
You’ll chat with a sentient, foul-mouthed sentient tree and battle witches in ancient, subterranean temples. All that weirdness comes out in a flood, as you traipse across the world for clues to your identity.

The second story in this anthology puts you in the trotters of an unholy man-pig mashup, who leaves his swamp to enact revenge upon the witch that did this to him. I mentioned the pigman earlier, and now it’s time that Chekov’s gun went off. Thankfully, there’s far more to Weird West than its combat. A few bounties and selling off junk, including weapons and clothing, in towns eventually lets you overcome those early hurdles, but doing that five times in a row provides a steadily reducing sense of fun.My main takeaway from the top-down sneaking and shooting is that Desperados III developer Mimimi Games does it a whole lot better. Perks, unlocked by finding special golden playing cards, are common to all characters, but special abilities are discrete, so you’ll start each new role seriously underpowered as well as horse-less. You can live without one, but it makes travelling far more arduous and drawn out than it needs to be, so it’s really non-negotiable, as is acquiring new weapons and powering up your special abilities. In each case when you start in a new body you’ll have to sweep the cash together to buy a horse. That said, it’s the things each character has in common that undermine the experience. Each has a very different perspective on the world and playing from these varying viewpoints is one of the highlights of the game. It’s an interesting counterpoint to the bounty hunter, who was widely welcomed wherever she travelled.īy the time the closing credits roll, you’ll have taken over the bodies of three more Weird Westerners: a native American, a werewolf, and an Oneirist – a robe-wearing cult member whose sect has visions of a coming apocalypse. In the first settlement you try and enter, the marshal runs you out of town and threatens to shoot you on sight if you ever return. Soon you move on from the bounty hunter role, occupying the body of a Pigman, a grossly disfigured semi-porcine human who’s reviled by all. In one section, we wiped out the entire leadership of a cult after discovering their duplicity, only to have to go through with their mission anyway, because that was the only story quest marker available. There are also plenty of moments that feel unfairly scripted rather than a direct consequence of your decisions, for instance when your reputation suffers as a result of committing a crime that was witnessed by nobody. That may well be true to life, but it’s also frustrating in a game that claims to give you unlimited agency. Although all courses of action are open to you, some just prove too difficult the battles they trigger making you face such overwhelming odds that even after multiple attempts you realise you just can’t follow your convictions and have to settle for the more survivable route. However, this is a feature that works better in theory than in practice. Take down a bandit outlaw and you’ll get a reward, but any surviving henchmen or family members may well start a vendetta against you, waiting in ambush to exact their own bloody retribution for your killing or capture of their friend. It’s a key tenet of the genre, which believes strongly in player freedom and consequential actions.

In Weird West it’s perfectly possible to shoot key characters, and once dead they never come back, their plotlines and quests lost forever.

Save and quick save are bolstered by frequent auto saves to give you a range of possibilities if you make a mistake, either by getting discovered too soon or accidentally killing someone you’d rather have kept alive. If you played Dishonored you’ll already be familiar with the save scumming that’s absolutely encouraged in these games.
