![]() ![]() With the breadth of open-world that can be offered through a top-down action RPG and the depth to the environments and the gameplay options available to players through an immersive sim, it’s the kind of game that lights up your eyes as you imagine all the possibilities it can offer.Weird West is told across five separate stories, dubbed “journeys,” each of which span a few hours. It feels like we’ve only just scratched the surface of Weird West. It’s an intriguing system that should ensure you never feel like you’re starting from scratch with each one. Gear can be passed from one character to another – or Jane’s son’s skull, if you really want – and you can recruit previous characters in the story to join your new chapter, and all the while there’s also an overarching progression system.Įach character has their own specific abilities that are augmented and unlocked by using Nimp Relics that you find through the world – Jane’s ‘Banned Hammer’ ability lets you empty her gun’s magazine ultra-fast – but then there’s also Perks for things like lockpicking that apply for all your characters, unlocked by collecting Golden Aces. The five characters are connected through an overarching story, but can come into direct contact. If you get in a fight and kill off a whole town, for example, that town will go into an abandoned state for a time, but eventually a new faction will move in, whether they’re human or supernatural, and you’ll likely have even bigger problems to worry about when you visit there next. ![]() Each of the five characters will have a lasting impact for those that follow, depending on how you choose to play. That’s just one example of how your actions can have a rippling effect through the world. This, however, can lead to a vendetta being formed, with that character then hiring others to try and take you out later in the game. If you kill off a boss character, all of their henchmen might think better of it and try to run away. One thing’s for sure, though: you want to kill everyone in sight. Then there’s the option that’s somewhere between these approaches, creating a distraction (perhaps slapping a horse on the butt to get it to bolt out of camp), and then using some tactical shooting to set fires from oil lamps, and throwing cluster dynamite for big explosions. The gunplay has had to be carefully crafted to let you, not just shoot in a flat circle around you, but also intelligently target enemies that are higher or lower than you, and also shoot up destructible elements in the environment.Īlternatively, you can sneak in around the side and find a broken spot in the wall to clamber, open up locked doors with your lock-picking skills, find a rope that lets you head down into the well for the underground passages, and sneak up behind enemies and use a charging blade attack, before hiding the body out of sight. Scoping out the Stillwater camp – at which point you discover they’re really just lackeys for Sirens that disguise themselves as humans – you can try to go in guns blazing, this top-down action RPG looking a little like a twin-stick shooter at these times, albeit with plenty of Max Payne-style slow-motion diving. ![]() The combat in Weird West very much depends on how you want to play. A pack of coyotes could launch themselves at your camp, for example, forcing you to whip out your gun to fight them off. Setting out from her remote home, with Sheriff Flora Albright inviting you to meet up with her and interrogate part of the Stillwater gang that was responsible, travelling takes place on a world map, setting a destination and then crossing your fingers that you don’t land in too many randomised encounters.
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