In this alternate universe, the West was won by trying a bunch of ideas so crazy they just might work… and if they don’t, hitting the quick-load button to revert to an earlier save and trying something even crazier until you pull it off. Thanks to that freedom to experiment with its world as you explore, Weird West is one of those games that feels like a stealth and combat playground even as it tells five mostly serious, well-written stories with interesting decisions throughout and a thoughtful conclusion. And with so much ground to cover and replayability to investigate, it’s well worth putting up with some quirks and underwhelming loot.
What ties Weird West’s plot together is a group of shadowy figures using a magical brand to force your character’s consciousness into the bodies of various unsuspecting people. It’s a clever play on the way so many games have us take control of a character who already exists in that world but still need to bring us up to speed on their identity: here, our character is going through the same confusion we are. On top of that, the fact that our character is also an amnesiac and has no idea how or why they’re playing this game of musical bodies is another mind-bending layer of mystery that definitely adds some appropriately intriguing weirdness to Weird West.
Although the tone is generally played straight and dark, with murder, mutilation, and blood everywhere while eerie music builds the mood, the writers at Wolfeye have worked in some good humorous dialogue here and there that keeps things from getting too dour. That’s one of many ways in which Weird West reminds me of my fondness for the classic Fallout 2, including the isometric perspective and the overworld map where you’re pulled out
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