercenaries around the country map, I encounter a random enemy patrol in Omerta. And those choices feel honored by the game when you're in a gunfight with sim-like-but unintimidating-nuance to its combat system. I hired a merc named Raider for a two-week, $20,000 job just so he could boost my militia in the town of Omerta.Īll that detail is by design: building an ambidextrous lady-assassin feels like it was my idea, not the developer's. In the same way, you can train friendly NPC militia within towns that you've cleared to fight better on your behalf. In lulls between combat, you can set any character to be a 'trainer' or 'student', using a merc with high mechanical or agility training to teach another. There's also an unconventional mechanic for improving characters. In the middle of my playthrough I had a knife-wielding explosives expert that I used to breach walls and lay traps, a dual-pistol-wielding femme fatale, a frail, dedicated medic, and a 96-marksmanship sniper that could dismantle enemy ambushes with his Dragunov rifle. What those granular bits of design create is room for more creativity and ownership over your characters. But characters don't have a generic inventory-you can pick between pistol holsters (and which leg to strap them to), harnesses or backpacks, and each of these bags has a different weight and capacity associated with them.
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