Killing a character or leaving them alive changes main quests, saving people or leaving them to die changes locations. In a moment that hooked me into the game, I realized that I had turned a major boss into a simple paycheck.Ĭhoices and consequences in Weird West overlap each character, making the game just about as immersive sim as it gets. I ended up taking his poster off a bounty board with another different character, just because I needed the cash. I opted for the former, and when I started my adventure as the game’s second character, found a newspaper that said the gang boss was still alive and that his group was still kidnapping people across the west. At the end of the first character’s act, for instance, I could either immediately save my husband or chase after the boss of the gang that kidnapped him. Every decision - including whether or not players pursue some optional objectives - feeds into the development of the game’s world and its ending. The passage of time is just one of the many variables Weird West keeps track of. An adventure might feel like it took 20 minutes, but for the character, it’s been a week. Similarly, time passes as players travel from town to abandoned mine and back to town. Weird West takes the same approach to travel as the original Fallout, where each location is its own zone that players have to travel between on the map. Only a corner of the game’s sizable map is visible - though it’s not like you’ll actually see every inch of it. In a moment that hooked me into the game, I realized that I had turned a major boss into a simple paycheck.Īt this point, traveling across the West is at its most exciting.
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