![]() You can crouch and shoot over obstacles, so positioning will reduce damage. There is a cool slow-motion dive that works like Max Payne, just from the distant isometric perspective. Shooting your way through is often the most efficient way to complete missions, although ammo can be limited. The upside is that subsequent targets can be killed quickly, but returning to old areas is still a drag. Even haciendas have duplicated building layouts and similar farmland surrounds. The cave might have piles of bones and carcasses, if you’re hunting a flesh-eating siren monster instead of a plain gunslinger. Small things change within the cave, like the number of enemies and loot. ![]() ![]() Bounty targets you can kill (or capture) might be found in the exact same place, in the exact same cave system. Walking to the edge of any level (or getting on a horse) will let you travel on the world map again.Īlthough there is randomization, there is also repetition. Traveling across the world also creates random mini encounters with animals, roaming traders, monsters, that creepy witch, or gangs trying to rob you. The main quest levels and major towns have fixed layouts and are larger in scope. Some choices affect subsequent journeys too, so there is decent replay value. Each level is self-contained, and both the structure and placement of the minor locations alters if you restart the game. You can even camp in the middle of nowhere and hunt animals for food. ![]() Farmsteads, temples, camps, haciendas, buried treasure, and more are scattered around the place. Mine shafts are home to precious metals, treasure chests, and hostile gangs. Towns contain traders, quest givers, and mercenaries you can recruit. Important places are marked and others can be discovered by simply roaming. The larger world is presented on a 2D map that you can travel across by foot, or more quickly by horse. So the five-character setup finds itself in a nice middle-ground between starting anew and building on what came before. All of the character’s abilities start from zero each time some are unique to each character but most are linked to weapon types, allowing players to try out explosive shells or electrified bullets. Ammo and money must be reacquired, although transferred items can be sold and you can always steal, which works a bit like Skyrim. One perk boosts jump height so you can climb atop houses and enter through chimneys, like Santa Claus with spurs. Perks earned during each journey remain, ranging from buffing health to increasing crouch-walk speed. Even the contents of the horse’s saddlebags are shared. Your past selves can be found in the world, so you can recruit them to help in combat or just get their (your) gear and leave them be. Once each journey ends, you don’t have to start over. With these five distinct stories, the game refreshes itself every five hours to keep that tumbleweed rolling. You will meet a strange witch and a creepy child, among others, that set a unique tone to keep the overarching narrative working away. All are branded with the mark of the Passenger and so there are higher powers at work. But there is a tangible connection betwixt them. ![]() The individual journeys are interesting and succinct, with full story arcs for each. And, finally, you become a prophet who has dreams about the end of the world. After that, you step into the paws of a werewolf, trying to build an army. The third journey is about a native who seeks a lost gold mine. Then you become a man cursed to look like a pig and must prevent others from the same fate. In the first journey, you play as a bounty hunter in search of her husband, taken by a gang that treats humans as food. Through their eyes we see a twisted version of the Old West, sometimes from opposing sides. Weird West’s story takes players through the journeys of five heroes, told in sequential order. ![]()
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