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Overall I enjoyed the story, and while it wasn’t amazing, it was enough to keep me invested throughout my playthrough.
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Essentially each playthrough builds on the last which is nice. Nimp relics, Ace cards and inventory items are kept (I’ll talk more about these in a bit). The world remains explored and changed based on the choices you’ve made with the previous characters, looted containers remain looted, uncovered locations remain uncovered etc. Each time you progress to a new character, you know more about the world, your role in it, its inhabitants and ultimately the overarching story. Even though each story is its own entity, all 5 stories are very closely intertwined (with you as a common factor). Once you complete one character arc you begin with the next until you reach the game’s conclusion where you are presented with a summary of the consequences of your choices (you’re also presented with a smaller summary of choices made at the end of each arc). There is a bounty hunter who is in search of their abducted husband, a Pigman who needs to find out who he is and who made him that way, a native Indian who is tasked with killing a Wendigo driving greed in the land, a werewolf who is trying to save his people and finally an Onirsit (a cultist) who is trying to prevent something “ bad” from happening.Įach story is played sequentially. You play a total of five different characters throughout the game, each with their own story arc.
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Weird West’s story is hard to talk about without heading into spoiler territory since it is integral to the experience, but I’ll say what I can. So, here are my thoughts after completing the game in around 40 hours. After all, this is the first game by WolfEye, a studio formed by the co-founder of Arkane (who worked on Dishonored and Prey, both of which I absolutely loved). Since I’m a big fan of immersive sim games, I’ve been looking forward to Weird West since its initial announcement.
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