The preview build I was given access to saw me take up the righteous metal of Jane Bell, one of the game’s several protagonists. Familiar enough to be easy to pick up, complex enough to warrant deeper digging. That kind of organic engagement with the player is where Weird West thrives, it’s the kind of sandbox I’ve been dying to get back to in gaming. But Weird West is also an enjoyable stealth experience without being prompted I knew I could crouch to make less noise and use the enemy cones of vision on the mini-map to sneak my way around bandit camps. Guns cause you to aim around the screen with a line that turns red over targets, while melee is a little less finessed but satisfying all the same. There are, of course, a bevy of weapons to choose from on your handy quick-select wheel. Weird West’s Arkane roots are on proud display here as the game delights in incorporating immersive sim elements in the action RPG genre.Īn early game combat tutorial immediately informs you that despite its trappings, Weird West wants you to find your way of engaging with its action-ready world. Similarly, fire will spread if unchecked, various substances such as oil, water and gases impact the playfield, as do roaming bands of animals, lighting and so on. Players will find a world full of interactable objects, from the physics-based chaos of being able to toss just about anything to smaller, contextual moments involving tools and platforming.
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