

Friendly AI is pretty patchy too - your posse members will often run straight through patches of burning oil, which becomes immensely frustrating if they end up dying. In larger battles this becomes redundant as enemies constantly try to flank you, devolving into you and your adversaries running circles around each other and constantly firing.

The game’s simple cover system becomes frustrating in certain environments where cover is just too high to peek out from - often in more intense gunfights, you’ll accidentally unload a few bullets into a rock you thought was low enough to fire over. When gun battles become drawn out, however, cracks start to appear in the combat system. Simply put, creative players will have a field day with Weird West’s combat, especially when it’s short and sharp. As satisfying as some of these are, there’s a lot more gratification in using your environment to take down your enemies: kicking an explosive barrel off a ledge and igniting it to blow up a curious guard, or shooting arrows through fire to set enemies ablaze. A raft of different abilities can be unlocked by collecting and redeeming Nimp Relics, from fanning the hammer on your six-shooter to a silent but deadly shot of your rifle.

This interactivity extends into combat, layering variable after variable on what’s a pretty simple twin-stick shooter system. Do enough immoral things and one of your posse might leave your side - or even try to kill you. Leave a survivor of an enemy gang and they’ll declare a vendetta and hunt you down. Do a favour for a stranger and they’ll pay you back in the future by backing you up in combat at a time of their choice. The headline mechanics of Weird West all have this in mind: towns will become depopulated if all the inhabitants are killed, with new factions or supernatural enemies eventually moving in. What’s admirable on WolfEye’s part is its insistence that everything the player does must have consequences. While the main story is fixed, new side content and locations are generated with each new save, providing plenty of proving grounds to try out builds and weapons. It’s a smart device in an immersive sim, practically forcing the player to try different styles of play by giving them new perspectives and abilities, as well as switching player allegiance between the multitude of factions inhabiting the world. Weird West tells the stories of five interconnected characters in a supernatural Wild West inhabited by cannibalistic sirens and stitched-together “pigmen”, switching player control as certain points in the story are reached.
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Now leading the 20-strong WolfEye Studios, the developer’s first title switches to a top-down perspective reminiscent of the Diablo series - as well as the original Fallout and Ultima games - while still seeking to retain the freedom Colantonio’s previous first-person titles have granted players. So it makes sense that Weird West - a game seeking to advance the immersive sim resurgence by looking even further back - comes from one of the minds behind Dishonored: ex-Arkane founder Raphael Colantonio. Through dogged determination and fantastic game design, Arkane Studios has almost single-handedly revived the genre a decade after releasing the first Dishonored title.
#Weird west ps4 release date full
With the success of Deathloop last year, the comeback of immersive sims from their late 90s/early 2000s heyday seems to be in full swing.
