Weird West Review: A Wonderfully Rotten Wild West Experience
Nevertheless, Weird West here builds on some of the cornerstones of early CRPGs. The player will encounter random events on the map during their journey, such as games like Fall and Baldur’s Gate. This gives a spontaneity to the game world, emphasizes how dangerous it is, and also makes the player feel like the world is much larger than its individual locations. Some of the random encounters are also an absolute joy to encounter, such as the regular visits from a witch who gives the player cryptic and humorous messages about her plight.
This fate takes the story to weird places, even more so than some other weird Western tales. Over the course of the game, the player will become a cursed pig tasked with destroying a magic tree that eats souls, a messianic werewolf trying to save his people from being hunted to extinction, and a spiritualist who delves into dream worlds that match the aesthetics of twin peaks. The fullest arc of the group is that of Across Rivers, a hunter from the fictional Lost Fire Nation, whose story was developed by an Anishinaabe writer and eschews tropes of indigenous peoples being inscrutable mystical cultures.
There are also some interesting side quests that help expand the meaning of Weird West to be a living and breathing place. Some of the highlights are a town plagued by bad dreams and strange deaths, being able to talk to ghosts and take quests to help them find closure, and helping a pig break a curse that means… he can only speak in rhyme. There are also more traditional quests for a game of this setting, such as bounties to collect, but Weird West is at his best when he gets weird with him.
From a gameplay point of view, Weird West is centered on combat. Like other immersive sims, the player is given flexibility in how they approach each challenge with the ability to flip things around in the blink of an eye. there’s a frantic feeling whenever stealth options fail, for example, especially with supernatural enemies that can wipe out the player’s health very quickly. As such Weird West asks the player to emphasize awareness of their surroundings, as being able to light an oil lamp or knock over a poisonous barrel can make all the difference, while things like changing weather have an impact on exactly what the player can successfully interact with.
Something that helps is leaning into each character’s specialty, giving each of the five chapters a slightly different feel. Bounty hunter Jane Bell is better with guns and pistols, pigman Cl’ens Qui’g prefers a full assault with melee and shotguns, while Across Rivers hints at a bow and build furtive. Along the way, the player also selects members of his party, and although these characters do not have much character – another similarity to the first Fall – their little dialogues add some life to the game. The player can even recruit protagonists from previous chapters if he wishes.
With all that’s been said, Weird West is not perfect and most of its problems are technical in nature. Many of them revolve around the player’s party, with odd path finding, party members disappearing between locations, and not attacking certain enemies, which can make the game frustrating on harder difficulties. It’s nothing groundbreaking, though, and apart from that, the other issues are mostly things like the weird graphical glitch or weird NPC reactions to player decisions.
Weird West is a refreshingly lean and wicked immersive simulation. Its supernatural Wild West is a delight to explore, and is at its best when it gets as weird as it gets, while the minute-by-minute combat is a whole lot of fun. Some of its bugs can get in the way, and those expecting deep interpersonal relationships with party members will find it lacking, but as an immersive, mechanics-driven experience, it’s hard to put down.
Weird West releases today, March 31, 2022, on PC, PS4, and Xbox One. Screen Rant received a PS4 download code for the purposes of this review.
Our assessment:
4 out of 5 (Excellent)
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Even so, Weird West does build upon some of the cornerstones of early CRPGs here. The player will come across random events on the map as they travel, akin games like Fallout and Baldur’s Gate. This gives a spontaneity to the game world, emphasizes how dangerous it is, and also gives the player a sense of the world being much larger than its individual locations. Some of the random encounters are also an absolute joy to come across, such as regular visits from a witch that gives the player cryptic and humorous messages about their fate.
This fate takes the story goes into strange places, even more so than some other weird Western tales. Over the course of the game the player will become a cursed pigman tasked with destroying a magic tree that eats souls, a messianic werewolf trying to save his people from being hunted to extinction, and a spiritualist who delves into dream worlds that match the aesthetic of Twin Peaks. The most well-rounded arc of the bunch is that of Across Rivers, a hunter from the fictional Lost Fire Nation, whose story was developed an Anishinaabe writer and steers clear of the tropes of indigenous populations being inscrutable, mystical cultures.
There are also some interesting side quests that help expand the sense of Weird West of being a living, breathing place. Some of the highlights are a town being plagued by bad dreams and strange deaths, being able to talk to ghosts and pick up quests to help them find closure, and helping a pigman break a curse that means he can only speak in rhyme. There are also more traditional quests for a game of this setting, such as bounties to collect, but Weird West is at its best when it gets strange with it.
From a gameplay perspective, Weird West is combat-centric. Like other immersive sims the player is given some flexibility in terms of how they approach each challenge with the ability for things to switch on a dime; there’s a frenetic feel whenever stealth options fail, for instance, particularly with supernatural enemies that can wipe out the player’s health very quickly. As such Weird West asks to player to put an emphasis on being aware of their surroundings, as being able to ignite an oil lamp or kick over a toxic barrel can make all the difference, while things like shifting weather impact on exactly what the player can successfully interact with.
Something that helps is to lean into each character’s speciality, giving each of the five chapters a slightly different feel. Bounty hunter Jane Bell is best with rifles and pistols, pig man Cl’ens Qui’g prefers a full-on assault with melee and shotguns, while Across Rivers hints towards a bow and stealth build. Along the way the player also picks up members of their posse, and although these characters don’t have much by way of character – another similarity to the first Fallout – their little bits of dialogue add a bit of life to the game. The player can even recruit protagonists from previous chapters if they so choose.
With all that said, Weird West isn’t perfect, and most of its issues are technical in nature. A lot of these revolve around the player’s posse, with odd pathfinding, team members disappearing between locations, and not attacking certain enemies, which can make the game frustrating on harder difficulties. It’s nothing game-breaking, though, and outside of this the other issues are mainly things like the odd graphical glitch or strange NPC reactions to player decisions.
Weird West is a refreshing, lean and mean immersive sim. Its supernatural Wild West is a delight to explore, and is at its very best when it gets as strange as it possibly can, while the minute-to-minute combat is an awful lot of fun. Some of its bugs may get in the way, and those expecting deep interpersonal relationships with posse members will find it wanting, but as a mechanic-driven immersive experience it is hard to put down.
Weird West releases today, March 31, 2022 for PC, PS4 and Xbox One. Screen Rant was provided with a PS4 download code for the purposes of this review.
Our Rating:
4 out of 5 (Excellent)
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