"I hate robbing banks"
Juno Reactor - Pistolero
I suppose any game that lets you stuff a rat carcass full of a Tardis' worth of bacon, corn and venison and cook it by lobbing a Molotov cocktail at it can't be all bad, but when that's the high point of your adventures... well, there's a reason Weird West is on permanent sale from 70-90% off. Actually, many reasons. I motivated myself at least as far the werewolf story because... well, for the obvious reason, but rapidly lost interest, and I'm not the only one. On its Fandom wiki, the first of Weird West's five stories boasts several pages of detailed instructions and notes. The next three waver between less to more than a page. The last is a stub. And while the first story may indeed be markedly longer, it's more a matter of boredom setting in.
On the plus side, Weird West bases character advancement not on racking up kill XP, but on finding skill and feat points (aces and relics) while adventuring, or it could've been a truly unbearable grind. Unfortunately, every single enemy everywhere patrols more or less its entire map, meaning you usually end up having to clear maps anyway.
Laudably, it also imitates Divinity: Original Sin's "surfaces" so you can combine oil with burning or water with electricity, shoot arrows through AoE to gain its effect, etc.. Unfortunately, multi-part combos are far less reliable in real-time combat, making these largely useless compared to just emptying your clip at the enemy while backing away.
Are you noticing a pattern?
Intriguingly, it offers a great deal of environment interaction, for instance killing unconscious enemies by dropping them in puddles (poor pig-man brute, we hardly knew ye) or kicking, jumping and dodging around in fights. In practice, you'll never use them. Most maps you'll clear by sneaking up behind enemies which are always completely blind in their rear arc and one-shotting them. And remember I mentioned they all patrol over huge distances? When they spot a corpse they don't sound the alarm or actively pick up your trail but only rush over to gawk.
Meaning you can sap one sap, then let patrolling saps continue pathing into it, positioning themselves for endless sapping, until your interest in combat is entirely sapped away. Then toss a stick of dynamite at the only enemies travelling in a pair or group. For every map. See my similar criticism of Mutant Year Zero: Road to Eden.
To challenge you, it has no passive health regen and weapons with finite ammo, imposing resource management. But you can loot far more ammo than you'll ever use and regain health not just from eating but form drinking water which is often available in infinite quantities, plus the routine of drinking from cacti to heal 5% at a time was cute for a
couple of maps, but it quickly becomes a 'click twenty things twice' chore
with no further resource management incentive. Cash is comically useless.
Like We Happy Few, Weird West's open world elements are blatantly tacked on to a completely unrelated concept because Everything-Must-Be-Skyrim! though at least it dodged WHF's pitfall of forcing you to start the loot-scrounging all over again with every character. Unimaginative/randomized level design makes exploration unrewarding though. The only interesting map was the haunted mansion in the indian's story.
You can get a couple of NPCs as your 'posse' and yes, as you can probably guess, they are preternaturally adept in catching your own bullets, when they're not too busy running headlong into all available enemies to die.
Visually I'll admit the heavy outline comic book look works well for its spaghetti western purposes. The audio's nothing to write home about, but competent enough - that meow-meow music track was quaint at least. But if you'd hoped all Weird West's failed or wasted potential might be salvaged by good storytelling, guess again.
The main plot(s) (an immortal mind-jumping between adventurers, each with grim decisions to make, generally involving betrayal of trust and dark secrets) could've been great, and remains interesting enough despite fumbled presentation. Some lesser flaws include dialogue which barely tries to sound period-appropriate, telegrams written in florid, soulful prose, and highly repetitive, generic flavor text from your posse. But the main problem also explains why professional critics so deliberately inflated this otherwise mediocre game's ratings: it panders to the usual politically correct idiocy. Interestingly, on the most obvious point of contention for a western, genocide against Native Americans, it's rather muted. The third story inspired by Great Lakes mythology has some groaners like townsfolk without fail referring politely to "natives" instead of calling them damn dirty hinjuns as the rednecks would've in the 19th century, or "medicine person" a phrase which would've incensed most braves into punching their squaws in the face on principle. Still, the evil you fight is itself native, the natives are not immune to its lure, and overall Across Rivers' adventure is the sanest of the four I've played through, albeit slightly blander as well.
Then there's comical incompetence like this.
The bulk of the bigoted pandering though is as usual reserved for bashing men and glorifying women. I won't go into every single example. Though it does provide a couple of villainnesses, just assume the eternal mantra of "man bad, woman good" is played up, that almost every man you meet will (purely by coincidence) turn out to be stupid or evil or both, and women get applauded at every turn as smarter, purer, stronger and in every way more bionic than their male counterparts.
etceteree, etceterah |
The most blatant example is the entire second adventure, the man cursed into half-pig form. If you're thinking it's a "men are pigs" slam, think again: pigs are presented as an improvement on men. Just try to imagine what every critic would've rated the game had it reversed the polarity on that. (Not that there was any mystery you'd turn out to have been an evil pimp in your past life as soon as a brothel was mentioned.)
A more over-arching problem comes in the form of "with us or against us" roleplaying. Your few choices come in the form of flat good vs. evil dichotomies, usually straining to paint the politically correct choice as absolute good. The pig man, for instance, is at last faced with the stupid whore who got him cursed. Aside from the fact you're just expected to take her word about your past misdeeds, the scene lacks any option to say: fine, I was a villain, you got your revenge and then some, let's leave it at that. You're pushed to either grovel at her feet in penitence, or kill the stupid whore. Zero nuance.
So I killed the stupid whore.
The few less stupid bits tend to be stock figures and morals, like the greedy scheming fatcat politician. I'd been hoping for some decent werewolf action at least, but even lycanthropy is trivialized. Standard action fantasy instant shapeshifting, plus nobody acts the least bit surprised at your existence and you're being mass-produced by an official authority, as usual missing the point of the mythical skulking quasi-human stalking the fringes of civilization. And with that I uninstalled.
One last observation: the cannibalism taboo is a powerful storytelling tool, but not if you ride it into amateurish monomania. Not every story in your collection should revolve around people-eating sirens, people-eating pig-men, people-eating werewolves, even lip-chewing. Do we need to have a lie-down with papa Freud about our oral fixation?