![]() ![]() #Weird west floor plans movie#It grounds you in this typical cowboy movie setup, but it’s not long before you realize why the game isn’t just called “West”. Your first quest is to bury your son and dig up your irons, squirreled away back when Jane Bell decided to leave a life of bounty hunting behind. The game opens with a gang kidnapping your husband and murdering your child. Sure, you might see a lot of the same assets repeated across its small playspaces, but there’s more to games than realistically animated horse gonads. It’s built to be played and replayed, to be messed with and pushed to its limits. Kill anyone, including key characters, and the story goes on. While part of me wishes I could have seen the triple-A dollars version, played from a first-person perspective, this purity of vision – and the budget constraints – allows the game to go deeper on choice and consequence. Weird West is as much an immersive sim as Deus Ex and Thief, but it takes place from a bird’s-eye view. The main difference between this and, say, Dishonored, is the budget. It’s a design ethos that continues with the new studio’s debut game. These are the kinds of games Raphael Colantonio and his team at WolfEye have created since the founding of Arkane Studios: immersive sims. I mean the little things, like how AI reacts to non-violent actions or how the story changes to note your decisions. I don’t just mean how you point a gun and pull the trigger, dealing death from a distance (though that’s good too). One of the most magical things about video games is how they respond to your actions. Find yourself aflame? Perform a roll or take a dip in a river. Kick a bucket of water over a blazing fire and you’ll extinguish it. If you think something should logically work – say, mining ore with dynamite – it most likely will. “Requires pickaxe” usually means just that in video games – you need this specific tool to complete the action. ![]()
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