Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024 Июнь 2024 Июль 2024 Август 2024 Сентябрь 2024
1 2 3 4 5 6 7 8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Game News |

Weird West is the messy kind of immersive sim Deathloop isn't

One 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, Arkane Studios' Deathloop. Both are immersive sims by definition, but with different goals: Deathloop was about harnessing an unwieldy system, whereas Weird West is about living in it.

Early in Weird West, for example, I sauntered across a coven ritual. The witches asked me to leave them alone, but before I could walk away, their ritual succeeded. A horde of undead and their ghastly leader poured out of the summoning circle. The sisters were prepared for it. They had guns and they took care of the abominations like it was a Monday. I just watched.

This event, like some others I experienced in a preview version of Weird West's first act, unfolded without any input from me. Deathloop's inhabitants also go about their days without you, but little of consequence happens without your intervention. You rarely get to stand back and watch everything play out, taking note of the places you could have intervened but didn't.

Raphaël Colantonio, Weird West’s creative director, previously led Arkane's admirable effort to keep the immersive sim genre alive with Dishonored and 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 slick, modernized take on the genre, whereas WolfEye's Weird West travels back in time and plucks from classic RPGs like Fallout, arguing for an immersive sim that doesn't revolve around you.

(Image credit: WolfEye Studios)

Like Deathloop, Weird West is about finding your own way through environments designed first and foremost to obey physical laws: bullets ignite barrels, unconscious bodies get flung into fires, and the elements at your disposal are often at the enemies', too. Like Deathloop's island, the setting is a playground for the absurd, a smear of the American West with devils in the seams. Beyond that, the two games diverge.

Weird West yanks the camera back from the first-person view established by Ultima Underworld and System Shock to a bird's eye view, turning the characters into board game pieces. But that hasn't made it impersonal. As I led my veteran bounty hunter through Weird West's tangled world, I spent a lot of time speaking with the people, something that happens rarely in Deathloop. I didn't remember their names, but I remembered their faces thanks to Cedric Peyravernay’s art, which previously defined the gloomy Dishonored series. His portraits are raw like Disco Elysium's cast, but not quite as surreal.

Not everyone I bumped into had a story to tell or a quest to give. A recurring character who takes the form of a young, dead girl referred to my character as "the passenger" almost as if that name was for me, the player. Nods to the nature of Weird West's world (hint: it's weird) and not only my character's place in it, but my place as the player, upended a lot of my assumptions about how it'd frame a well-trodden sort of fiction.

Weird West is about making plans that inevitably tumble out of control.

It's also the first game I've played set in this time period that features a number of Black and Asian characters, although it's unclear to me at this point if Weird West plans to grapple with America's westward expansion from those perspectives or the native perspective, which are often erased in western fiction, or if the supernatural will take center stage. The level of historic transformation here doesn't resemble Friends at the Table's Sangfielle, which disassembles the bones of the Old West into something monstrous and unknowable. The five hours I spent with Weird West wasn't enough time to guess at where the story goes, but I was able to get a grip on my role in the game.

(Image credit: WolfEye Studios)

It doesn’t take long before you start to see where Weird West is coming from. It's a character-driven RPG where you solve problems and mysteries, primarily with a gun. Instead of minimizing your combat encounters like a Deathloop speedrun, you fail and improvise as in a speedrun gone wrong. Weird West is about making plans that inevitably tumble out of control.

The first character, a bounty hunter in search of her husband, is equipped with a series of lethal and silent skills but is incredibly weak. Enemies carrying shotguns blasted my health away in a few shots. I was forced to take cover, roll, and carefully aim, but every bullet felt like a dice roll. Stealth is an option too, but the density of enemy patrols made it hard for me to stay undetected, often leading to frantic firefights anyway. And when the caves coughed up monsters, the sturdy crates I was hiding behind couldn't save me. Skills that allow you to unload a full clip in one powerful shot or leap into slow-motion to dodge a swipe are vital. The only way to earn these is by searching through chests and dressers and stepping down hidden paths—another way Weird West lures you into its gears.

The world repeatedly reminds you that you're insignificant.

Combat encounters are broken into chunks, and each area is filled with oil barrels, explosive lamps, pools to electrify, and tall grass to hide in or set on fire. When you toss a stick of dynamite and it inevitably hits an object right in front of you and lands at your feet, the scramble begins. Guards are alerted. You panic, and scan the environment for a way out of it. Sure, you could quick load back in time and try again, but the most satisfying fights are chaotic. When it works in your favor, such as when a bandit trips over your dynamite as you slip out the window unseen, it's canon. You couldn’t write anything better than that.

(Image credit: WolfEye Studios)

Whether you run into a pack of bandits or a pack of traveling merchants on your journey across the shrouded map, both will rob you of something. And that’s why Weird West works, at least in the early hours I previewed. Despite having considerable influence over the scenarios you can find yourself in, the world repeatedly reminds you that you're insignificant, that there's much more going on than what you can see, and that to make it through, you'll need a bit of luck. Even your own character seems to be not of this plane, marked with a sign that asks a larger question you'll hopefully answer as you return to the same world via the four other characters. Weird West promises that decisions and relationships you make as one character will ripple out to the next.

In contrast, Deathloop wasn't my kind of immersive sim. The time loop premise means that nothing lasts, and repeatedly going through the same levels until I'd squeezed them of their spontaneity felt antithetical to the genre's strengths. "Play your own way" only works if you're pressured to do so. 

Weird West reassured me that the immersive sim is still playful, still sharp, and open for interpretation by developers who want to push it further. If what I played is close to what the final game will be in early 2022, I'll be thrilled to step into its clockwork world and make some mistakes.



Читайте также

Dunk Shot 1.4.14

Скриншоты и много информации с ЗБТ EdgeWalkers (NZ Mobile)

Today's Wordle answer for Saturday, September 7




Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.


Персональные новости

Посол Ирана Джалали заявил о возможном заключении в октябре договора о стратегическом партнерстве Москвы и Тегерана

Кабаре-бэнд «Елисейские поля» выступил на фуд-корте ТРЦ «Нора»

Росгвардейцы принимают участие в обеспечении правопорядка в период проведения Единого дня голосования в Подмосковье

Сборная России по футболу выехала в аэропорт Ханоя для возвращения в Москву