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Funny af. More games should be like this. But battles are okay

Extremely clever writing with kinda not great gameplay.

This review contains spoilers

West of Loathing is a game that honestly surprised me in many ways. Its a small and short game - especially when compared to the vast majority of RPG games - but its also loaded with side quests and even little instances of meaningful player choice, so you always feel like you're being productive. One look perusing through the wiki revealed a good amount of stuff I didn't even get to see despite how thorough I was with completing as many side quests and discovering as many locations as I could get. I'd definitely say I enjoyed my time with this one.

As far as gameplay goes, West of Loathing is a bit basic for RPG standards, but it does still have some kind of depth to it. Get ready to read a lot, since you get some text to read when you do just about anything and there's zero voice acting. Personally, I don't mind this at all, but if that doesn't sound appealing to you then you may not be a big fan of the game. You can explore the overworld, interact with or pick up stuff in the environment, talk with people...you know, typical RPG overworld things. The real unique thing with it comes from how you can interact, whether its through dialogue or objects. If you encounter a potential enemy, sometimes the game will let you handle the situation in a different way using a specific skill or item. West of Loathing has a robust XP system with a bunch of different skills you can use for different things (typically in the form of skill checks in interaction to do a specific thing). Of course, there's also the usual stats for combat. Your character doesn't level up in this game, so all the XP you get is free for you to dump into whichever skill or stat you want to level up. Some of these skills are ones you need to unlock through various methods, with some being earned through more quirky or obscure ways (like how if you flush a bunch of toilets you find in the overworld you get a skill that permanently increases your Muscle stat by 3) while others are learned through books you can find. An easy example to point to is Foraging, which I learned from a book at the very start of the game and was perhaps my most used skill since it lets you get food, alcohol, or combat items from the special plants you come across in the overworld. There's also some skills that have no real use and are just there for some extra flavor, like how Nostalgia Mode puts the game in a sepia filter and Stupid Walking makes your character's walk animation cycle through a few different goofy animations. Also, the combat is pretty basic. It's turn based and every battle is on a simple grid. Whenever a fight's more difficult or has a bunch of enemies, you'll definitely need to strategize more (I died a surprising amount of times in this game), and you do get a decent amount of skills and combat items to play around with in fights. In most fights, though, you can get away with just blitzing your foes, especially if you were focusing intently on boosting the most important stats for your class like I was. It helps that your health is fully restored before every fight. Oh yea, forgot to mention classes; I can't speak as to how the Snake Oiler or Beanslinger play (as far as I know they're pretty much just "the gun class" and "the wizard class" respectively), but I played a Cow Puncher which is basically this game's warrior or fighter focusing mostly on punch attacks. You can definitely be more flexible with your builds thanks to the wide variety of gear and items that can increase your stats by a ton, which was helpful for whenever I needed a Mysticality (stat for spell casting) or Moxie (stat for shooting) stat check, but generally you'll want to focus on what your class excels at.

Despite having so much dialogue, the game doesn't really have much of a main plot. Basically, you've been living out in the boonies for forever, so now you're looking to head out and start an adventure. You look to head far west, so eventually you do that. That's...kinda it for the main story. The game's final boss, if you can even call him that, is some random guy named Norton who proclaims himself an emperor and throws some dust in your eyes when you don't have a crown to give him. You beat him up because he did that to you and then the game gives a sort of "ending" that isn't really an ending since you can just continue playing the game. Maybe there's some kind of true ending I missed, I dunno. The real meat to the story comes from all the lore about this world that you learn as you make your journey throughout West of Loathing's surprisingly large amount of areas. Apparently, the wild west is a very strange and sad place overrun by hell cows, the undead, goblins, and clowns. The flavor text of food and potion items often comment on how terrible the living conditions are, with good sanitary food or medicine being nigh impossible to come across. Of course, you come across tons of different people that give quests, which give a bit more context to just how strange this world is. This is a world where you can literally snap a bowlegged man's legs into place, take shrooms to open your third eye, fight the goofiest criminal gangs that commit the dumbest crimes, and come across a drunk horse that's walking around on two legs. The grossest spittoons always have equipment lodged inside them to fish out, flushing a toilet gives you experience, using a pickaxe on a pile of rocks activates a teleporter that takes you to a room built with ancient alien tech...yea, this place is weird. There's absolutely a sense of comedic absurdity to the world at all times, with many moments using ridiculous or dark (or both) humor and a decent mix of satire. One of the most amusing examples of satire in this game in my opinion is in the ghost town of Ghostwood. It sort of makes fun of how ineffective, incompetent, and overly complicated government services like getting an ID or trying to get signings on a ledger can be. It wasn't really laugh-out-loud funny but it's still pretty funny how the game keeps sending you from building to building, which all have such similar names that it can be very easy to lose track of which one you're supposed to go to (especially when their main advice is "next door" which can mean to the direct left or right). Lots of signing and back-and-forths with fetching items, like when you lend your pencil to the mayor to sign the paper, but then need to go back to the mayor's office to get the pencil back so you can sign the paper again. Nonetheless, there are some more serious side stories in the midst of this crazy world, like the ghost of Granny Smith that needs your help to remember the name of her last daughter. One side quest story involves a surprisingly tragic tale of a daughter receiving a haunted doll which the game implies killed her and her entire family. You get a cursed blood goblet with the blood of the massacred family that you can use for a "tea party" with the doll. You get the option to shatter the goblet, but I assumed that'd start a combat encounter, so I didn't do that.

To wrap things up: I think West of Loathing is a good example of a short game that uses its time wisely. There's a bunch of side content, differing outcomes depending on your actions in-game, and customization that spice the game up. If you don't bother with any side stuff, you could probably complete this game in like 5 hours, but if you're looking to see everything the game has to offer, you may spend more time than I did (for reference, I took 15 hours)...especially if you're trying to get all the Achievements, since that's impossible to do without having multiple playthroughs. Overall, I was surprised by how much I liked my time with it. Solid 4 stars from me.

i actually don't have anything to say about this game, it's short but really enjoyable, but i guess it didn't stick with me all that much after i finished it

The writing is funny but the combat is painfully dull. The permanent missables are frustrating.


It's a charming, western rpg full of comedy and references that made me giggle. There are a few main questlines that all connect in some way, but the main questline, involving the railroad, can be completed without doing any side content if you so choose. The combat is short, quick and simple. Unless you decide to 100% it, the game can be completed in under 10 hours (I completed it in about 7) and is only $10.99 on Steam, so I very much recommend trying out this simple yet charming game.

stupid. so incredibly dumb. but funny

Hilarious game featuring:
- Characters classes (Cow puncher, Snake oiler or Beanslinger)
- Variety of guns, melee weapons and hats
- Choose between different partners which can help you throughout the game (Crazy Pete, Doc Alice, Susie Cochrane or Gary the Goblin)
- Hard mode (A hat that makes every enemy in the game pretty much impossible to kill)
- Stupid walking
- Amazing black and white graphics
Final note: 10/10
long live mumflr fumperdink!

Played this to death when it came out on the Switch. If you want an RPG with really great writing that doesn't take itself too seriously then look no further.

Not sure whether the RPG mechanics here are "deep" or not but I really liked them.

It cool, nothing to really gripe about with this game

This review contains spoilers

What’s an irreverent, ironic way of saying “yeehaw!” because West of Loathing, a game developed by indie studio Asymmetric, is attempting to scream it from the mountaintops. West of Loathing is yet another western odyssey in the gaming medium, but Red Dead Redemption, it ain’t. One can immediately tell from the game’s minimalistic presentation that West of Loathing’s initiative is not to compete with the likes of Red Dead Redemption or any of its ilk but to subvert the tropes of the western epic with lo-fi silliness. I’ve always admired games that verged in the direction of a tongue-in-cheek borderline parody of popular video game genres. Earthbound lacked the polished RPG mechanics compared to its more orthodox JRPG contemporaries like Final Fantasy, but its quirky, absurd sense of humor and irreverent mechanics separated it as something unique to the genre. Judging from the preconceived notions one might have while looking at West of Loathing, we can infer that the game borrows more than a spoonful of Earthbound’s essence. West of Loathing’s intent is to have the player grinning from ear to ear with jaunty absurdism. As I expressed in my review of Earthbound, this directive often tends to be grating, and I found this to also be the case for West of Loathing. In fact, West of Loathing grated so hard on me that I loathed it. Okay, perhaps that’s too harsh a word in an effort to express my feelings on the game while attempting to reference the game’s title cleverly. Still, West of Loathing is still bogged down with a myriad of flaws.

As the adage goes, minimalism is a legitimate art form. In gaming, it’s usually indicative of a smaller or non-existent budget made by a one-man developer or a modest coalition of people. Indie titles do not display the magnificent frills of triple-A production, but they still compensate with an endearing, humble art design with some unique mechanics to boot. West of Loathing takes the deprived budget of an indie game and revels in it, like accidentally stepping in a puddle of mud on a rainy day and then deciding to swim in it. West of Loathing cranks the minimalistic aspects of indie games up to 11, or rather, it twists the knob of visual decadence down to negative 11. The black and white, doodled setpieces and stick-figure characters are about as minimal as a game can look. The developers could’ve commissioned one of their kindergarten-aged children to craft this game’s visuals. West of Loathing’s style reminds me of a flash game from the pioneering flash website Newgrounds, which included a bevy of flash games involving anatomically-sparse stick figures. It recalls a wondrous aspect of those flash games in that one didn’t need expensive equipment or a studio to make something fun and engaging to play. West of Loathing’s art style is its most intriguing feature a first glance, and the silly charm of it never wavers.

Despite the minimal presentation, the grand scope of adventure with the western genre is not lost on West of Loathing. Our customizable RPG protagonist (of the tiniest variety, with long hair being the one distinguishable feature between a male and female protagonist) lives in his hometown ranch with his family in a podunk area of little significance. He/she lusts for the thrill of adventure, and to their convenience, the frontier valley of the American wild west is a few miles yonder. They pack their bags and set out to the nearby town of Boring Springs to prepare even further. Here, the protagonist seeks out their horse and partner (sorry, “pardner”). I chose the googly-eyed horse from the Boring Springs stable and named it Budweiser, something I thought was appropriate for my protagonist, which I named Truck Balls. As for my sidekick to assist me on my quest, I chose the no-nonsense cattle rancher Susie Cochrane who is out on a mission of vengeance against a herd of demonic cows that slaughtered her family and burned down her ranch. Once you leave Boring Springs, the protagonist is at a point of no return as the vast, dry wasteland of the wild west is the domain for the game's duration. The triple-A game I’ve been comparing West of Loathing to so far is Red Dead Redemption, but the wild west on display reminds me more of Fallout (not New Vegas specifically). The map is littered with a smattering of locations with icons representing a thematic consistency, like towns, caves, forts, etc. The objectives here range in significance as most of them are tied into sidequests, and many of them are discovered as distractions on the way to the destination. Still, this is precisely how the Fallout series achieves a sense of intrigue in discovery. Even though the player can’t travel in West of Loathing unless they select an area by pulling up the map and travel is exhibited by the clip-clops of horseshoes, West of Loathing still manages to make the world feel as extensive as one from a Fallout game and offer the same level of immersion.

Another of West of Loathing’s core mechanics that also reminds me of Fallout is its character-related RPG system. On top of increasing physical attributes, the RPG mechanics in Fallout also extend to personal traits that help in various instances. The protagonist in West of Loathing uses his experience points not only to boost his strength and defense, but traits like intimidation, lock picking, forging, etc., are just as essential to excavating the uncharted realm of the wild west. Unlike Fallout, the player doesn’t have to stick with the values they assign for themselves before the game even begins. The player’s experience points can be used to enhance these assets. The game allows micromanaging where experience points are spent, but who would want the game to mother them like this? Besides, the three classes present in West of Loathing should try to put their eggs in their respective baskets based on their unique properties. These three classes are inspired by typical classes seen across most RPG games: the cattle puncher is a warrior class, the beanslinger a food-oriented wizard, and the snake oiler a thief, the most crafty shyster during frontier times. Each of these three classes coincides with muscle, mysticality, and moxie, respectively, and one would think that focusing on one stat for the class they choose would garner success in the game.



However, the equal division of stats as the game’s default seems to be the only practical way of remaining balanced as the player will need a certain level of competency with all three attributes to progress in the game, especially near the end of it where the experience needed to perform tasks ratchets up exponentially. West of Loathing presents multiple ways of approaching a problem, but they all seem to involve grinding in some capacity. For example, one quest that irritated me as much as it irritated the protagonist’s eyes was finding a cure for the ant-eye virus. A man named Roy Bean sells a cure for a whopping 6,000 meat (the game’s currency), but he lowers the price for every bean you recover in a series of sidequests. An issue arose when a goblin obstructing the path to a bean requested that I retrieve a syrup to comply with my demands, and the only source of this syrup was a sieve leaking from the next room that I needed a staggering fifty moxie to extract. I ultimately ended up grinding for a discounted 4,000 meat, for I was desperately trying to fix the vexatious altered screen that looked like a broken kaleidoscope because of the ant-virus affliction. So many progress impediments seen in West of Loathing also involve picking two poisons of forced grinding, and it really gets on my nerves.

The other half of West of Loathing’s turn-based combat, and this factor falters even more severely than the leveling system. To say West of Loathing’s RPG gameplay is undercooked is an understatement. West of Loathing’s RPG gameplay isn’t even sashimi wrapped in seaweed and rice: it’s the raw fucking fish still flopping about on the cooking table. Turn-based combat in West of Loathing is so simplistic that it’s boring, and this is coming from someone whose select favorite turn-based RPGs include Paper Mario and South Park: The Stick of Truth. Most battles will be over in a matter of seconds, regardless of their chosen class. Thankfully, combat ensues mostly at the player’s pace. The protagonist approaches the enemy, usually prompted by a scroll of text. Fighting them is an option if the player cannot scheme any other way out of the situation. I highly suggest the player stock up on stats that aren’t strength related because the situations are unpredictable. It’s a coin flip as to whether the enemies will be offensive powerhouses with advantages strong enough to bulldoze over the protagonist or vice versa. At least the player can prepare themselves for a scripted fight, but the frequent ambushes while traveling across the map forces the player to engage in combat randomly as they might not have the specific attribute needed to bypass it. The protagonist can’t give in because it counts as a defeat, and three of these will cause the protagonist to black out from anger as he’s resuscitated from his rented hotel room in Dirtwater. A day also passes, and I’m unsure of the consequence for causing too much elapsed time by failing. Still, the uncertainty of the severity of failure in combat is another hole in the crooked, shoddy combat system West of Loathing displays.

Even though West of Loathing’s makeup stems from the JRPG genre, the game’s true calling is with the point-and-click adventure genre. In a game where the extent of kinetic involvement is stick figures walking about, the game reverts to an archaic tactic found in the earliest days of gaming: reading. Not only are there long swaths of text dialogue in West of Loathing, but most of the action outside of the turn-based battles is read by the player in a second-person play-by-play account. The text is primarily where the humor in West of Loathing blossoms, either detailing an action or through dialogue. Some of my favorite instances across the game include the horrifically descriptive plunges into a spittoon for an item and the suspiciously anxious “bed and breakfast” manager Chuck who fumbles over every word in an attempt to deflect your suspicions that he’s a serial killer. While these and other instances are relatively amusing, the game does not win me over with its humor. Maybe I can chalk this up to my broad, twisted sense of humor (which might explain the few I chose to highlight), so I can’t fault the game too much. Slight bemusement is arguably more refined and collected than causing the player to bust a gut at every moment. After all, that’s how Earthbound did it, and that game wouldn’t have been the same if the developers were attempting to make the player burst out in hysterics.

I’d be willing to praise the game’s humor more if the story of West of Loathing was more substantial. The protagonist’s goal in his adventure out west is totally nebulous. His ambiguous goal is simply to “find adventure” in the wild west, which could really count as anything the player does in the game. However, there is a main quest with an overarching goal: to continue the train venture led by conductor Schmee. The train's trajectory is halted by various hindrances, and the third one is a little more frantic. “Emperor Norton,” the old lunatic who burdened the player with the ant-virus, has somehow stolen the train and taken every passenger hostage as it careens backward on the track. Fighting his crazy ass three times before he submits to defeat and the train is recovered is the climactic point of the entire game. While this moment felt far more enthralling than every moment leading up to it, the lack of narrative development supporting this finale makes this ending feel sudden and unearned. I guess that’s what comes with a story where a guy sets off to the wild west out of sheer boredom. Given that West of Loathing offers a prime selection of options for “pardners” and horses that the player must choose one of, one would think West of Loathing would warrant a second playthrough. When the player watches the credits in the ol’ timey theater to signify completion, the protagonist walks out with only all the sidequests still on his plate. I assume that since Susie’s mission with the hellcows is still unresolved by the end, any pardner’s quest is nothing but a trivial setup, so there is nothing left to explore by retreaded progress with a second or third playthrough anyways.

West of Loathing is a game with a lot of charm. I was dazzled by its lo-fi visuals and assumed that the game could deliver the same exceptional quality seen by other atypical RPGs like Earthbound. Surprisingly, my experience with the game led to an adequate adventure game similar to the point-and-click variety. The elements borrowed from that genre allowed the game’s comical irreverence to flourish. Unfortunately, the RPG hybrid is the colossal ball and chain that drags West of Loathing down. Just because the game looks like minimal effort was put into it doesn’t mean the gameplay and plot should be indicative of that preconceived notion. I don’t loathe West of Loathing, but I wish the developers put more weight and substance beneath its offbeat surface.

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Attribution: https://erockreviews.blogspot.com

The wizard class in this game is called a Beanslinger, cows are actual hellspawn, and goblins grow from spores. You'll know if you'll love or hate it from that sentence alone.

There ain't enough funny in the town for the two of us.....

..... and I'm the one wearin' the clown makeup.

This was a surprise hit for me, it just goes to show important writing in a video game can be. Everything is quite minimalist, from the graphics to the battle system, but the clever writing had me cracking up at every turn.
Podcast: https://open.spotify.com/episode/71sW231Nb53MVUMdnPBxee?si=fJGebKWiRgq1pt57derJtQ

Contains the most powerful being in fiction, Cactus Bill

I liked watching a youtuber play this game and I thought I would enjoy playing it. Not really tho tbh. Combat didn't feel too great and the dialogue wasn't as funny without the funny voices.

Played through this to see if I should get Shadows in the steam sale. The answer is yes. Love to play as a lowly beanwizard on the trail to find a number 3 pencil so I can sort some shipping forms and getting absolutely bollocked by a gang of clowns.

Move over New Vegas, we just found the new GOAT of Western RPGs!

Actually in all seriousness this game, despite being filled to the brim with gags and humor around every corner, is a reasonable RPG. Able to distribute experience points to any stat or skill you want, but you have to be aware of skill checks that'll allow access to easier, more profitable routes through quests and the environments. Even more surprising is that this game is auto-saving all the time with no way to rollback to earlier saves (just like Dark So- GUNSHOTS). There's many instances of permanently getting screwed out of completing a quest or getting valuable items. No joke, I killed a potential party member at the beginning of the game without realizing it. If this sounds brutal and unforgiving, well bare in mind this is a very short game for a RPG. It's meant to be played multiple times to get the most out of it; though I was plenty satisfied with one playthrough. If anything, all these ways of screwing up adds to the charm of this game. As an example, I got permanently kicked out of the circus area for wearing a polka-dot hat, and they also stole that hat from me. It sucked yeah, but tell me if that has ever happened in any other game before. And the game at its base difficulty is nowhere near difficult enough for stuff like that to cause a dead game, just gotta pull up your boot straps and keep on wandering.
Will say, this game made me nostalgic for all those stick man flash games I played as a kid all the time. I like how dopey and crude everyone, and everything, looks. Especially those hellcows. No I'm not making that up, this game is very silly.
I did also try the DLC which is a two hour adventure game based on solving puzzles in the haunted Gun Manor. Did have to look up some solutions, but it was a nice change of pace combing a larger then normal location compared to every other location in the game which are very dense and tiny.

This isn't a "must-have game" if you like RPGs; more of a suggestion if you want a cheap and short game to make you laugh and leave you baffled by its crazy characters and world.
And hats.
Looooot of hats.

Pretty good albeit simple and easy RPG. It has a lot of puzzles and text and its main appeal is its humor. They could have made the combat a little bit deeper and the skill and item system a little bit better by providing more places where to find needles or not making the skills so expensive (which can be fixed by grinding but that's annoying).

stick figures are founy i go ahah

Um jogo curto de RPG da serie loathing, com muita comédia e easter eggs. Como RPG é ok, como piada é muito bom.


Excelente comedia encorsetada en un juego que no da para mucho.

Pros:
- Está escrito de forma excelente, con un sentido del humor muy trabajado.
- Tiene mucho más contenido de lo que puede parecer en primera instancia.
- La opción de caminar de forma ridícula tier God.

Contras:
- El sistema de combate es demasiado simplón.
- El humor de los diálogos pierde frescura con el paso de las horas.
- Aunque está repleto de localizaciones e interacciones, todo se siente muy repetitivo.

I played this for a class. I actually really liked it. I feel like this is what most 'so bad its good' games want to be, but end up just being bad. Not saying that was the dev's intention here, but that people don't realize how much goes into making a game. I need to play this again someday.

less charming writing than the original browser game but much more impressive as a final product

West of Loathing is an incredibly enjoyable, genuinely fun CRPG that reminds me the most of Black Isle's Fallout.
I never played Kingdom of Loathing before, but finishing West made me start it. Slowly and steadily.
West of Loathing is a bizarre beast that transpires a different part of the world that it shares with Kingdom of Loathing - where Meat is currency, cooking is magic and cows are demons from hell.
WoL's strongest suit is its writing and creativity - it's full of parody and references to real world historical things, portrayed in very bizarre and humorous ways. It's a joy to read, it's fun to engage in those dialogues and roleplay whoever you are.
Combat is fine and I'd day pretty balanced, not even once i felt frustrated with it.
A big part of your journey is your buddy, one of few people you can acquire in Prologue and who will stay at your side for the rest of the game, including a secret one who's very much beloved by the community. Buddies are mostly for combat, each one has unique skills and stats, everyone grows in their own way, and everyone has something to say while visiting locations (besides reminding you of your main and side quests), even helping in events sometimes!
Man, there sure is a big bunch if Quests to do, some transpiring through the entire gameworld, and all of them one way or the other affect the ending slides showing the fates of the places affected, just like in Fallout.
You even travel the world like in Fallout! Although instead of walking or driving the Highwayman - you have a horse, one of three you can choose in the prologue.
The game is just very charming in general, from stickman visuals to era appropriate soundtrack - it's just so... Nice.
I haven't played such a great CRPG in a long, long time. And I'm eager to play its sequel right after.