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Weird west preist
Weird west preist







weird west preist

The flame goes out, and none of what I did had any impact. So, I do this, but as soon as the combat starts, the game goes into dialogue mode and prevents anyone I hit with the molotov to take any damage. Ok, let me sneak up on them and throw a molotov - I've had other experiences where making strategic preparations pays off. One mission has you infiltrate a base and confront a large group of enemies. You take them out of your story, but the game continues to act like they are still in it. I would kill multiple important story characters, and people would still talk about them as if they were still actively communicating with them. However, it isn't prepared for you to kill anyone at anytime. Weird West is very proud of the fact that you kill (almost) anyone. Many, many times, I made a decision and the game didn't really seem to care. But whether those decisions end up meaning anything seems to be entirely unimportant. Yes, the game allows you to make decisions. Factor that in to some poor gameplay decisions and you end up with a disappointing experience. Everything I listed above is true, but everything is so slapped together, it cheapens everything about the experience. So, good game, right? I just finished the game today after about a year of playing on and off. I liked it, and I like how the player can impact it. The game lets you make decisions that feel meaningful and help shape the story. I liked the skills-based progression, and that most progress is carried over between characters. Though it did give incentive to be nice to people, and try to build a little coalition of friends Usually when you lose a fight, it's due to your own poor planning, so it was ant-climactic at some points. The inverse "ally" system was good too, but it lost its impact after the 3rd or 4th ally showed up to save me. Not every type of item can be purchased in every town, and I liked that as a reason to go explore and run around. Especially toward the end, I felt like I had to plan out my purchases and try to raise money to buy more supplies. Not everything worked well, but overall it was pretty solid. I liked that you could sell ultimately anything, and you were encouraged to pick up junk, but be discerning with what junk you took. The top-down mechanics worked for me, as did the stealth.

weird west preist

I found the fights to be exciting and unpredictable, though they were getting a bit repetetive toward the end. I think it's fun to play both with KB+M and controller, though it definitely feels it's more geared toward gamepads. Most of the people who don't recommend this game do not enjoy the combat and/or do not like the controls.

weird west preist

I like all the factions and races, the world-building behind them, and the way that they interact. It doesn't rely on tropes very much and if it does, they are subverted enough to be interesting.









Weird west preist