![]() With the aforementioned limited sets of weapons, it doesn’t really let you experiment in the ways you want. These are denoted by a simple color and star system to convey their effectiveness. Lastly, gear handles the rest by offering you what is essentially a gear score for the vest that you wear, and the guns you carry. I wish more than that would carryover between characters, but this by far is the best option. As you invest in perks with one character, they will rollover into all of the following ones. I like how Weird West handles the perks system. There’s some interesting combinations, but I found the perks to be more interesting than most of the abilities. Perks are passives, where the abilities either personal or weapon have to be actively called. The personal abilities though, are distinct for each of the playable heroes. The abilities are all the same for each of the weapon types found in the game like revolvers, shotguns, and rifles. They could really be anywhere, but some are in more obvious places than others. Abilities are purple nimp relics that you also find out in the world through the same means of turning over everything you come across. These perks can do things like enhance how effective med kits are, or let you move faster in stealth. There are perks you can give yourself through finding golden playing cards all over the map, so long as you’re curious enough to explore and open up every crate and cabinet you find. This is an action RPG without levels to represent your strength or power. Weird West’s approach is logical and appropriately weighty. There’s just an inherent stress that most games never explore, even for ones that are time sensitive for the main story. All of the side missions you accept have a time limit, and this crunch feels especially heavy. ![]() As you form relationships with townsfolk, and as long as you stay in good standing with it, you’ll be able to take on bounties for money. Once you’ve swapped to a new character, you can’t go back to them, so it’s best you do all that you need to before starting the final mission for that specific character. ![]() ![]() And every character will have their own unique main and side quests to engage with. There are five characters in total that you will inhabit, and each of them has their own journey and dilemma to engage with. The prologue ends when the first town gets rebuilt, and it’s here the game teaches you all of the basics you need to survive with. From stealth being an optional, but beneficial method to getting through an area filled with bad guys to how elements interact like oil and a spark for truly devastating combos. As you pursue these side quests, the game will be introducing you to each of the game’s mechanics and systems. The town Sheriff asks you to follow some other leads that should eventually take you to your husband. As you follow what little threads you can pull, you’ll be drawn to the town of Grackle that’s been absolutely ravaged, and not a single store is functional. Things really get rolling once you’re in control of a bounty hunter named Jane Bell who is searching for her abducted husband. And I’m okay with that, because I find that less is more here, allowing you to figure things out for yourself. The game begins with a very cryptic cutscene with little explanation before you’re dropped into the world of Weird West. Weird West is every bit the isometric wild west Dishonored you think it is, but manages to keep some of its secrets to be discovered by experimenting through its gameplay. This is due to the multiple protagonists and bizarre, yet engaging world that is molded by your actions or inactions. This genre-bending oddity of a game shouldn’t work, but it thankfully does. WolfEye Studios, made up of former Arkane developers who know the genre, have made an immersive sim through the guise of an action RPG. Immersion doesn’t have to rely on the first-person perspective to be effective, and Weird West is evidence of that.
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