![]() I can see the vision and appreciate what the devs are trying to create here. Were this a twin-stick shooter with more forgiving checkpoints, I would have had more fun.Ĭonversely, were this a "Shadow Warrior" or "XCOM" style strategy game, I'd have enjoyed myself as well. But the frenetic combat tries to be like a "Shadow Warrior" yet also "Hotline Miami," succeeding at neither. The game's pacing tends toward the slow and methodical, rewarding you for discovery, whether in exploring the maps or talking to NPCs. While I think the Rube Goldberg-style cause-and-effect of your decisions in combat can lead to some fun encounters, the randomness doesn't fit into the more grounded RPG elements. ![]() Sean Newgent: I wholeheartedly agree the combat needed more fine-tuning. What would you change if you were on the dev team? There was real potential here for something special. The game's best character is its environment, which truly made me feel as though my actions influenced what lay ahead. As much fun as "Weird West" was at times, too much of the game seemed like a chore. Retracing steps to squeak past bottlenecks is irritating and discourages me from moving forward. But occasionally, it would feel as though I was cheated by circumstance and that the results were left more to chance than skill and planning. The majority of the battles seem fair and strategic, rewarding you for your choices in layout and approach. Phil Villarreal: I thought the combat was erratic. This commitment to creating a cohesive, involving world may be the ultimate accomplishment of "Weird West." But everything else.well, Phil, how did you enjoy the combat? You never know when the wife of a man you gunned down will strap on a bandoleer of bullets and seek out revenge.Īs you progress through the game, you get to play five different characters, and the things you do as previous characters impact the landscape and personality of towns and locations you go to down the line. And it goes double if you kill any NPCs unrelated to the main storyline. And the sheriff, in typical western fashion, looked the other way.īut the problem with that is now his family wants revenge. I then decided to meet some justice in front of the sheriff, shooting him down in his cell. You can interrogate the man politely or snap each of his fingers till he talks. ![]() Video games are growing increasingly obsessed with ensuring player decisions fuel the game world and the story, and "Weird West" definitely does a good job at making sure everything you do has some sort of immediate or long-term effect.įor instance, in the early game, you are confronted with a jailed member of the gang who killed your family. Actions that have consequences are not just a phrase your parents throw at you after getting into trouble at school. Sean Newgent: The game follows in the footsteps of recent critical darling "Disco Elysium," offering a very tight RPG that does its best to simulate a realistic world, sucking the player in. ![]() For a free-wheeling, absurd, over-the-top "Diablo"-like, the affair gets pretty stale quickly. On the downside, the writing doesn't do a whole heck of a lot with the premise, leaving too many unplayed cards on the table. Gunning down werewolves and zombies with six-shooters just seems oh so right. It's sort of a shock that nothing quite like this has ever been done, despite how obvious the combination seems to be. For starters, the premise just made me smile. Often for the better, but sometimes not so much. Phil Villarreal: "Weird West" surprised me throughout my time with the game. The isometric shoot-and-loot RPG lite spawned from the vision of Raphael Colantonio, one of the creative forces behind "Dishonored" and "Prey." You can see influences from those games throughout the wacky, choice-driven story. ![]() If you've ever watched a Western movie and found yourself wondering what it would be like if ghosts and zombies were involved, "Weird West" is the game for you. ![]()
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