Hammer & Sickle

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Genres: Role Playing
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About

In 1949, the fate of the world was hanging by a thread. Irreconcilable political contradictions between the NATO countries and the USSR forced both sides to increase their military potential as fast as they could. Stormy clouds were gathering over Europe, and they were the blackest in Germany - divided into occupation zones by the former anti-Hitler coalition allies. Nuclear weapons threated to turn the ripening conflict into a massacre to overshadow even the horrors of WW2...

Hammer & Sickle is a tactical RPG based on the Silent Storm universe. The story unveils in the British-American sector of the occupied Germany in spring of 1949. As a Soviet undercover agent, you'll find yourself in the middle of the tough confrontation of special services - in the hell of secret war. You'll have to find your way in the web of cunning intrigues, and make decisions which will affect the fate of the world: will it live in peace, or collapse into chaos of the Third World war.

Features:

  • Thrilling non-linear story: not just the outcome but the whole course of the game depends on the player's choices, including availability of new maps and characters.

  • Detailed characters: their biographies and personalities might affect the game events and the atmosphere in the team. Some characters might even decide to leave the team, or go against it.

  • Integrated game world: the player will be able to move around all game zones freely. Events taking place in one zone might affect developments in others.

  • Integrated game time: like in real life, time is the most important and irreplaceable resource. The passage of time significantly affects the game events. Characters' mood and general state depend on the time of day, and so do combat conditions.

  • Clothes and papers: characters' clothes not only change their appearance but affect the gameplay: a Soviet commando fighter's suit will attract undue attention while an American uniform will help to go unchallenged in many situations. Proper ID papers might come in very handy in certain situations; these can be bought from a skilful forger.

  • Reliability rating: "Inadequate Behaviour meter" will count all cases of armed clashes with authorities or violence against civilians; if it reaches a threshold value, the war becomes unavoidable.

  • Non-linear dialogues: the player's choice of line or even tone of voice might radically change the balance of forces, and affect relations between the groups.

  • Economic relations: money is one of the key tools of a secret agent: it's weapons, equipment, hired soldiers, information - and even a chance to buy your way out of trouble with criminals or police.

  • Authentic weapons: you'll have access to about 90 various weapons of the WW2 period and the recent experimental designs, including APS and MAT49.