Review The occult Weird West would be a five-star sling game if it were released ready-made

The ambitious Weird West has all the ingredients for a five-star classic game. Unfortunately, however, small bugs grow into a large pile under which it is ultimately difficult to see the desert from the cacti.

Date of issue: 31.3.2022
Studio: WolfEye Studios
Publisher: Devolver Digital
Available: PC (Windows), PlayStation 4 & 5, Xbox One, Xbox Series X / S (tested Series X)
Players: 1
Age limit: K16
Game played for evaluation: 60 hours

Action role-playing game Weird Westistä can’t talk completely spoiler-free, so it’s worth moving forward at your own risk. Set in a strange wild west, the game tells a strongly bulging occult story with traditional western narratives at its core. Cattle barons are taking over the lands of small farmers, the control of mines bursting with precious metals is being fought bloodily, minorities are being denigrated, gangs are wreaking havoc and land is being fought with the indigenous population. At the very beginning, we embark on a voyage of revenge, which is also essentially one of the themes of the Wild West.

Although the elements are wild west clichés, they are glazed with the occultism and strangeness inherent in Weird West, which makes the game not only original but also very fascinating. The cattle baron turns out to be haunted by a demon of greed named by the indigenous people of North America, the most feared bandit is made up of cannibals, creeps sneak in the mines, and men manned as two-legged pigs are feared and disgusted. In addition, the scene shows werewolves, zombies and witches, strange religions, ghosts, cults and immortals who have been searching for thousands of years for ways to get back into the books of the living so that the journey to earth’s soil can begin.

Weird West brings to mind the first two in so many ways Falloutgame that it can’t be a coincidence. Prestigious and masterfully good games have inspired numerous developers, and it seems to be some kind of trend, especially at the moment. This is a good example of this Death Trash, whose Fallout vibe could surpass that of Weird West if it had a similarly sized budget and developer experience and expertise. The authors of Weird West include those who previously worked at Arkane Studios Raphael Colantoniowhich played a key role when Dishonored and Prey were in development.

The fallout quotes are obvious, as Weird West is largely similar in theme and execution to its role model, although the stills are completely different, at least on the surface. Where the world of Fallout is supernatural in a way, its sci-fi elements — such as ghouls and futuristic technology that have mutated as a result of radiation — are supernatural because of the occult premise. In addition, Weird West is also externally similar to its role model, albeit with the difference that Weird West is implemented using cel-shading technology, which makes the game environment look hand-painted and cartoon-like in a certain way. Otherwise, isometric games have a lot in common. For example, battle areas are map-like and can be escaped by walking to the edges. Even the worlds of sound are very similar in all their minimalism.

In summary, Weird West is a magical Fallout located in the Wild West.

Weird West immediately throws the game into the middle of the action, and it immediately becomes clear that the wild west presented by the game is a ruthless place. The farm of the first protagonist, a former bounty hunter, was attacked, so it’s time to dig out the bangs and go ask for names. The story of this hero consists of the aforementioned revenge story, and ultimately something much larger. In the game, there are five completely different protagonists, all connected by a strange brand of fire that appears on the neck and the strange twists it brings.

At first, I was very disappointed with the length of the game, as I thought it would end in the story of the first protagonist. That’s when I had been immersed in Weird West for ten hours. In the end, however, it took about 60 hours to complete the game. The extensive clocking was due to the fact that the Game World felt so sweet that numerous side tasks took it along. Playing straightforwardly, Weird West is likely to beat in about 15 hours, but if you want to get the most out of it, it will take at least twice as long. Weird West really offers a lot to play, and the charm of novelty doesn’t go away easily.

As a role-playing game, Weird West is lightweight, as it doesn’t collect experience points, but the character is enhanced by updating features. There are suitably few features, and they are unique in places for each character. The bounty hunter focuses mainly on fighting with traditional weapons, while the werewolves are responsible for the lycanthropic ways of fighting. In addition, the characters have a variety of supernatural abilities.

There are five categories of weapons in use, including a revolver, shotgun, rifle, bow and melee weapons. Each of these can be healed in different ways using the mystical cards found in the game world. Improvements are reset whenever the story of a new character starts. In addition, the game has perks abilities that stay the same as the character changes. For example, the efficiency of first aid kits and dynamites can be increased, tipping can be facilitated, and so on. There aren’t very many different weapons on offer, but at least it didn’t bother me.

Weird West doesn’t try to be a very deep role-playing game in terms of game mechanics, so the restrained number of weapons and armor fits in very well. The same goes for different types of food, which you have to look for and carry with you, especially if you have enough dollars to buy a horse, for example. In addition, the purse can be fattened by murdering wanted villains and their gangs. There is still no talk of any actual grinding, as goods and money can also be stolen.

The size of the game map surprised with its massiveness, as new locations are constantly being opened up. The map is full of raving places ranging from villages in the Wild West, mines, hunter camps and abandoned buildings populated by horrors. So there’s plenty to do, although it’s striking as the game progresses that there’s no huge variation in the appearance of the seats. The size of the maps for different locations varies depending on whether it is a large farm or a situation where the hero and his pose find themselves in a sudden combat situation during the journey. In the game, you don’t necessarily have to go on an adventure alone, but you can hire gun heroes, and some will join the straps anyway.

Chatting with the characters in your own mail is an entertaining follow-up that says a lot about how well the game is written. In addition to the story and dialogue, the newspaper that follows the events in the Wild West brings richness to the game world. In addition, there are books in many places that open up background information. Fortunately, these are not text walls, but everything is presented in moderation, which tends to keep the game moving all the time.

The battle works, even though it seemed difficult at first to learn. The fight has been made surprisingly versatile. There are countless ways to fight, as each brawl lets you try different ways to kill enemies. It is not just a question of using different weapons in different situations, but of making extensive use of the environment. Shooting lanterns makes them and nearby enemies smoke, gunpowder barrels explode and more. At times, the melee feels confusing when there are enough characters on the screen to fight, but in my opinion, a certain amount of confusion is involved.

Weird West succeeds, among other things, in enabling a variety of play modes.

The whole game can be played through either without killing anyone or even by littering each character in the game world. The ways of playing have their own consequences. For example, there is no going back to crime scenes because the player’s actions are remembered there. Sneaking is easily the best thing about the game, and far more enjoyable than the ballpoint pens when it comes hot. However, it also has its own order, especially when the abilities and weapons of your own pig are such that a murderous desire emerges from any situation.

So there are plenty of options, because in the game, for example, you can climb on the roof of a house full of sleeping bandits and climb down the chimney like some kind of insane Santa whose clothes have become a red color from something completely different. Alternatively, you can even jump through the window at the headquarters of the bandits like John McClane of the Wild West.

Weird West is a huge-sized game in a seemingly small package, and it would easily be worth five stars if it weren’t so full of bugs.

Right from the start, there were boot issues with the game, and in places it got stuck with small animations that occur relatively often in the game. These also don’t matter in terms of the gaming experience itself, but the further you play the game, the more bugs came up. None of them broke the game, but as the bugs piled up, attention was inevitably drawn to them, and not to all the insanely greatness that Weird West has to offer. As a funny note, the first two Fallout games were released almost broken. The difference is that the Fallouts were in such poor shape that the players themselves had to mate them together to be playable. Fortunately, Weird West is not quite in a bad state.

The worst and most offensive thing is that the game’s publisher has outsourced quality control to players instead of letting their own testers do their work to the end. Now a really good game doesn’t get to shine the way it deserves.

To counterbalance the bugs, there are small details in the game that nonetheless make playing fun. For example, effortless quick recording and downloading allows you to try out different situations in a really convenient way, and in addition, you can get the characters to drag and drop as long as the night turns into a day and vice versa. Stuffy stuff, but very important for digestibility, as gaming isn’t interrupted for a moment by these elements.

The smallest details of Weird West have been filed so functional that playing is easy and, above all, damn pleasant. The picturesque game sinks naturally. The Wild West has never been so fascinating or strange.


Rating: 4/5

“Weird West is an unexpected gem whose scope, detail and overall top quality may surprise you. The game isn’t really broken, but due to numerous bugs, it’s hard to talk about the game of the year. ”

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