In each case when you start in a new body you’ll have to sweep the cash together to buy a horse. That said, it’s the things each character has in common that undermine the experience. Each has a very different perspective on the world and playing from these varying viewpoints is one of the highlights of the game. It’s an interesting counterpoint to the bounty hunter, who was widely welcomed wherever she travelled.īy the time the closing credits roll, you’ll have taken over the bodies of three more Weird Westerners: a native American, a werewolf, and an Oneirist – a robe-wearing cult member whose sect has visions of a coming apocalypse. In the first settlement you try and enter, the marshal runs you out of town and threatens to shoot you on sight if you ever return. Soon you move on from the bounty hunter role, occupying the body of a Pigman, a grossly disfigured semi-porcine human who’s reviled by all. In one section, we wiped out the entire leadership of a cult after discovering their duplicity, only to have to go through with their mission anyway, because that was the only story quest marker available. There are also plenty of moments that feel unfairly scripted rather than a direct consequence of your decisions, for instance when your reputation suffers as a result of committing a crime that was witnessed by nobody. That may well be true to life, but it’s also frustrating in a game that claims to give you unlimited agency. Although all courses of action are open to you, some just prove too difficult the battles they trigger making you face such overwhelming odds that even after multiple attempts you realise you just can’t follow your convictions and have to settle for the more survivable route. However, this is a feature that works better in theory than in practice. Take down a bandit outlaw and you’ll get a reward, but any surviving henchmen or family members may well start a vendetta against you, waiting in ambush to exact their own bloody retribution for your killing or capture of their friend. It’s a key tenet of the genre, which believes strongly in player freedom and consequential actions. In Weird West it’s perfectly possible to shoot key characters, and once dead they never come back, their plotlines and quests lost forever. Save and quick save are bolstered by frequent auto saves to give you a range of possibilities if you make a mistake, either by getting discovered too soon or accidentally killing someone you’d rather have kept alive. One could argue about sentimental objects being held by certain characters, but that’s a decision player will need to make for themselves.If you played Dishonored you’ll already be familiar with the save scumming that’s absolutely encouraged in these games. This can be dependent on bartering perks picked up during the campaign, but the minimal rule stands strong throughout the title. ![]() The general rule of thumb is that one slot needs to equal either a minimum of $8 or will save your life. Ammunition can become scarce depending on how well you’re faring on the dusty trail: if your back is to a wall and your trusty revolver is half-full, don’t be shy about scrapping enemy weapons to keep your posse alive, but try not to gut your wallet in the process. Weapons above one star of rarity begin selling for much more - $10 for a two-star weapon, $30 for a three-star, $60 for four-star, and $150 for five-star rarity weapons. The most basic form of vendor junk sells for $8 (utensils and such), and it escalates depending on rarity. Sometimes it may only drop one ammo (or even three), but we’re talking the difference of one dollar, as all projectile ammo types cost $1 per round. ![]() The math of this is relatively simple: one-star weapons sell for $2 or can be dismantled into around two ammunition of its type. Don’t forget that you can have your posse hold items, making them veritable pack mules when the loot gets heavy. If it’s above one-star, keep it to sell to shops once you find yourself in a town. If it’s a one-star weapon, scrapping it while on the path will more than suffice. The answer is more clear-cut than one would think. The question is whether players should dismantle the weapons or loot them to sell later. Weapons are guaranteed in this - all enemies that brandish a weapon against a player will have that weapon dropped as loot. As players work their way through the wildlands in Weird West, players will come across a lot of loot.
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