![]() ![]() ![]() Anyone in this world could be a siren in disguise, and there are even some people – like a prisoner who calls himself “Snack” – who want to be eaten by them. Your husband has been captured by a gang called the Stillwaters, who plan to sell him as meat to the sirens, a race of shapeshifting creatures who slither along the ground when they’re not pretending to be human. It grounds you in this typical cowboy movie setup, but it’s not long before you realize why the game isn’t just called “West”. Your first quest is to bury your son and dig up your irons, squirreled away back when Jane Bell decided to leave a life of bounty hunting behind. The game opens with a gang kidnapping your husband and murdering your child. Sure, you might see a lot of the same assets repeated across its small playspaces, but there’s more to games than realistically animated horse gonads. It’s built to be played and replayed, to be messed with and pushed to its limits. Kill anyone, including key characters, and the story goes on. While part of me wishes I could have seen the triple-A dollars version, played from a first-person perspective, this purity of vision – and the budget constraints – allows the game to go deeper on choice and consequence. Weird West is as much an immersive sim as Deus Ex and Thief, but it takes place from a bird’s-eye view. The main difference between this and, say, Dishonored, is the budget. It’s a design ethos that continues with the new studio’s debut game. These are the kinds of games Raphael Colantonio and his team at WolfEye have created since the founding of Arkane Studios: immersive sims. ![]()
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