Weird West Screenshot Image (Image credit: Devolver Digital) All of this is done well, and the process in which you transition from one character to the next is fairly seamless. As you move through each chapter, you can recruit new members to your posse and form new alliances (including with characters you previously played as!). Each character's personality and story is unique, and each journey introduces new information that helps fill the pieces of Weird West's narrative puzzle. Weird West's journeys place you in the shoes of five unique characters, one after the other, each of whom is on the verge of facing some monumental threat to their existence or the Weird West itself. It may not be beloved by every player, but I found this approach to be more than acceptable. Weird West eschews the boring travel between each location in many open-world games to instead deliver miniature "slices" of the world (stylized to appear as if you're playing on an actual map) with every location, with random events that can occur in between. One thing to note is that Weird West is not an open-world game, although it does feature a large map packed to the brim with a diverse range of locations to discover. Weird West's world is impressive, and it's clear WolfEye wanted to make it a memorable one to explore. Source: Devolver Digital (Image credit: Source: Devolver Digital) I've hardly covered it all either the possibilities in Weird West feel endless. Ropes can be used to rappel down chimneys and wells, while lockpicks can unlock doors and chests you're not supposed to have access to. Objects can be moved to create obstacles or clamber to hard-to-reach places, allowing you to sneak unseen or discover secrets (and there are indeed secrets). These systems mean there are always a variety of ways to approach any task, regardless of how you prefer to play. Seek a high reputation and earn discounts and more favorable comments from surrounding NPCs as your standing grows, cast your reputation to the wind and become a despised criminal, or mix the two however you'd like. There's a full-fledged karma system in Weird West, which dynamically changes depending on your actions (at least, the ones you are seen doing), and it's entirely up to players on what kind of person you want to be in Weird West. This focus on creating an interactive world also extends to the player's character and how NPCs perceive them. You can feel the attention to detail as you explore the world in Weird West. All this and more, and players can use each of these effects and the surrounding environments to aid them on their quests (or be hindered by them). Harsh chemicals or poison can wear down people's health fresh water can be used to quench thirst and replenish life. Rain can put out fires and soak into players and animals, rendering them resistant to burning but more susceptible to paralyzing lightning effects (which can also happen dynamically, thanks to thunderstorms). Oil barrels can be used to spark massive fires, either from nearby open flames or your own Molotovs and gunfire, which can then spread through fields of grass, buildings and objects, and people.
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