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** [[https://youtube.com/playlist?list=PLHhEEPI8wWgiqXYruiqD0RriOdlj1FniC [=McCoy=]]] is the only one beside Kate who can surreptitiously move bodies while being in the striped portion of a vision cone, has the longest firearm range, makes the not much noise, can (inexplicably) quick-draw his Buntline [[note]animation-canceling it right into his melee which lets him kill two conversing enemies at once[[/note]], has an Area of Effect stun that never fails, and has a distraction skill that moves/provokes enemies, allowing him to divide entire groups and take them down one by one. His only weakness would be the lack of range that comes with using his distraction and stun abilities.

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** [[https://youtube.com/playlist?list=PLHhEEPI8wWgiqXYruiqD0RriOdlj1FniC [=McCoy=]]] is the only one beside Kate who can surreptitiously move bodies while being in the striped portion of a vision cone, has the longest firearm range, makes the not much noise, can (inexplicably) quick-draw his Buntline [[note]animation-canceling [[note]]animation-canceling it right into his melee which lets him kill two conversing enemies at once[[/note]], has an Area of Effect stun that never fails, and has a distraction skill that moves/provokes enemies, allowing him to divide entire groups and take them down one by one. His only weakness would be the lack of range that comes with using his distraction and stun abilities.
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** Mississippi River introduces Isabelle and gives you full control of the entire gang after rescuing them. The level is huge and can be solved in two three vastly different ways: helping Cooper to take advantage of his and Isabelle's [[JackOfAllStats versatility]], springing Doc out from the hut and using his sniping techniques, or freeing Kate and Hector for superior firepower and a numbers advantage.

to:

** Mississippi River introduces Isabelle and gives you full control of the entire gang after rescuing them. The level is huge and can be solved in two three two-three vastly different ways: helping Cooper to take advantage of his and Isabelle's [[JackOfAllStats versatility]], springing Doc out from the hut and using his sniping techniques, or freeing Kate and Hector for superior firepower and a numbers advantage.

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* AccidentalAesop: [[spoiler:[=McCoy’s=] departure at the beginning of Chapter 3]] gives us this one: even around friends or would-be friends, you need to set boundaries and let everyone know that these boundaries shouldn’t be pushed. Furthermore, if you’re running a party, do not be afraid to call out your leaders if they do something you do not approve of.
* BestLevelEver: There's a few contenders.
** Flagstone is a ''VideoGame/{{Hitman}}'' style assassination mission that introduces the game's public areas. With the accident options, it gives the player indirect methods of taking out the four targets. Taking out the four targets this way is incredibly satisfying.
** Mississippi River introduces Isabelle and gives you full control of the entire gang after rescuing them. The level is huge and can be solved in three vastly different ways: helping Cooper to take advantage of his and Isabelle's [[JackOfAllStats versatility]], springing Doc out from the hut and using his sniping techniques, or freeing Kate and Hector for superior firepower and a numbers advantage.
** New Orleans is long, intricate, and full of life and detail. While the second half of the level is always the same trek down to the storage yard, the first half is randomly generated every time you play: you need to grab a letter from one of three different business owners, in one of three different areas of the map, giving the level a healthy amount of replayability. Plus, just like Flagstone, it features several public areas.

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* AccidentalAesop: [[spoiler:[=McCoy’s=] departure at the beginning of Chapter 3]] gives us this one: even around friends or would-be friends, you need to set boundaries and let everyone know that these boundaries shouldn’t be pushed. Furthermore, if you’re running a party, do not be afraid to call out your leaders if they happen to do something you do not approve of.
* BestLevelEver: There's There are a few contenders.
** Flagstone is a ''VideoGame/{{Hitman}}'' style assassination mission that introduces the game's public areas. With the accident options, it gives the player indirect methods of taking out the four targets. Taking out the four targets this way is incredibly satisfying.
satisfying.
** Mississippi River introduces Isabelle and gives you full control of the entire gang after rescuing them. The level is huge and can be solved in two three vastly different ways: helping Cooper to take advantage of his and Isabelle's [[JackOfAllStats versatility]], springing Doc out from the hut and using his sniping techniques, or freeing Kate and Hector for superior firepower and a numbers advantage.
** New Orleans is long, intricate, and full of life and detail. details. While the second half of the level is always the same difficult trek down to the storage yard, the first half is randomly generated every time you play: you need to grab a letter from one of three different business owners, in one of three different areas of the map, giving the level a healthy amount of replayability. Plus, just like Flagstone, it features several public areas.



** Baron's Challenge 11: "Contact." An extremely fun mission where you get to control only Hector versus over a hundred enemies at the [=DeVitt=] Goldmine with nothing at all besides his whistle ability. Sounds impossible at first? Well, what makes this mission so fun is that [[spoiler:the Baron has generously gave you a ''mobile gattling gun'' on a mine cart. With how fun and [[CathasisFactor cathartic]] it was to use those gattling guns in brief segments of a few levels in the main game and the [=DLC=], an entire mission devoted to Hector blasting his enemies to bits with one of them to your heart's content is just made of awesome.]]
** And then there’s Baron Challenge 13, aptly named “Bird Hunting.” The scenario pits [=McCoy=] with only his Buntline against the Casa [=DeVitt’s=] many defenses. Kate and Hector can help him on the ground, but they’re given no guns or melee attacks. Your task? Take out five distinct targets that are all located in the far-off corners of the map. The catch? [=McCoy=] has to remain perched on the mansion’s rooftops decisively -- he can relocate from one to another but cannot stride far from them. The ''other'' catch? [[spoiler:The Baron generously gives him '''''800 bullets''''' to his Buntline. To take out ''five'' targets. Preferably without raising the alarm.]] Just like Challenge 11, this level quickly devolves into picking off guards, but this time, instead of the sounds of [[spoiler:a Gattling coming to greet you]], you now listen to the rhythmic ''clinks!'' of [=McCoy’s=] Buntline when he shoots someone as soon as Kate entices them out into the open. And, no, the Baron will not stop you if you decide to snipe the entire map.
* BrokenBase:

to:

** Baron's Challenge 11: "Contact." An extremely short but fun mission where you get to control only Hector versus over a hundred enemies at the [=DeVitt=] Goldmine with nothing at all besides his whistle ability. Sounds impossible at first? Well, what makes this mission so fun is that [[spoiler:the Baron has generously gave you a ''mobile gattling gun'' on a mine cart. With how fun and [[CathasisFactor cathartic]] it was to use those gattling guns in brief segments of a few levels in the main game and the [=DLC=], an entire mission devoted to Hector blasting his enemies to bits with one of them to your heart's content is just made of awesome.]]
]]
** And then there’s Baron Challenge 13, aptly named “Bird Hunting.” The scenario pits [=McCoy=] with only his Buntline against the Casa [=DeVitt’s=] many defenses. Kate and Hector can help him on the ground, but they’re given no guns or melee attacks. Your task? Take out five distinct targets that are all located in the far-off corners of the map. The catch? [=McCoy=] has to decisively remain perched on the mansion’s rooftops decisively -- he can relocate from one to another but cannot stride far from them. The ''other'' catch? [[spoiler:The Baron generously gives him '''''800 bullets''''' to his Buntline. To take out ''five'' targets. Preferably without Without raising the an alarm.]] Just like Challenge 11, this level quickly devolves into picking off guards, but this time, instead of the sounds of [[spoiler:a Gattling coming to greet you]], you now listen to the rhythmic ''clinks!'' of [=McCoy’s=] Buntline when he shoots someone as soon as Kate entices them out into the open. And, no, the Baron will not stop you if you decide to snipe the entire map.
* BrokenBase: BrokenBase:



** Most importantly, guns have been heavily nerfed compared to the predecessors, as characters can carry a very limited amount of bullets and guns have a cooldown of ''seconds'' between every single shot, making it impossible to shoot a burst even with weapons which realistically should be capable of it (like Cooper's revolvers). This is because ''Desperados III'' as a whole encourages the player to kill enemies through silent methods or to knock them out non-lethally, and limits the use of guns by making ammo scarce. Most players agree that the rebalancing of the game to that purpose is well done, but some don't like it to begin with and they simply miss the frenetic, life-or-death gunfights of the previous ''Desperados'' installments.
* CargoShip: Hector speaks of [[BearTrap Bianca]] as if she were his lover.
* DesignatedMonkey: The DLC missions of the game aren’t kind to all of our heroes ([[spoiler:sans Hector – he gets away scot-free]]), but the amount of played-for-laughs abuse [=McCoy=] endures makes the whole thing border on self-parody.
* EvenBetterSequel: In two ways, no less! The game is a massive improvement over ''Desperados II'' and ''Helldorado'' thanks to increased production values, bringing the series back to the tone of the first game, and updating the gameplay with a decade-and-a-half's worth of AntiFrustrationFeatures. It's also a large step up from Mimimi's previous endeavor ''VideoGame/ShadowTacticsBladesOfTheShogun'', thanks to improved graphics, new quality-of-life features, rebalanced player characters, and improved level design (most notably with the reintroduction of "public" zones and the new emphasis on different types of guns).
* GameBreaker: While with enough diligence and patience almost every level can be cleared with just one member of your group, it is obvious that Isabelle, [=McCoy=], and Hector are far more technically proficient at it than Cooper (who has range but is far too noisy) and Kate (who doesn’t have any range or lethal takedowns).
** Isabelle’s ''Connect'' and ''Mind Control'' make her incredibly versatile as she's able to set up otherwise impossible combos and can trick guards into taking each other out. By combining all of her abilities together, Isabelle can easily kill up to three guards at once [[note]]connect two guards together, control one of the connected guards, shoot another guard, and then have the mind-controlled guard be shot by his buddies which will kill the person he's connected to[[/note]]. She also has the fastest movement rate, can climb ropes and vines like Cooper, can use Stella to distract guards, and can infinitely heal. Her only weakness is a lack of a ranged takedown meaning she has to get close and personal with each of her targets.
** [[https://youtube.com/playlist?list=PLHhEEPI8wWgiqXYruiqD0RriOdlj1FniC [=McCoy=]]] is the only one beside Kate who can surreptitiously move bodies while being in the striped portion of a vision cone, has the longest firearm range, makes the least noise [[note]]Kate’s Derringer is quieter, but only by a .5[[/note]], can (inexplicably) quick-draw his Buntline [[note]]animation-cancelling it right into his melee which lets him kill two conversing enemies at once[[/note]], has an Area of Effect stun that never fails, and has a distraction skill that moves/provokes enemies, allowing him to divide entire groups and take them down one by one. His only weakness would be the lack of range that comes with using his distraction and stun abilities.
** Hector is the only one who can safely lure even the most disciplined guards away from their posts by throwing their tied-up buddies into their vision cones. While others can perform this trick too, their lack of range while doing so makes them vulnerable to enemy detection.
* GoodBadBug:
** In public areas, no one cares if you carry an unconscious teammate. What makes it a ''bug'' is that they wouldn't bat an eye when Hector, holding unconscious Cooper on one arm, picks up an unconscious guard right before their eyes. Four steps to openly kidnap a target: 1) knock out one teammate other than Hector,[[note]]the easiest way is to have Cooper stand right behind a horse and then throw a coin on the horse's back. It will kick him unconscious.[[/note]] 2) have Hector pick him up, 3) toss him on top the target to knock them out 4) pick up your teammate first, then the target.[[note]]it can be hard to click with the cursor, so turn to the showdown mode if needed.[[/note]] This trick is most useful when you want to capture the Duke in Flagstone right in front of his bodyguards, or complete two of the Baron's challenges in which you need to deliver a body through patrolled streets.
** Usually, Kate's [[ShowSomeLeg distraction]] doesn't work on women. In the Eagle Falls mission, however, she can use it on the woman arguing with the foreman in the shed. It's quite amusing, and it can help pass this building more easily. Plus, it shows that women also have idle lines when Kate is distracting them.
* ScrappyMechanic: For those who opt to go for 100% completion the fact the DLC missions’ badges do not count towards the “Earn 90 Badges” achievement can be maddening since it unequivocally indicates you’ll have to complete some of the less glamorous challenges from the main story section if you want the achievement.

to:

** Most importantly, fire guns have been heavily nerfed [[{{Nerf}} nerfed]] compared to the predecessors, as characters can carry a very limited amount of bullets and guns have a cooldown of ''seconds'' between every each single shot, making it impossible to shoot a burst even with weapons which realistically should be capable of it (like Cooper's revolvers). This is because ''Desperados III'' as a whole encourages the player to kill enemies through silent methods or to knock them out down non-lethally, and limits limit the use of fire guns by making ammo scarce. as a last resort. Most players agree that the rebalancing of the game to that purpose is well done, but some don't like it to begin with and they simply miss the frenetic, life-or-death frenetic gunfights of the previous ''Desperados'' installments.
* CargoShip: Hector speaks of [[BearTrap Bianca]] as if she were his lover.
lover.
* DesignatedMonkey: The DLC missions of the game aren’t kind to all of our heroes ([[spoiler:sans Hector – he gets away scot-free]]), but the amount of played-for-laughs abuse [=McCoy=] endures makes the whole thing DLC plotline border on self-parody.
* DiagnosedByTheAudience:
** Seeing as he “is no good at letters”, stumbles over numbers, and oftentimes repeats himself, it’s been theorized that Hector might be dyslexic.
** [=McCoy=] has all the hallmarks of autism, PTSD, and/or OCD: he’s a SociopathicSoldier NeatFreak who’s not especially empathetic, takes things for granted or too literally at times, has a genuinely surprised response when others manage to solve a problem without resorting to violence, is implied to treat his medical bag as if it’s his SecurityBlanket, is never seen without his ConspicuousGloves, and during cutscenes, he almost exclusively can be seen fidgeting with his gun or with the contents of his bag.
* EvenBetterSequel: In two ways, no less! The game is a massive improvement over ''Desperados II'' and ''Helldorado'' thanks to increased production values, bringing the series back to the tone of the first game, and updating the gameplay with a decade-and-a-half's worth of AntiFrustrationFeatures. It's also a large step up from Mimimi's previous endeavor ''VideoGame/ShadowTacticsBladesOfTheShogun'', thanks to improved graphics, new quality-of-life quality of life features, rebalanced player characters, and improved level design (most notably with the reintroduction of "public" zones and the new emphasis on different types of guns).
guns).
* GameBreaker: While with enough diligence and patience almost every level can be cleared with just one member of your group, it is obvious that Isabelle, [=McCoy=], and Hector are far more technically proficient at it than Cooper (who -- who has range but is far too noisy) noisy -- and Kate (who -- who doesn’t have any range or lethal takedowns).
takedowns.
** Isabelle’s ''Connect'' and ''Mind Control'' make her incredibly versatile as she's able to set up otherwise impossible combos and can trick guards into taking each other out. By combining all of her abilities together, Isabelle can easily kill up to three guards at once [[note]]connect two guards together, control one of the connected guards, shoot another guard, and then have the mind-controlled guard be shot by his buddies which will kill the person he's connected to[[/note]]. She also has the fastest movement rate, can climb ropes and vines like Cooper, can use Stella to distract guards, and can infinitely heal. Her only weakness is a lack of a ranged takedown meaning she has to get close and personal with each of her targets.
targets.
** [[https://youtube.com/playlist?list=PLHhEEPI8wWgiqXYruiqD0RriOdlj1FniC [=McCoy=]]] is the only one beside Kate who can surreptitiously move bodies while being in the striped portion of a vision cone, has the longest firearm range, makes the least noise [[note]]Kate’s Derringer is quieter, but only by a .5[[/note]], not much noise, can (inexplicably) quick-draw his Buntline [[note]]animation-cancelling [[note]animation-canceling it right into his melee which lets him kill two conversing enemies at once[[/note]], has an Area of Effect stun that never fails, and has a distraction skill that moves/provokes enemies, allowing him to divide entire groups and take them down one by one. His only weakness would be the lack of range that comes with using his distraction and stun abilities.
abilities.
** Hector is the only one who can safely lure even the most disciplined guards away from their posts by throwing their tied-up buddies into their vision cones. While others can perform this trick too, their lack of range while doing so makes them vulnerable to enemy detection.
detection.
* GoodBadBug:
GoodBadBug:
** In public areas, no one cares people wouldn't care if you carry drag an unconscious teammate. What makes it a ''bug'' is that they wouldn't bat an eye when Hector, holding unconscious Cooper on one arm, picks up an unconscious guard right before their eyes. Four steps to openly kidnap a target: 1) knock out one teammate other than Hector,[[note]]the easiest way is to have Cooper stand right behind a horse and then throw a coin on the horse's back. It will kick him unconscious.[[/note]] 2) have Hector pick him up, 3) toss him on top the target to knock them out 4) pick up your teammate first, then the target.[[note]]it can be hard to click with the cursor, so turn to the showdown mode if needed.[[/note]] This trick is most useful when you want to capture the Duke in Flagstone right in front of his bodyguards, or complete two of the Baron's challenges in which you need to deliver a body through patrolled streets.
** Usually, Kate's [[ShowSomeLeg distraction]] doesn't work on women. In the Eagle Falls mission, however, she can use it on the woman arguing with the foreman in the shed. It's quite amusing, and it can help pass this building more easily. Plus, it shows that women also have idle lines for when Kate is distracting them.
* ScrappyMechanic: For those who opt to go for 100% completion ObviousBeta: On one hand, the fact core game is immaculate when it comes to bugs, but, on the DLC missions’ badges do not count towards other, practically everything that was added to the “Earn 90 Badges” achievement can be maddening since it unequivocally indicates you’ll game post-release as free updates (the Baron’s missions, the Bounty Mode) qualifies. This post-release content ''works'' but is littered with many unfortunate oversights, ranging from typos to characters imported via the Bounty Mode cloning themselves, see SpecialEffectFailure below. With the latter, the campaign maps have clearly not been optimized to complete some of accommodate the less glamorous challenges from the main story section if you want the achievement.imported characters, meaning they’ll be stuck with their initial load-outs with no option to restock their ammo – something canonically present characters can do. This makes playing with canonically unavailable characters a chore rather than a fun distraction.



** [[WouldNotShootACivilian No civilian casualties run.]] Arguably, this one isn't that hard of a challenge since there aren't a lot of maps where civilians can be a hindrance for players (and the one level in which they are the most present is the only one where killing a civilian leads to a NonStandardGameOver). However, while the game doesn't truly penalize the player for killing innocents, a good chunk of players still avoid murdering them.

to:

** [[WouldNotShootACivilian No civilian casualties run.]] Arguably, this one isn't that hard of a challenge since there aren't a lot of maps where civilians can be a hindrance for players (and the one level in which they are the most present is the only one where killing a civilian leads to a NonStandardGameOver). However, while the game doesn't truly penalize the player for killing innocents, a good chunk of players and let's players still avoid murdering them.



** And then there are ‘ghost’ runs, challenges that ask the players to complete levels without using any skill that leaves a trace on the statistics screen. While also not raising any alarms. Truly, one of the most difficult and creative ways to play this game.



* ScrappyMechanic: For those who opt to go for 100% completion the fact the DLC missions’ badges do not count towards the “Earn 90 Badges” achievement can be maddening since it unequivocally indicates you’ll have to complete some of the less glamorous challenges from the main story section if you want the achievement.



** "What if?" from the Baron's challenges, which pits Young Cooper and Longcoat Hector in Devil's Canyon (already a very long and challenging level) on a mission to assassinate Frank. Cooper gets two throwing knives and his coin, but no firearms or melee attack. Hector has no melee attack either, nor Bianca, limiting his abilities to the whistle and the shotgun. Beating this mission will require every last iota of game knowledge.
* ThatOneSidequest: The "don't use any of Cooper's skills" badge in "Dirt and Blood". For most of the mission, it’s one not a problem as Hector and Kate are perfectly capable of clearing the map even if Cooper’s left idle. The kicker? The last part of the level where Cooper [[spoiler:leaves his team behind and goes to confront Frank alone]] still counts towards this badge’s progression – i.e. he cannot use any of his abilities against the seven guards patrolling the barge. To stay alive ''and'' earn the badge, you can only rely on viewcone surfing, perfect micromanagement, and a massive dose of luck.
* TheyWastedAPerfectlyGoodCharacter: Ross Cooper, John’s brother who appeared in the second game, doesn’t show up at all in this game, even though it could have given him a chance to develop his character more than in his debut game where he exists only to die to proper John’s character arc. As in this game, John’s father, James Cooper, being killed is what drives him to avenge his death for much of the game, Ross’s addition to the story could have added even more to John’s character arc and play with the dynamic between the two brothers while also possibly having call forwards to the second game as well. Instead, Ross doesn’t even get a mention.
* WinBackTheCrowd: Compared to ''Desperados 2: Cooper's Revenge'' and ''Helldorado'', which received mixed reviews and were seen as disappointing sequels, ''Desperados III'' received overwhelmingly positive reviews from critics and fans alike and is seen as a return to form for the franchise.

to:

** The "What if?" from If?" mission of the Baron's challenges, which Challenges pits Young the fourteen-year-old Cooper and Longcoat young Hector in Devil's Canyon (already a very long and challenging level) on a mission to assassinate Frank. Cooper gets two throwing knives and his coin, but no firearms or a melee attack. Hector has no melee attack either, nor Bianca, limiting his abilities to the his whistle and the shotgun. Beating this mission will require every last iota of game knowledge.
* ThatOneSidequest: The "don't use any of Cooper's skills" badge in "Dirt and Blood". For most of the mission, it’s one not a problem as Hector and Kate are perfectly capable of clearing the map even if Cooper’s left idle. The kicker? The last part of the level where Cooper [[spoiler:leaves his team behind and goes to confront Frank alone]] still counts towards this badge’s progression – i.e. he cannot use any of his abilities against the seven guards patrolling the barge. To stay alive ''and'' earn the badge, you can only rely on viewcone surfing, perfect micromanagement, and a massive dose of luck.
* TheyWastedAPerfectlyGoodCharacter: Ross Cooper, John’s brother who appeared in the second game, doesn’t show up at all in this game, even though it could have given him a chance to develop his character more than in his debut game where he exists only to die to proper further John’s character arc. As in In this game, it’s John’s father, James Cooper, being killed is what drives him to avenge his father’s death that motivates him for much of the game, plot. Ross’s addition to the story could have added even more to John’s character arc and play with the dynamic between the two brothers while also possibly having a call forwards forward to the second game as well. Instead, Ross doesn’t even get a mention.
mention.
* TransAudienceInterpretation: Given he’s – once you remove the coat – skinny as a stick, uses a gun that’s so [[PhallicWeapon phallic]] it earns him his own VisualInnuendo and a CompensatingForSomething quip, is good at a stereotypically feminine task (baking), and the fact he’s been coded as inherently queer ever since ''Desperados: Wanted Dead or Alive'', has caused some to speculate that [=McCoy=] might be trans. The matter of him being, to quote the source material itself, “an alchemist” has been used to justify him transitioning to his canon gender decades prior to the invention of synthetic testosterone.
* WinBackTheCrowd: Compared to ''Desperados 2: Cooper's Revenge'' and ''Helldorado'', which both received mixed reviews and were seen as disappointing sequels, ''Desperados III'' received overwhelmingly positive reviews from critics and fans alike and is seen as a return to form for the franchise.
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** Mississippi River introduces Isabelle and gives you full control of the entire gang after rescuing them. The level is huge and can be solved in two vastly different ways: springing Doc out from the hut and using his sniping techniques, or freeing Kate and Hector for superior firepower and a numbers advantage.

to:

** Mississippi River introduces Isabelle and gives you full control of the entire gang after rescuing them. The level is huge and can be solved in two three vastly different ways: helping Cooper to take advantage of his and Isabelle's [[JackOfAllStats versatility]], springing Doc out from the hut and using his sniping techniques, or freeing Kate and Hector for superior firepower and a numbers advantage.

Added: 2466

Changed: 5315

Removed: 786

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"give a melee order on an enemy using a ladder" what on earth?


* AccidentalAesop: [[spoiler:[=McCoy’s=] departure at the beginning of Chapter 3]] gives us this one: even around friends or would-be friends, you need to set boundaries and let everyone know that these boundaries shouldn’t be pushed. Furthermore, if you’re running a party, do not be afraid to call out your leaders if they do something you do not approve of.



** Missisippi River introduces Isabelle, and gives you full control of the entire gang after rescuing them. The level is huge and can be solved in two vastly different ways- either by springing Doc out from the hut and using his sniping techniques, or freeing Kate and Hector for superior firepower and a numbers advantage.
** New Orleans is long, intricate, and full of life and details. While the second half of the level is always the same difficult trek down to the storage yard, the first half is randomly generated every time you play: you need to grab a letter off of one of three different business owners, in one of three different areas of the map, giving the level a healthy amount of replayability. Plus, just like Flagstone, it features several public areas.

to:

** Missisippi Mississippi River introduces Isabelle, Isabelle and gives you full control of the entire gang after rescuing them. The level is huge and can be solved in two vastly different ways- either by ways: springing Doc out from the hut and using his sniping techniques, or freeing Kate and Hector for superior firepower and a numbers advantage.
** New Orleans is long, intricate, and full of life and details. detail. While the second half of the level is always the same difficult trek down to the storage yard, the first half is randomly generated every time you play: you need to grab a letter off of from one of three different business owners, in one of three different areas of the map, giving the level a healthy amount of replayability. Plus, just like Flagstone, it features several public areas.



** And then there’s Baron Challenge 13, aptly named “Bird Hunting.” The scenario pits [=McCoy=] with only his Buntline against the Casa [=DeVitt’s=] many defenses. Kate and Hector can help him on the ground, but they’re given no guns or melee attacks. Your task? Take out five distinct targets that are all located in the far-off corners of the map. The catch? [=McCoy=] has to decisively remain perched on the mansion’s rooftops -- he can relocate from one to another but cannot stride far from them. The ''other'' catch? [[spoiler:The Baron generously gives him '''''800 bullets''''' to his Buntline. To take out ''five'' targets. Preferably without raising the alarm.]] Just like Challenge 11, this level quickly devolves into picking off guards, but this time, instead of the sounds of [[spoiler:a Gattling coming to greet you]], you now listen to the rhythmic ''clinks!'' of [=McCoy’s=] Buntline when he shoots someone as soon as Kate entices them out into the open. And, no, the Baron will not stop you if you decide to snipe the entire map.

to:

** And then there’s Baron Challenge 13, aptly named “Bird Hunting.” The scenario pits [=McCoy=] with only his Buntline against the Casa [=DeVitt’s=] many defenses. Kate and Hector can help him on the ground, but they’re given no guns or melee attacks. Your task? Take out five distinct targets that are all located in the far-off corners of the map. The catch? [=McCoy=] has to decisively remain perched on the mansion’s rooftops decisively -- he can relocate from one to another but cannot stride far from them. The ''other'' catch? [[spoiler:The Baron generously gives him '''''800 bullets''''' to his Buntline. To take out ''five'' targets. Preferably without raising the alarm.]] Just like Challenge 11, this level quickly devolves into picking off guards, but this time, instead of the sounds of [[spoiler:a Gattling coming to greet you]], you now listen to the rhythmic ''clinks!'' of [=McCoy’s=] Buntline when he shoots someone as soon as Kate entices them out into the open. And, no, the Baron will not stop you if you decide to snipe the entire map.



** Unlike its predecessors, ''Desperados III'' no longer enforces WouldNotShootACivilian (except for the second last mission). For most players it's a moot point anyway since the game is very easy to complete without ever killing a single civilian. But there's debate on whether the removal of such limit fits the UnscrupulousHero nature of the team (especially considering that the game is a prequel and takes place prior to years of offscreen CharacterDevelopment), or completely unnecessary VideoGameCrueltyPotential that had no reason to be allowed to begin with.
** Most importantly, fire guns have been heavily [[{{Nerf}} nerfed]] compared to the predecessors, as characters can carry a very limited amount of bullets and guns have a cooldown of ''seconds'' between each single shot, making it impossible to shoot a burst even with weapons which realistically should be capable of it (like Cooper's revolvers). This is because ''Desperados III'' as a whole encourages the player to kill enemies through silent methods or knock them down non lethally, and limit the use of fire guns as last resorts. Most players agree that the rebalancing of the game to that purpose is well done, but some don't like it to begin with and they simply miss the frenetic gun fights of the previous ''Desperados'' installments, not helping matters is that some early marketing implied guns would be a viable playstyle, only for the final game to heavily punish their use.

to:

** Unlike its predecessors, ''Desperados III'' no longer enforces WouldNotShootACivilian (except for the second last mission). For most players it's a moot point anyway since the game is very easy to complete without ever killing a single civilian. But there's debate on whether the removal of such a limit fits the UnscrupulousHero nature of the team (especially considering that the game is a prequel and takes place prior to years of offscreen CharacterDevelopment), or completely unnecessary VideoGameCrueltyPotential that had no reason to be allowed to begin with.
** Most importantly, fire guns have been heavily [[{{Nerf}} nerfed]] nerfed compared to the predecessors, as characters can carry a very limited amount of bullets and guns have a cooldown of ''seconds'' between each every single shot, making it impossible to shoot a burst even with weapons which realistically should be capable of it (like Cooper's revolvers). This is because ''Desperados III'' as a whole encourages the player to kill enemies through silent methods or to knock them down non lethally, out non-lethally, and limit limits the use of fire guns as last resorts. by making ammo scarce. Most players agree that the rebalancing of the game to that purpose is well done, but some don't like it to begin with and they simply miss the frenetic gun fights frenetic, life-or-death gunfights of the previous ''Desperados'' installments, not helping matters is that some early marketing implied guns would be a viable playstyle, only for the final game to heavily punish their use.installments.



* EvenBetterSequel: In two ways, no less! The game is a massive improvement over ''Desperados II'' and ''Helldorado'' thanks to increased production values, bringing the series back to the tone of the first game, and updating the gameplay with a decade-and-a-half's worth of AntiFrustrationFeatures. It's also a large step up from Mimimi's previous endeavor ''VideoGame/ShadowTacticsBladesOfTheShogun'', thanks to improved graphics, new quality of life features, rebalanced player characters, and improved level design (most notably with the reintroduction of "public" zones and the new emphasis on guns).
* GameBreaker: While with enough diligence and patience almost every level can be cleared with just one member of your group, it is obvious that Isabelle, [=McCoy=], and Hector are far more technically proficient at it than Cooper -- who has range but is far too noisy -- and Kate -- who doesn’t have any range or lethal takedowns.

to:

* DesignatedMonkey: The DLC missions of the game aren’t kind to all of our heroes ([[spoiler:sans Hector – he gets away scot-free]]), but the amount of played-for-laughs abuse [=McCoy=] endures makes the whole thing border on self-parody.
* EvenBetterSequel: In two ways, no less! The game is a massive improvement over ''Desperados II'' and ''Helldorado'' thanks to increased production values, bringing the series back to the tone of the first game, and updating the gameplay with a decade-and-a-half's worth of AntiFrustrationFeatures. It's also a large step up from Mimimi's previous endeavor ''VideoGame/ShadowTacticsBladesOfTheShogun'', thanks to improved graphics, new quality of life quality-of-life features, rebalanced player characters, and improved level design (most notably with the reintroduction of "public" zones and the new emphasis on different types of guns).
* GameBreaker: While with enough diligence and patience almost every level can be cleared with just one member of your group, it is obvious that Isabelle, [=McCoy=], and Hector are far more technically proficient at it than Cooper -- who (who has range but is far too noisy -- noisy) and Kate -- who (who doesn’t have any range or lethal takedowns.takedowns).



** In public areas, people wouldn't care if you drag an unconscious teammate. What makes it a ''bug'' is that they wouldn't bat an eye when Hector, holding unconscious Cooper on one arm, picks up an unconscious guard right before their eyes. Four steps to openly kidnap a target: 1) knock out one teammate other than Hector,[[note]]the easiest way is to have Cooper stand right behind a horse then throw a coin on the horse's back. It will kick him unconscious.[[/note]] 2) have Hector pick him up, 3) toss him on top the target to knock them out 4) pick up your teammate first, then the target.[[note]]it can be hard to click with the cursor, so turn to the showdown mode if needed.[[/note]] This trick is most useful when you want to capture the Duke in Flagstone right in front of his bodyguards, or complete two of the Baron's challenges in which you need to deliver a body through patrolled streets.
** Usually, Kate's [[ShowSomeLeg distraction]] doesn't work on women. In the Eagle Falls mission however, she can use it on the woman arguing with the foreman in the shed. It's quite amusing, and it can help pass this building more easily. Plus, it shows that women also have idle lines for when Kate is distracting them.
* ScrappyMechanic:
** Of all things, Ladders can be this, if you try to give a melee order on an enemy using a ladder, instead of waiting for the enemy to come up the ladder, the order is cancelled, this can potentially become the difference between life and death in situations that should be more manageable. (Like 2-3 enemies coming up a ladder at once, since if you try to showdown mode order all of them to get melee attacked at once, it'll fail and they'll get the chance to attack.)
** Vision cones aren't as refined as most games in this genre, enemies can more often than you think see straight through should-be-solid obstructions and the light/dark system in certain missions often has visually dark areas that are clearly not lit-up somehow act as light areas and result in you getting spotted.

to:

** In public areas, people wouldn't care no one cares if you drag carry an unconscious teammate. What makes it a ''bug'' is that they wouldn't bat an eye when Hector, holding unconscious Cooper on one arm, picks up an unconscious guard right before their eyes. Four steps to openly kidnap a target: 1) knock out one teammate other than Hector,[[note]]the easiest way is to have Cooper stand right behind a horse and then throw a coin on the horse's back. It will kick him unconscious.[[/note]] 2) have Hector pick him up, 3) toss him on top the target to knock them out 4) pick up your teammate first, then the target.[[note]]it can be hard to click with the cursor, so turn to the showdown mode if needed.[[/note]] This trick is most useful when you want to capture the Duke in Flagstone right in front of his bodyguards, or complete two of the Baron's challenges in which you need to deliver a body through patrolled streets.
** Usually, Kate's [[ShowSomeLeg distraction]] doesn't work on women. In the Eagle Falls mission mission, however, she can use it on the woman arguing with the foreman in the shed. It's quite amusing, and it can help pass this building more easily. Plus, it shows that women also have idle lines for when Kate is distracting them.
* ScrappyMechanic:
** Of all things, Ladders
ScrappyMechanic: For those who opt to go for 100% completion the fact the DLC missions’ badges do not count towards the “Earn 90 Badges” achievement can be this, maddening since it unequivocally indicates you’ll have to complete some of the less glamorous challenges from the main story section if you try to give a melee order on an enemy using a ladder, instead of waiting for want the enemy to come up the ladder, the order is cancelled, this can potentially become the difference between life and death in situations that should be more manageable. (Like 2-3 enemies coming up a ladder at once, since if you try to showdown mode order all of them to get melee attacked at once, it'll fail and they'll get the chance to attack.)
** Vision cones aren't as refined as most games in this genre, enemies can more often than you think see straight through should-be-solid obstructions and the light/dark system in certain missions often has visually dark areas that are clearly not lit-up somehow act as light areas and result in you getting spotted.
achievement.



** [[WouldNotShootACivilian No civilian casualties run.]] Arguably, this one isn't that hard of a challenge, since there aren't a lot of maps where civilians can be a hindrance for players. (And the one in which they are the most present is the only one where killing a civilian leads to a NonStandardGameOver.) However, while the game doesn't truly penalize the player for killing innocent civilians, a good chunk of players and let's players still avoid murdering them.
** [[PacifistRun No casualties run.]] ExactlyWhatItSaysOnTheTin. Since the game allows for non-lethal attacks and for tying up unconscious people, one of the most obvious self-imposed challenge is to try to play it as {{Anti Hero}}es who, while ready to punch around the bad guys, have a ThouShaltNotKill rule. It doesn't give any reward outside of a few {{Cosmetic Award}}s in some levels, but do not underestimate the VideogameCaringPotential, especially in (arguably the few) levels where the enemies aren't criminals or slavers, such as Baton Rouge (which, while a NoGearLevel, features ways to kill people through the environment).
* SequelDifficultySpike: Well, it is a ''Prequel'' Difficulty Spike, but the gist is the same: this game can be nail-bitingly hard compared to the original ''VideoGame/DesperadosWantedDeadOrAlive''. It all comes to ''III'' severely limiting your ammunition (unlimited bullets vs. 4-8 per character), rigorously nerfing [=McCoy’s=] utility[[labelnote:*]]''[=WDoA=]'' let him carry 10+ gas flasks while ''III'' reduced that number to 1-2 and axed his ability to float a flask up in the air i.e. his long-distance stun[[/labelnote]], and getting rid of many true Area of Effect abilities. The fact you can no longer replenish your characters’ “special” supplies (Doc’s gas flasks, Sam’s dynamite, etc.) while playing a map means you won’t be able to wiggle your way out of a jam and will have to rely a great deal on your enemies’ RNG. In other words, if a scenario does not give you access to Doc or Hector with his sawed-off, you might as well reload every alert phase as you won’t have the means of dealing with literal waves of enemies coming out of the guard houses.
* ThatOneLevel: "What if?" in the Baron's challenges, which pits Young Cooper and Longcoat Hector in Devil's Canyon (already a very long and challenging level) on a mission to assassinate Frank. Cooper gets two throwing knives and his coin, but no firearms or melee attack. Hector has no melee attack either, nor Bianca, limiting his abilities to the whistle and the shotgun. Beating this mission will require every last iota of game knowledge.
* ThatOneSidequest: "Don't use any of Cooper's skill" in "Dirt and Blood". For most of the mission this is BoringButPractical, as Hector is perfectly capable of soloing the map with Kate's assistance even if Cooper left idle. The kicker? The last part of the mission has Cooper [[InTheEndYouAreOnYourOwn leaving behind his team and going to Pier 9 alone]], and there are guards patroling the place. To stay alive ''and'' earn the badge, you can only rely on viewcone surfing, perfect micromanagement and a massive dose of luck.

to:

** [[WouldNotShootACivilian No civilian casualties run.]] Arguably, this one isn't that hard of a challenge, challenge since there aren't a lot of maps where civilians can be a hindrance for players. (And players (and the one level in which they are the most present is the only one where killing a civilian leads to a NonStandardGameOver.) NonStandardGameOver). However, while the game doesn't truly penalize the player for killing innocent civilians, innocents, a good chunk of players and let's players still avoid murdering them.
** [[PacifistRun No casualties run.]] ExactlyWhatItSaysOnTheTin. Since the game allows for non-lethal attacks and for tying up unconscious people, one of the most obvious self-imposed challenge challenges is to try to play it as {{Anti Hero}}es who, while ready to punch around the bad guys, have a ThouShaltNotKill rule. It doesn't give any reward outside of a few {{Cosmetic Award}}s in some levels, but do not underestimate the VideogameCaringPotential, especially in (arguably the few) levels where the enemies aren't criminals or slavers, such as Baton Rouge (which, while a NoGearLevel, features ways to kill people through the environment).
** Clearing the map with only one character is also one of the more popular challenges as it highlights the truly awe-inspiring ways a single character’s kit can be utilized.
* SequelDifficultySpike: Well, it is a ''Prequel'' Difficulty Spike, but the gist is the same: this game can be nail-bitingly hard compared to the original ''VideoGame/DesperadosWantedDeadOrAlive''. It all comes to ''III'' severely limiting your ammunition (unlimited bullets vs. 4-8 per character), rigorously nerfing [=McCoy’s=] utility[[labelnote:*]]''[=WDoA=]'' let him carry 10+ gas flasks while ''III'' reduced that number to 1-2 and axed his ability to float a flask up in the air i.e. his long-distance stun[[/labelnote]], and getting rid of many true Area of Effect abilities. The fact you can no longer replenish your characters’ “special” supplies (Doc’s gas flasks, Sam’s dynamite, etc.) while playing a map means you won’t be able to wiggle your way out of a jam as easily as before, and will have to rely a great deal on your enemies’ RNG. In other words, if a scenario does not give you access to Doc or Hector with his sawed-off, sawed-off (or if you’ve already spent the gas flask/shotgun shells), you might as well reload every alert phase as you won’t have the means of dealing with literal waves of enemies coming out of the guard houses.
houses unless it’s a nighttime map or you manage to run away.
* ThatOneLevel: SpecialEffectFailure: One of the game’s post-launch updates introduced Bounty Mode, a mode that lets you bring the canonically unavailable player characters into every main-story mission while also disabling badges. Usually, this works without a hitch. But for the “Troublemakers in Flagstone” level, if you attempt to import [=McCoy=] via this mode, the game will spawn a second one in addition to TheArtifact version of him standing in the center of the map. Talk about doubling up…
* ThatOneLevel:
** “Until Death Do Us Part” is a three-part mission that can quickly become this as it’s the only main-story mission of the game that leaves you with no healers. That, coupled with the fact Cooper and Kate are the least versatile members of the roster (to make matters worse, Kate doesn’t even have her Derringer in this mission) can make beating this level a trying experience. Doubly so if you try to go for the badges one of which demands you kill absolutely every foe on the map in all three segments of the level. Oh, you forgot to get rid of some of the guards when the scenario gave you access to Cooper? Tough luck, they’ve despawned now and there’s no way you can earn that badge without restarting the entire level.
**
"What if?" in from the Baron's challenges, which pits Young Cooper and Longcoat Hector in Devil's Canyon (already a very long and challenging level) on a mission to assassinate Frank. Cooper gets two throwing knives and his coin, but no firearms or melee attack. Hector has no melee attack either, nor Bianca, limiting his abilities to the whistle and the shotgun. Beating this mission will require every last iota of game knowledge.
* ThatOneSidequest: "Don't The "don't use any of Cooper's skill" skills" badge in "Dirt and Blood". For most of the mission this is BoringButPractical, mission, it’s one not a problem as Hector is and Kate are perfectly capable of soloing clearing the map with Kate's assistance even if Cooper Cooper’s left idle. The kicker? The last part of the mission has level where Cooper [[InTheEndYouAreOnYourOwn leaving behind [[spoiler:leaves his team behind and going goes to Pier 9 alone]], and there are confront Frank alone]] still counts towards this badge’s progression – i.e. he cannot use any of his abilities against the seven guards patroling patrolling the place. barge. To stay alive ''and'' earn the badge, you can only rely on viewcone surfing, perfect micromanagement micromanagement, and a massive dose of luck.

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I can attest to often getting spotted when I really shouldn't have been.


* ScrappyMechanic: Of all things, Ladders can be this, if you try to give a melee order on an enemy using a ladder, instead of waiting for the enemy to come up the ladder, the order is cancelled, this can potentially become the difference between life and death in situations that should be more manageable. (Like 2-3 enemies coming up a ladder at once, since if you try to showdown mode order all of them to get melee attacked at once, it'll fail and they'll get the chance to attack.)

to:

* ScrappyMechanic: Of ScrappyMechanic:
**Of
all things, Ladders can be this, if you try to give a melee order on an enemy using a ladder, instead of waiting for the enemy to come up the ladder, the order is cancelled, this can potentially become the difference between life and death in situations that should be more manageable. (Like 2-3 enemies coming up a ladder at once, since if you try to showdown mode order all of them to get melee attacked at once, it'll fail and they'll get the chance to attack.) )
** Vision cones aren't as refined as most games in this genre, enemies can more often than you think see straight through should-be-solid obstructions and the light/dark system in certain missions often has visually dark areas that are clearly not lit-up somehow act as light areas and result in you getting spotted.
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* ScrappyMechanic: Of all things, Ladders can be this, if you try to give a melee order on an enemy using a ladder, instead of waiting for the enemy to come up the ladder, the order is cancelled, this can potentially become the difference between life and death in situations that should be more manageable. (Like 2-3 enemies coming up a ladder at once, since if you try to showdown mode order all of them to get melee attacked at once, it'll fail and they'll get the chance to attack.)

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I distinctly recall early marketing implying combat would be somewhat viable.


** Most importantly, fire guns have been heavily [[{{Nerf}} nerfed]] compared to the predecessors, as characters can carry a very limited amount of bullets and guns have a cooldown of ''seconds'' between each single shot, making it impossible to shoot a burst even with weapons which realistically should be capable of it (like Cooper's revolvers). This is because ''Desperados III'' as a whole encourages the player to kill enemies through silent methods or knock them down non lethally, and limit the use of fire guns as last resorts. Most players agree that the rebalancing of the game to that purpose is well done, but some don't like it to begin with and they simply miss the frenetic gun fights of the previous ''Desperados'' installments.

to:

** Most importantly, fire guns have been heavily [[{{Nerf}} nerfed]] compared to the predecessors, as characters can carry a very limited amount of bullets and guns have a cooldown of ''seconds'' between each single shot, making it impossible to shoot a burst even with weapons which realistically should be capable of it (like Cooper's revolvers). This is because ''Desperados III'' as a whole encourages the player to kill enemies through silent methods or knock them down non lethally, and limit the use of fire guns as last resorts. Most players agree that the rebalancing of the game to that purpose is well done, but some don't like it to begin with and they simply miss the frenetic gun fights of the previous ''Desperados'' installments.installments, not helping matters is that some early marketing implied guns would be a viable playstyle, only for the final game to heavily punish their use.

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* BrokenBase: Unlike its predecessors, ''Desperados III'' no longer enforces WouldNotShootACivilian (except for the second last mission). For most players it's a moot point anyway since the game is very easy to complete without ever killing a single civilian. But there's debate on whether the removal of such limit fits the UnscrupulousHero nature of the team (especially considering that the game is a prequel and takes place prior to years of offscreen CharacterDevelopment), or completely unnecessary VideoGameCrueltyPotential that had no reason to be allowed to begin with.

to:

* BrokenBase: BrokenBase:
**
Unlike its predecessors, ''Desperados III'' no longer enforces WouldNotShootACivilian (except for the second last mission). For most players it's a moot point anyway since the game is very easy to complete without ever killing a single civilian. But there's debate on whether the removal of such limit fits the UnscrupulousHero nature of the team (especially considering that the game is a prequel and takes place prior to years of offscreen CharacterDevelopment), or completely unnecessary VideoGameCrueltyPotential that had no reason to be allowed to begin with.with.
** Most importantly, fire guns have been heavily [[{{Nerf}} nerfed]] compared to the predecessors, as characters can carry a very limited amount of bullets and guns have a cooldown of ''seconds'' between each single shot, making it impossible to shoot a burst even with weapons which realistically should be capable of it (like Cooper's revolvers). This is because ''Desperados III'' as a whole encourages the player to kill enemies through silent methods or knock them down non lethally, and limit the use of fire guns as last resorts. Most players agree that the rebalancing of the game to that purpose is well done, but some don't like it to begin with and they simply miss the frenetic gun fights of the previous ''Desperados'' installments.
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* ThatOneSidequest: "Don't use any of Cooper's skill" in "Dirt and Blood". For most of the mission this is BoringButPractical, as Hector is perfectly capable of soloing the map with Kate's assistance even if Cooper left idle. The kicker? The last part of the mission has Cooper [[InTheEndYouAreOnYourOwn leaving behind his team and going to Pier 9 alone]], and there are guards patroling the place. To stay alive ''and'' earn the badge, you can only rely on viewcone surfing, perfect micromanagement and a massive dose of luck.

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* SequelDifficultySpike: Well, it is a ''Prequel'' Difficulty Spike, but the gist is the same: this game can be nail-bitingly hard compared to the original ''VideoGame/DesperadosWantedDeadOrAlive''. It all comes to ''III'' severely limiting your ammunition (unlimited bullets vs. 4-8 per character), rigorously nerfing [=McCoy’s=] utility[[labelnote:*]]''[=WDoA=]'' let him carry 10+ gas flasks while ''III''' reduced that number to 1-2 and axed his ability to float a flask up in the air i.e. his long-distance stun[[/labelnote]], and getting rid of many true Area of Effect abilities. The fact you can no longer replenish your characters’ “special” supplies (Doc’s gas flasks, Sam’s dynamite, etc.) while playing a map means you won’t be able to wiggle your way out of a jam and will have to rely a great deal on your enemies’ RNG. In other words, if a scenario does not give you access to Doc or Hector with his sawed-off, you might as well reload every alert phase as you won’t have the means of dealing with literal waves of enemies coming out of the guard houses.

to:

* SequelDifficultySpike: Well, it is a ''Prequel'' Difficulty Spike, but the gist is the same: this game can be nail-bitingly hard compared to the original ''VideoGame/DesperadosWantedDeadOrAlive''. It all comes to ''III'' severely limiting your ammunition (unlimited bullets vs. 4-8 per character), rigorously nerfing [=McCoy’s=] utility[[labelnote:*]]''[=WDoA=]'' let him carry 10+ gas flasks while ''III''' ''III'' reduced that number to 1-2 and axed his ability to float a flask up in the air i.e. his long-distance stun[[/labelnote]], and getting rid of many true Area of Effect abilities. The fact you can no longer replenish your characters’ “special” supplies (Doc’s gas flasks, Sam’s dynamite, etc.) while playing a map means you won’t be able to wiggle your way out of a jam and will have to rely a great deal on your enemies’ RNG. In other words, if a scenario does not give you access to Doc or Hector with his sawed-off, you might as well reload every alert phase as you won’t have the means of dealing with literal waves of enemies coming out of the guard houses.
Is there an issue? Send a MessageReason:
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Added DiffLines:

* SequelDifficultySpike: Well, it is a ''Prequel'' Difficulty Spike, but the gist is the same: this game can be nail-bitingly hard compared to the original ''VideoGame/DesperadosWantedDeadOrAlive''. It all comes to ''III'' severely limiting your ammunition (unlimited bullets vs. 4-8 per character), rigorously nerfing [=McCoy’s=] utility[[labelnote:*]]''[=WDoA=]'' let him carry 10+ gas flasks while ''III''' reduced that number to 1-2 and axed his ability to float a flask up in the air i.e. his long-distance stun[[/labelnote]], and getting rid of many true Area of Effect abilities. The fact you can no longer replenish your characters’ “special” supplies (Doc’s gas flasks, Sam’s dynamite, etc.) while playing a map means you won’t be able to wiggle your way out of a jam and will have to rely a great deal on your enemies’ RNG. In other words, if a scenario does not give you access to Doc or Hector with his sawed-off, you might as well reload every alert phase as you won’t have the means of dealing with literal waves of enemies coming out of the guard houses.
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** [=McCoy=] is the only one beside Kate who can surreptitiously move bodies while being in the striped portion of a vision cone, has the longest firearm range, makes the least noise [[note]]Kate’s Derringer is quieter, but only by a .5[[/note]], can (inexplicably) quick-draw his Buntline [[note]]animation-cancelling it right into his melee which lets him kill two conversing enemies at once[[/note]], has an Area of Effect stun that never fails, and has a distraction skill that moves/provokes enemies, allowing him to divide entire groups and take them down one by one. His only weakness would be the lack of range that comes with using his distraction and stun abilities.

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** [=McCoy=] [[https://youtube.com/playlist?list=PLHhEEPI8wWgiqXYruiqD0RriOdlj1FniC [=McCoy=]]] is the only one beside Kate who can surreptitiously move bodies while being in the striped portion of a vision cone, has the longest firearm range, makes the least noise [[note]]Kate’s Derringer is quieter, but only by a .5[[/note]], can (inexplicably) quick-draw his Buntline [[note]]animation-cancelling it right into his melee which lets him kill two conversing enemies at once[[/note]], has an Area of Effect stun that never fails, and has a distraction skill that moves/provokes enemies, allowing him to divide entire groups and take them down one by one. His only weakness would be the lack of range that comes with using his distraction and stun abilities.

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* GameBreaker: Even with the rebalancing of the cast to try and make it so that every team member is good at something, Isabelle is easily the strongest character in the game. Her Connect and Mind Control abilities make her incredibly powerful, as she's able to set up otherwise impossible combos and can trick guards into taking each other out. By comboing all of her abilities together, Isabelle can easily kill up to three guards at once [[note]] Connect two guard together, Mind Control one of the connected guards, shoot another guard and have the Mind Controlled guard be shot, which will kill the person he's connected to[[/note]], something normally limited to Hector. She also has the fastest crouchwalking speed, can climb ropes and vines like Cooper, can use Stella to distract guards, and can infinitely heal.

to:

* GameBreaker: Even While with the rebalancing of the cast to try enough diligence and make it so that patience almost every team level can be cleared with just one member of your group, it is good at something, Isabelle is easily the strongest character in the game. Her Connect obvious that Isabelle, [=McCoy=], and Mind Control abilities Hector are far more technically proficient at it than Cooper -- who has range but is far too noisy -- and Kate -- who doesn’t have any range or lethal takedowns.
** Isabelle’s ''Connect'' and ''Mind Control''
make her incredibly powerful, versatile as she's able to set up otherwise impossible combos and can trick guards into taking each other out. By comboing combining all of her abilities together, Isabelle can easily kill up to three guards at once [[note]] Connect [[note]]connect two guard guards together, Mind Control control one of the connected guards, shoot another guard guard, and then have the Mind Controlled mind-controlled guard be shot, shot by his buddies which will kill the person he's connected to[[/note]], something normally limited to Hector. to[[/note]]. She also has the fastest crouchwalking speed, movement rate, can climb ropes and vines like Cooper, can use Stella to distract guards, and can infinitely heal.heal. Her only weakness is a lack of a ranged takedown meaning she has to get close and personal with each of her targets.
** [=McCoy=] is the only one beside Kate who can surreptitiously move bodies while being in the striped portion of a vision cone, has the longest firearm range, makes the least noise [[note]]Kate’s Derringer is quieter, but only by a .5[[/note]], can (inexplicably) quick-draw his Buntline [[note]]animation-cancelling it right into his melee which lets him kill two conversing enemies at once[[/note]], has an Area of Effect stun that never fails, and has a distraction skill that moves/provokes enemies, allowing him to divide entire groups and take them down one by one. His only weakness would be the lack of range that comes with using his distraction and stun abilities.
** Hector is the only one who can safely lure even the most disciplined guards away from their posts by throwing their tied-up buddies into their vision cones. While others can perform this trick too, their lack of range while doing so makes them vulnerable to enemy detection.
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* BrokenBase: Unlike its predecessors, ''Desperados III'' no longer enforces WouldNotShootACivilian (except for the second last mission). For most players it's a moot point anyway since the game is very easy to complete without ever killing a single civilian. But there's debate on whether the removal of such limit fits the UnscrupulousHero nature of the team (especially considering that the game is a prequel and takes place prior to years of offscreen CharacterDevelopment), or completely unnecessary VideoGameCrueltyPotential that had no reason to be allowed to begin with.

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** Baron's Challenge 11: Contact! An extremely fun mission where you get to control only Hector versus over a hundred enemies at the [=DeVitt=] Goldmine with nothing at all besides his whistle ability. Sounds impossible at first? Well, what makes this mission so fun is that [[spoiler:the Baron has generously gave you a ''mobile gattling gun'' on a mine cart. With how fun and [[CathasisFactor cathartic]] it was to use those gattling guns in brief segments of a few levels in the main game and the [=DLC=], an entire mission devoted to Hector blasting his enemies to bits with one of them to your heart's content is just made of awesome.]]

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** Baron's Challenge 11: Contact! "Contact." An extremely fun mission where you get to control only Hector versus over a hundred enemies at the [=DeVitt=] Goldmine with nothing at all besides his whistle ability. Sounds impossible at first? Well, what makes this mission so fun is that [[spoiler:the Baron has generously gave you a ''mobile gattling gun'' on a mine cart. With how fun and [[CathasisFactor cathartic]] it was to use those gattling guns in brief segments of a few levels in the main game and the [=DLC=], an entire mission devoted to Hector blasting his enemies to bits with one of them to your heart's content is just made of awesome.]]
** And then there’s Baron Challenge 13, aptly named “Bird Hunting.” The scenario pits [=McCoy=] with only his Buntline against the Casa [=DeVitt’s=] many defenses. Kate and Hector can help him on the ground, but they’re given no guns or melee attacks. Your task? Take out five distinct targets that are all located in the far-off corners of the map. The catch? [=McCoy=] has to decisively remain perched on the mansion’s rooftops -- he can relocate from one to another but cannot stride far from them. The ''other'' catch? [[spoiler:The Baron generously gives him '''''800 bullets''''' to his Buntline. To take out ''five'' targets. Preferably without raising the alarm.
]] Just like Challenge 11, this level quickly devolves into picking off guards, but this time, instead of the sounds of [[spoiler:a Gattling coming to greet you]], you now listen to the rhythmic ''clinks!'' of [=McCoy’s=] Buntline when he shoots someone as soon as Kate entices them out into the open. And, no, the Baron will not stop you if you decide to snipe the entire map.
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* GameBreaker: Even with the rebalancing of the cast to try and make it so that every team member is good at something, Isabelle is easily the strongest character in the game. Her Connect and Mind Control abilities make her incredibly powerful, as she's able to set up otherwise impossible combos and can trick guards into taking each other out. She also has the fastest crouchwalking speed, can climb ropes and vines like Cooper, can use Stella to distract guards, and can infinitely heal.

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* GameBreaker: Even with the rebalancing of the cast to try and make it so that every team member is good at something, Isabelle is easily the strongest character in the game. Her Connect and Mind Control abilities make her incredibly powerful, as she's able to set up otherwise impossible combos and can trick guards into taking each other out. By comboing all of her abilities together, Isabelle can easily kill up to three guards at once [[note]] Connect two guard together, Mind Control one of the connected guards, shoot another guard and have the Mind Controlled guard be shot, which will kill the person he's connected to[[/note]], something normally limited to Hector. She also has the fastest crouchwalking speed, can climb ropes and vines like Cooper, can use Stella to distract guards, and can infinitely heal.
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* EvenBetterSequel: In two ways, no less! The game is a massive improvement over ''Desperados II'' and ''Helldorado'' thanks to increased production values, bringing the series back to the tone of the first game, and updating the gameplay with a decade-and-a-half's worth of AntiFrustrationFeatures. It's also a large step up from Mimimi's previous endeavor ''Video Game/ShadowTacticsBladesOfTheShogun'', thanks to improved graphics, new quality of life features, rebalanced player characters, and improved level design (most notably with the reintroduction of "public" zones and the new emphasis on guns).

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* EvenBetterSequel: In two ways, no less! The game is a massive improvement over ''Desperados II'' and ''Helldorado'' thanks to increased production values, bringing the series back to the tone of the first game, and updating the gameplay with a decade-and-a-half's worth of AntiFrustrationFeatures. It's also a large step up from Mimimi's previous endeavor ''Video Game/ShadowTacticsBladesOfTheShogun'', ''VideoGame/ShadowTacticsBladesOfTheShogun'', thanks to improved graphics, new quality of life features, rebalanced player characters, and improved level design (most notably with the reintroduction of "public" zones and the new emphasis on guns).
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* EvenBetterSequel: In two ways, no less! The game is a massive improvement over ''Desperados II'' and ''Helldorado'' thanks to increased production values, bringing the series back to the tone of the first game, and updating the gameplay with a decade-and-a-half's worth of AntiFrustrationFeatures. It's also a large step up from Mimimi's previous endeavor ''Shadow Tactics: Blades of the Shogun'', thanks to improved graphics, new quality of life features, rebalanced player characters, and improved level design (most notably with the reintroduction of "public" zones and the new emphasis on guns).

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* EvenBetterSequel: In two ways, no less! The game is a massive improvement over ''Desperados II'' and ''Helldorado'' thanks to increased production values, bringing the series back to the tone of the first game, and updating the gameplay with a decade-and-a-half's worth of AntiFrustrationFeatures. It's also a large step up from Mimimi's previous endeavor ''Shadow Tactics: Blades of the Shogun'', ''Video Game/ShadowTacticsBladesOfTheShogun'', thanks to improved graphics, new quality of life features, rebalanced player characters, and improved level design (most notably with the reintroduction of "public" zones and the new emphasis on guns).
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** Baron's Challenge 11: Contact! An extremely fun mission where you get to control only Hector versus over a hundred enemies at the [=DeVitt=] Goldmine with nothing at all besides his whistle ability. Sounds impossible at first? Well, what makes this mission so fun is that [[spoiler:the Baron has generously gave you a ''mobile gattling gun'' on a mine cart. With how fun and [[CarthasisFactor carthartic]] it was to use those gattling guns in brief segments of a few levels in the main game and the [=DLC=], an entire mission devoted to Hector blasting his enemies to bits with one of them to your heart's content is just made of awesome.]]

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** Baron's Challenge 11: Contact! An extremely fun mission where you get to control only Hector versus over a hundred enemies at the [=DeVitt=] Goldmine with nothing at all besides his whistle ability. Sounds impossible at first? Well, what makes this mission so fun is that [[spoiler:the Baron has generously gave you a ''mobile gattling gun'' on a mine cart. With how fun and [[CarthasisFactor carthartic]] [[CathasisFactor cathartic]] it was to use those gattling guns in brief segments of a few levels in the main game and the [=DLC=], an entire mission devoted to Hector blasting his enemies to bits with one of them to your heart's content is just made of awesome.]]
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** Baron's Challenge 11: Contact! An extremely fun mission where you get to control only Hector versus over a hundred enemies at the [=DeVitt=] Goldmine with nothing at all besides his whistle ability. Sounds impossible at first? Well, what makes this mission so fun is that [[spoiler:the Baron has generously gave you a ''mobile gattling gun'' on a mine cart. With how fun and [[CarthasisFactor carthartic]] it was to use those gattling guns in brief segments of a few levels in the main game and the [=DLC=], an entire mission devoted to Hector blasting his enemies to bits with one of them to your heart's content is just made of awesome.]]
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** Usually, Kate's [[ShowSomeLegs distraction]] doesn't work on women. In the Eagle Falls mission however, she can use it on the woman arguing with the foreman in the shed. It's quite amusing, and it can help pass this building more easily. Plus, it shows that women also have idle lines for when Kate is distracting them.

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** Usually, Kate's [[ShowSomeLegs [[ShowSomeLeg distraction]] doesn't work on women. In the Eagle Falls mission however, she can use it on the woman arguing with the foreman in the shed. It's quite amusing, and it can help pass this building more easily. Plus, it shows that women also have idle lines for when Kate is distracting them.

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* GoodBadBug: In public areas, people wouldn't care if you drag an unconscious teammate. What makes it a ''bug'' is that they wouldn't bat an eye when Hector, holding unconscious Cooper on one arm, picks up an unconscious guard right before their eyes. Four steps to openly kidnap a target: 1) knock out one teammate other than Hector,[[note]]the easiest way is to have Cooper stand right behind a horse then throw a coin on the horse's back. It will kick him unconscious.[[/note]] 2) have Hector pick him up, 3) toss him on top the target to knock them out 4) pick up your teammate first, then the target.[[note]]it can be hard to click with the cursor, so turn to the showdown mode if needed.[[/note]] This trick is most useful when you want to capture the Duke in Flagstone right in front of his bodyguards, or complete two of the Baron's challenges in which you need to deliver a body through patrolled streets.

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* GoodBadBug: GoodBadBug:
**
In public areas, people wouldn't care if you drag an unconscious teammate. What makes it a ''bug'' is that they wouldn't bat an eye when Hector, holding unconscious Cooper on one arm, picks up an unconscious guard right before their eyes. Four steps to openly kidnap a target: 1) knock out one teammate other than Hector,[[note]]the easiest way is to have Cooper stand right behind a horse then throw a coin on the horse's back. It will kick him unconscious.[[/note]] 2) have Hector pick him up, 3) toss him on top the target to knock them out 4) pick up your teammate first, then the target.[[note]]it can be hard to click with the cursor, so turn to the showdown mode if needed.[[/note]] This trick is most useful when you want to capture the Duke in Flagstone right in front of his bodyguards, or complete two of the Baron's challenges in which you need to deliver a body through patrolled streets.streets.
** Usually, Kate's [[ShowSomeLegs distraction]] doesn't work on women. In the Eagle Falls mission however, she can use it on the woman arguing with the foreman in the shed. It's quite amusing, and it can help pass this building more easily. Plus, it shows that women also have idle lines for when Kate is distracting them.
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** [[PacifistRun No casualties run.]] ExactlyWhatItSaysOnTheTin. Since the game allows for non-lethal attacks, one of the most obvious self-imposed challenge is to try to play it as {{Anti Hero}}es who, while ready to punch around the bad guys, have a ThouShaltNotKill rule. It doesn't give any reward outside of a few {{Cosmetic Award}}s in some levels, but do not underestimate the VideogameCaringPotential, especially in (arguably the few) levels where the enemies aren't criminals or slavers, such as Baton Rouge (which, while a NoGearLevel, features ways to kill people through the environment).

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** [[PacifistRun No casualties run.]] ExactlyWhatItSaysOnTheTin. Since the game allows for non-lethal attacks, attacks and for tying up unconscious people, one of the most obvious self-imposed challenge is to try to play it as {{Anti Hero}}es who, while ready to punch around the bad guys, have a ThouShaltNotKill rule. It doesn't give any reward outside of a few {{Cosmetic Award}}s in some levels, but do not underestimate the VideogameCaringPotential, especially in (arguably the few) levels where the enemies aren't criminals or slavers, such as Baton Rouge (which, while a NoGearLevel, features ways to kill people through the environment).
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* TheyWastedAPerfectlyGoodCharacter: Ross Cooper, John’s brother who appeared in the second game, doesn’t show up at all in this game, even though it could have given him a chance to develop his character more than in his debut game where he exists only to die to proper John’s character arc. As in this game, John’s father, James Cooper, being killed is what drives him to avenge his death for much of the game, Ross’s addition to the story could have added even more to John’s character arc and play with the dynamic between the two brothers while also possibly having call forwards to the second game as well. Instead, Ross doesn’t even get a mention.
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** [[spoiler: Casa [=DeVitt=]]] is the penultimate level, and it's a doozy for sure. The entire level is a massive mansion party level, with tons of guests and multiple interesting areas to explore like gardens and a hedge maze. Notably, Cooper and Kate are in disguise, allowing them to explore large parts of the level in complete view of the guards. This offers a massive amount of freedom in how you choose to unravel the level's defenses, especially with how you have four party members to work with.

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** [[spoiler: Casa [=DeVitt=]]] is the penultimate level, and it's a doozy for sure. The entire level is a massive mansion party level, with tons of guests and multiple interesting areas to explore like gardens and a hedge maze. Notably, Cooper and Kate are in disguise, allowing them to explore large parts of the level in complete view of the guards.guards (including, in this very specific context, the longcoats) and to set up ambushes. This offers a massive amount of freedom in how you choose to unravel the level's defenses, especially with how you have four party members to work with.

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