my hopes for this game vs my experience:
So, not having watched any of the gameplay footage, I went into this with high expectations. I was expecting a crossbreed of classic Fallout with the platforming/action-RPG combat like we saw in Seven: Days Long Gone. I'm sorely disappointed to say that this is nothing like the former, and worse, in the gameplay department than the latter.
Weird West should not have had such a huge world map. The elements I do like quite a lot about the game is the in-game reactivity seen through newspapers, the ways maps change over time, the ability to interact with NPCs whose bodies you've inhabited before. What I'm sorely disappointed with is the combat, the stealth, and the odd progression system.
The combat feels way too fast paced, it has a manic feeling where I just found it best to silently ko enemies. The animation can get especially janky here or look hilarious bady. Sometimes it looks like you're tapping on folks' heads and they collapse.
Strengths
-I enjoy seeing the newspapers reflect choices/actions you've taken in the game world
-I like interacting with NPCs whose bodies you've inhabited previously, really cool that they retain their inventories as you left them
-platforming and mounting feels nice, often supported by the level design whereby you can sneak into locations via balconies, descend down chimneys, or find a window
-I've stuck with the game b/c of the primary vignettes, strong narration, and I', curious to see how it resolves itself. It's got a nice sense of style, again, reminding me of Seven (which I quite enjoyed and think of as a diamond in the rough)
Weakness
-having to acquire a mount each time sucks, why couldn't you just acquire one when teaming up with an NPC who bought one?
-combat is way too fast paced, feels manic, I opted to take out most NPCs via stealth KOs (which showcase the janky ass animations, a mix of hilarious and ugly)
-95% of the quests that are not tethered to the primary vignettes are boring fetch quests with boring rewards
-the skill system is an awful example of the +5% dmg boost variety
-combat was so bad I almost never spent skill points on weapons
-sucks that you can only pickpocket from NPCs who are asleep (I forget which other state applies), a shame b/c I would have liked to have seen the quest design take into account framing people, or planting explosives in enemies' pockets
-world traversal sucks b/c it just wastes time, results in boring overworld encounters that just drain resources. soon you learn that there are a small number of location templates such that all the mines, haciendas, and towns have the same layout and feel. I'm surprised more effort didn't go into giving each location its own identity and layout (exacerbated by having such a large world map). I often refused to enter NEW locations b/c I knew the content that wasn't tethered to the main quest would be a shit fedex quest
-stealthing is a mixed bag b/c NPCs CAN turn around on a dime and spot you