Even though I’ve been dead excited about Weird West since its announcement last summer, when the time finally came for me to play a preview build last week, I found myself unusually hesitant. Primarily, this was because I loved the game’s concept so much (“What if Dishonored and Desperadoes III had a rooting tooting baby, then let it watch way too many horror movies?”), that I didn’t really want to face the possibility that developers WolfEye Studios might have fallen short on it. But more than that, I was worried I’d have to… well, make an effort.
For whatever reason, my enthusiasm to start new games has been taking one of its periodic dips over the last month or so, leaving me in the comforting arms of old favourites I can play on autopilot. Time and time again, I’ll get right to the point of hitting play on something, before convincing myself - completely unreasonably - that it’ll probably be a load of hassle for moderate reward. And however promising a sprawling, top-down immersive sim set in a world of haunted stetsons sounded, I was certain it would involve a lot of fiddling about with inventories, reading long screeds of text, and going on sidequests.
I’m delighted to say, however, that I was completely wrong. Because while Weird West does involve all those things (and features even more emergent complexity than the hefty dose I’d anticipated, to boot) I have not had a smoother time getting into a game in a long while. The build I played only featured one of the game’s five character campaigns, admittedly. But unless the other four are all set in a Tesco car park or something, I can heartily recommend it to you.
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