
If along the way you stumble upon some non-empty zone, a corresponding mark will appear on the map. Each city, mine or other object is a small arena, approaching the border, which the player can enter the global map and choose the point to which his character (or the entire squad) will go. Moving around the world and interacting with the environment is very much like them.

This could have entertained players in 1-2 Fallout, but after a quarter of a century, this is not impressive.Ĭomparison with the isometric parts of Fallout is not just there. Stumbling upon another random event during the journey and seeing the “arena” seen a couple of dozen times in front of you in the form of an abandoned city of three crumbling houses, it’s hard to hold back a bored yawn. This is further aggravated by the map, on which only key points that are important for the plots of the characters have a unique design.

But after 5-6 hours the local yellow palette starts to tire. The first hours of Weird West will look incredibly fresh against the backdrop of post-apocalyptic settings of all stripes and dirty / colorful Middle Ages that have managed to set the teeth on edge. But this has a downside – the whole visual is very monotonous. You believe in small towns and farms, and “fantasy” elements are very organically integrated into the world. Designers, for sure, looked at more than a dozen westerns and action films about the events of those years. Bandits, various gangs that keep the surrounding settlements at bay, brave sheriffs, desperate bounty hunters and landlords bathed in luxury – everything in the world of Weird West is also present, and feels quite organic.Īll locations, as well as the world, follow the chosen setting well. And if the former are similar to their incarnations in films and books, then the indigenous tribes twist their stereotype to the maximum, becoming almost powerful sorcerers and incredible wars. Remained in the world of the game and the usual attributes of such a setting in the form of cowboys and Indians.
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Well, how to say “raid” – werewolves, cannibals turn into monsters (called sirens) and a whole colony of pigmen for the local world are more than normal. From boring reality, the world of Weird West is distinguished by the presence of a touch of mysticism in what is happening. Our action takes place in the days of the Wild West, when North America was just settling in by people who came to the new continent in search of fame, fortune and happiness, and their equivalent in gold was written on the recently appeared dollars.

It is very difficult to find something unequivocally good or bad in the game, and the final impression will depend entirely on the preferences and mood of the player. Looking ahead a little, it is worth noting that Weird West leaves conflicting impressions.

What did WolfEye and Rafael Colantonio end up with? Let’s figure it out. Weird West was no exception, which, in addition to everything, has an atypical setting. There have always been few such games, and from that the release of each new project is of considerable interest. And unlike other genres, this is not due to some kind of trend of the times. Games, especially RPGs, whose genre is defined as immersive sim, are extremely rare.
