Weird West
PREVIEW
Early in Weird West, I came acrossa coven
ritual. The witchesaskedme to leave them
alone, butbefore I could walk away, their
ritual succeeded. A horde of undead and
their ghastly leaderpouredout of the
summoning circle. The sisters were armed
for it. They took care of the abominations
like it was a Monday.I just watched.
This event, likesome others I
experienced in a preview version of
Weird West’s first act, unfolded
without any input from me. This
year’sbig immersive sim, Deathloop, also
features inhabitants who go about their
days without you, but little consequence
happens withoutyour intervention. You
rarely get to stand back and watch
everything play out.
IMMERSIVE GRIM
Raphaël Colantonio, Weird West’s creative
director, previously led Arkane’s admirable
effort to keepthe immersive sim genre
alive with Dishonoredand Prey. In 2017,
Colantonio left the studio he founded, and
in 2019 he formed a new studio called
WolfEye. Arkane went on to release
Deathloop, a modernised take on the
genre, whereas WolfEye’s Weird West
travels back in timeand plucks from
classic RPGs like Fallout.
Like Deathloop, Weird Westis about
finding your own way through
environmentsdesigned first and foremost
to obeyphysical laws: bullets ignite
barrels, heavyrain puts outfires,and the
elements at your disposal are often at the
enemies’as well. Like Deathloop’s island,
the setting is a playgroundfor the absurd,
a smear of the American Westwith devils
in the seams. Beyond that, the two games
diverge significantly.
As I led my veteran bountyhunter
through Weird West’s tangled world via a
bird’s-eye perspective, I spent a lot of time
speaking with the people, something that
happens rarely in Deathloop. It’salso the
first game I’ve playedset in this time
period that features a number ofBlack
and Asian characters, although it’s unclear
to me at this point if Weird Westplans to
grapple withAmerica’s westward
expansion from thoseperspectives or the
native perspective, which are often erased
in western fiction, or if the supernatural
will takecentre stage.
The firstcharacter, a bounty hunter in
search ofher husband, isequipped
with a series oflethal and silent skills
but is very weak. Enemies carrying
shotguns wiped meout in a few hits. I
was forced to take cover,roll and
carefully aim, but every bullet felt like a dice
roll. Stealth is anoption too, but the density
of enemypatrols made it hard for me to
stay undetected. And when the caves
coughed upmonsters, thesturdy crates I
was hiding behind couldn’t save me.
That’swhy Weird Westworks, at least
in the early hoursI previewed. Despite
having considerable influenceover the
scenarios you can find yourselfin, the
world is against you. To make itthrough,
you’llneed a bit of luck. While not as clever
as Deathloop’s timeloop premise, it
means there’s almost no repetition
robbing it of spontaneity.
Weird Westreassuredme that the
immersive sim is still playful, still sharp,
and openfor interpretationby developers
who want to pushit further. If what I
played is close towhat the final game will
be in early 2022, I’ll be thrilled tostepinto
its clockwork world andmake some
spectacular mistakes.
Tyler Colp
O
ne grisly stop on a trek through the first
of five chapters in Weird West will
remind you of what was so scarce in its
most recent contemporary, Deathloop.
Both are immersive sims with vastly different
goals. Deathloop was about harnessing an unwieldy
system, but Weird West is about living in it.
An immersive sim that blends
chaotic combat and horror
WEIRD WEST
I WAS FORCED TO TAKE COVER,
ROLL AND AIM, BUT EVERY
BULLET FELT LIKE A DICE ROLL
RELEASE
Jan 11 , 2022
DEVELOPER
WolfEye Studios
PUBLISHER
Devolver Digital
LINK
weirdwest.com
NEED TO KNOW
PLAYED
IT