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Lead and Gold Hands-on Preview (PC)

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Posted by Christophor Rick, 14 days ago
  Lead and Gold: Gangs of the Wild West
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The problem with team-based games is always the lack of team play. Some of these modes really require you to have a good strategy and work together. That doesn’t always happen when you don’t know the people that you are playing with and then you have frustrating games where your team just can’t pull in the same direction. It’s not the fault of the game, just the every-man-for-himself mentality of many gamers. But they offset that with team-play bonuses namely more XP, but is it enough? I guess we’ll see.

At first I thought I would be pretty decent at Trapper as I’ve got a fairly steady hand, but my connection to the servers was laggy (partly my connection I’m sure) so that wasn’t very good. So I started testing with the other classes. Since I’m also testing the left-handed Razer DeathAdder my game isn’t 100% and it’s taking some getting used to. But I still do fairly well with both the Deputy (which I didn’t like when I first tried) and the Blaster which I highly enjoy. Dynamite and shotgun, how can you go wrong?!

Each of the classes certainly does add something to the team and the strategy. It seems like Blaster can haul the gold far faster than the trapper can and the Deputy is great when you’ve got multiple enemies bearing down on you as he fires fairly quickly and his shots do a good deal of damage.

There’s no word on any type of singleplayer and since they have all along said the focus is on team play, it’s to be an online multiplayer only game. A pity as I could see some benefit to some single player action in the game, maybe they’ll make a spin-off later if this one succeeds.


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