It’s all so pleasantly board-gamey, and the demo gives me high hopes. There are also companions and henchmen to help you, but you’ll have to pay them in cigarettes and rations. To top it off, the currency used to cast spells is your sanity, and you really want to keep as much of that as possible. You can cast spells and perform rituals which can aid you in battle, but there’s always the chance of a critical failure, which will cause more harm than good. Since this is fictional New England in the fictional 1920s, there’s also magic. At your disposal, you’ll have a bunch of guns and improvised melee weapons – wrenches, shivs, crowbars and such. The battles are turn-based, and they play out on a battlefield comprised of hexagons – the best kind of gons for this type of thing. When talking doesn’t do the trick, you’ll have to resort to fighting. Once you’re there, you’ll need to talk to the Arkhamites in search of answers, and the skills and beliefs you chose will open up different options in conversation. It’s a bit unclear what those things are at this point, but the amount of story presented in the demo was enough for Stygian to plant its hooks firmly in my raw, throbbing flesh. Once you’re there, you’ll have to use the skills and equipment at your disposal to get to the bottom of things. No matter which of the eight archetypes you choose, you’ll end up in town by following the Dismal Man, a strange albeit alluring figure with seemingly prophetic abilities. The story takes place in Arkham, after it was transported into an Other Place.
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