Discovering that Weird West is kinda jank is like learning that Snoop Dogg smokes weed. Like, no fucking way, the new, ambitious, semi-indie immersive sim/WRPG thing from the co-founder of Arkane is a bit rough? I'd almost be dissapointed if it wasn't.

Ambition is the real kicker here, and probably the game's greatest issue. Weird West is a reasonably short game but it's also vast, with dozens of locations, and it's also going for telling 5 character's stories, each of which with their own set pieces and locations and artwork. Barring a dev cycle that lasted until the heat death of the universe, something has to give, and it does.

There's just a real lack of stuff in Weird West. I appreciate that its a relatively short game, but even if you're rushing only the main quest, it's lack of breadth in nearly every department is stark. There's a real element of every area feeling like a procgen version of each other, with one template for town, dungeon, temple and fields put on different floor textures - with every story gets basically one location each that feels hand-made. Combat, whilst actually fairly fun and certaintly above most WRPGs, quickly becomes repetitive. Each character gets only 4 unique skills on top of about 20 shared ones, which only in the werewolf campaign feel very different - and otherwise behave mostly identical. Random events across the west get quite repetive to the end, and sidequests of any substance are extremely limited.

But again, if you're signed up for Weird West, if you know the context - you were probably expecting something along those lines. But the story and the worldbuilding will be good, there'll be some really cool shit to make up for it, the quest design will be great or something - right?

And there is, but there is a twist in the tale, and in my opinion it's what makes Weird West a game I think could be very divisive. Normally, good Western RPGs with a similar smorgasboard of problems actually make sure to do all they can to make sure you don't just miss the good stuff. Take New Vegas, a game that despite being ostensibly open world, funnels you in a general direction and makes most of it's really good questlines cross your path at some point or another.

Meanwhile, if you follow the path of least resistance in Weird West, do everything you're told to and keep an eye on that objective marker, you will have probably the most miserable time possible. You will experience the least interesting versions of the stories available, have the worst gameplay experience, because it'll all be pretty basic and the game wont really be responding to what you do.

To get the juice out of Weird West you need to squeeze it. Mess with the narratives, do weird shit like kill your husband for no reason, make vendettas, truly test how far you can push the narrative and choices until the game stops you. Usually, it'll go further than you think, and it's great. The game in general is extremely good at giving the player's actions long term consequences, both in major story decisions and in gameplay ones. Even in the next life, the actions of previous characters resonate through the west, leaving a world changed, be it in the ghost towns, or the peoples in it. This stuff is fantastic, especially as the events and people of the world itself is interesting - so getting to influence it in a noticeable manner that you get to interact with is satisfying.

Gameplay also benefits greatly from throwing a spanner into the works. Whilst the core systems are pretty basic - it's twin stick shooter with some stealth elements and skills basically - things like environmental effects, third party enemies/wildlife, friendly fire and such add up to make a system that quickly descends into chaos, which is where it thrives. Going into NPCs estate to negotiate for a thing, failing, deciding to steal it, getting caught and then quickly getting involved in a fireight that leads to a dozen dead, including the mayor and the rest of your posse, with you having gained a bounty and a vendetta - that's a good encounter. And when those posse members can be major NPCs, and these encounters can significantly change the world, it makes rolling with the chaos massively enjoyable and unpredictable. It helps that the flat out gunfights where everything is on fire is by far the best way to get fun out of the gameplay.

When the game's played like this - wild and chaotic - the world of weird west, story and gameplay and world, integrate so well. Far gone from those ten UE Marketplace assets placed over the map 90 times, it becomes a thick, cruel world, where death lies around every turn, stories come from nothing and the supernatural wraps around it all like a thorny rose.

The game ends well, to boot, with a satisfying conclusion that answers the right questions, even if the final Oneirist story is probably the weakest without it. And again, at about 12-15 hours, it knows when to end.

But you have to put your own effort in, and possibly stretch your sense of disbelief a bit, for it to work. And I think it is perfectly reasnable for the game's myriad problems to really not make that worth it for many. Hell, I myself am not really sure how to score or truly think about it, and i'm a veteran of enjoying kusoge through it's faults.

Ultimately it's miles better than anything Arkane have put out since dark messiah, and probably the best Western RPG since New Vegas - if you can put the legwork in to get the juice.

Reviewed on Apr 20, 2022


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