Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Weird West: Definitive Edition - top-down immersive sim action-RPG from Arkane founder Raf Colantonio

Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
People crying over quicksave feature is getting so fucking old.

You don't like it, don't use it, ffs!
I agree, every game should come with all cheats enabled by default. Don't like it? Just turn them off! Oh, what's that? The game is designed around using those cheats? Yeah well... Too bad!

I'm 3 hours in and I haven't reloaded the game once. If the games built around it they did a really poor job on that.

99% of the cRPGs praised on this site not only allow savescumming but encourages it and I don't see anyone complaining. Battle Brothers which's brutal allows you to save anywhere anytime and even autosaves it for you before battles(you can even skip unfavorable events by reloading pre-battle autosaves).

You probably should be in a pure retrogaming forum because I can't see anyone who gets triggered by quicksave playing anything but old arcade and 16 bit console games.
This was the original design, they changed it because of all the complaints.
l o l
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,710

They added a quicksave as a feature, they didn't change the content.

Anyway, who knows whether opening the package or not opening it results in the more interesting outcome? Won't know until someone experiences both and tells you (or you put forth the effort yourself and go through both scenarios).
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
View attachment 23666

Everyone's favorite quest!
f5, open package, quickload
yawn

You moan about the quicksave feature... just don't use it for christ's sake. Do you have no self control?
*put feature in the game that trivializes everything, flat out tell players to use it and make it a prominent feature*
HEY YOU CAN'T USE THAT!!!

how about you guys stop crying anytime I try to take away your training wheels lmao
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,774
View attachment 23666

Everyone's favorite quest!
f5, open package, quickload
yawn

You moan about the quicksave feature... just don't use it for christ's sake. Do you have no self control?
*put feature in the game that trivializes everything, flat out tell players to use it and make it a prominent feature*

So just like Blink in Dishonored? :smug:
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,710
Nichegamer's review is up https://nichegamer.com/reviews/weird-west-review/

Playing around with these systems makes for great emergent storytelling moments. For example, I spent an hour wandering around a witch dungeon looking for a way to open the locked gate to the objective, when I reached the conclusion that I would need to return to town halfway across the world map to get one lockpick in order to meet the 5 pick requirement. There were no lockpicks found in the dungeon despite being necessary to advance, and every single enemy respawned once I returned.

:lol:

On the subject of worldbuilding, Weird West is fantastic— with some help from industry legend and walking stretch goal Chris Avellone. You’re also required to take an active part in the lore of The West by making multiple choices during each character’s story. Some are simple moral or ethical dilemmas, while others are more challenging— but all of them have an impact on your experience. In particular, the choices made in the second and fourth chapters are the most interesting and will have the most substantial effects on your experience for the rest of the game.

However, there was one ethical dilemma presented in the first chapter of the game that felt clumsy and out of place with the setting created by Wolfeye Studios. Without giving away too much, the game attempts to present you with a difficult choice based on the grounds of identity politics. It’s almost always awkward and heavy-handed when games attempt social commentary, but there’s a reason why this specific attempt rubbed me the wrong way.

Aside from the supernatural elements, there’s another way that Weird West feels different from traditional depictions of the wild west in movies and television. This by no means a John Wayne or Clint Eastwood style manifest destiny setting. Ample representation of women, Asians, natives, Hispanics, and people of color can be found in The West, including a copper mine staffed almost entirely with women and an outlaw gang with multiple women lieutenants. In this kind of setting, minority based identity politics have less sting— and by presenting a moral choice that appeals to progressive politics from the real world, it feels like this game wants to have its cake and eat it too.

:hmmm:

At the end of each chapter, the game shows you a bulleted list of the choices you made in much the same way as the episodic games from Telltale. However, the initial user agreement you’re required to accept before starting the game states that Wolfeye Studios wants to collect your IP address and location for up to 3 years so they can track what choices you make in game and compare them to other players. They pinky swear to keep this data safe from hackers, but it would be much more considerate to allow players the option to opt out of sharing their data. In any case, you may be able to avoid this by playing in offline mode.

Once I made my final choices and watched the end cutscene after about 20 hours of play, I immediately wanted to start a new playthrough and see what happens when I make the opposite choices. And to me, that seems like the sign of a good game; if you disagree, I’ll put you under snakes.

Yeah, I'm not playing online. Just rely on achievements, WolfEye.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
reminder that whiny crybabies who demand cheats by default will ruin everything
https://www.usgamer.net/articles/weird-west-interview-raphael-colantonio-wolfeye-immersive-sim
16 July 2020
Two aspects of Weird West's design will make it all the more complicated for WolfEye to nail that formula. First, Weird West will have a strong emphasis on dynamic sidequests and events, utilizing a "Conductor" that keeps track of player actions and that serves up events based on the information it has collected. Second, player choices and consequences, small or large, are going to be permanent.

Right now, there are two main modes of play in Weird West. In one, when players die they're resurrected at a wanderer's camp, but everything they've done up to that point remains the same, and can't be undone. The other mode has permadeath—"not only for your [party] characters," Colantonio says, "but also for you." There's an in-fiction way for players to revive themselves in that mode, which entails collecting petrified heads belonging to an ancient civilization that could revive themselves (I resisted the urge to ask Colantonio if that's a Highlander nod). As it stands, your actions will stick with you in either mode, and if a party member dies for good, that's it.

"That's the way the game is intended to be played by the designers, but we'll probably add options to soften that," says Colantonio. "The save game topic is always a very touchy one, and we don't want to impose something, at the end of the day, that people don't want."

NOOO HOW DARE MY RPG HAVE CHOICES AND CONSEQUENCES I CANT IMMEDIATELY UNDO IF I DONT LIKE THE CONSEQUENCES :argh::argh::argh::argh::argh::argh::argh::argh::argh::argh::argh::negative::negative::negative::negative::cry::cry::cry:
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,624
I'm not sure what I expected, but it didn't engage me. Maybe I'm just not in the mood or maybe I'll have to play longer. It just feels kind of empty and boring and I do not like how it looks (basically like isometric Borderlands 1 with bad animations).

Also, feels overpriced a bit. I'm not complaining, but it may get in the way of its popularity. $40 is a AA tier and this game feels like indie through and through.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
18,216
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Having levels on regular cowboys takes me out of it. Just feels like bullshit when it's supposed to be an "immersive sim". I guess they have mithril made cowboy shirts or something and my bullets just bounce off.
 

Trithne

Erudite
Joined
Dec 3, 2008
Messages
1,200
reminder that whiny crybabies who demand cheats by default will ruin everything
https://www.usgamer.net/articles/weird-west-interview-raphael-colantonio-wolfeye-immersive-sim
16 July 2020
Two aspects of Weird West's design will make it all the more complicated for WolfEye to nail that formula. First, Weird West will have a strong emphasis on dynamic sidequests and events, utilizing a "Conductor" that keeps track of player actions and that serves up events based on the information it has collected. Second, player choices and consequences, small or large, are going to be permanent.

Right now, there are two main modes of play in Weird West. In one, when players die they're resurrected at a wanderer's camp, but everything they've done up to that point remains the same, and can't be undone. The other mode has permadeath—"not only for your [party] characters," Colantonio says, "but also for you." There's an in-fiction way for players to revive themselves in that mode, which entails collecting petrified heads belonging to an ancient civilization that could revive themselves (I resisted the urge to ask Colantonio if that's a Highlander nod). As it stands, your actions will stick with you in either mode, and if a party member dies for good, that's it.

"That's the way the game is intended to be played by the designers, but we'll probably add options to soften that," says Colantonio. "The save game topic is always a very touchy one, and we don't want to impose something, at the end of the day, that people don't want."

NOOO HOW DARE MY RPG HAVE CHOICES AND CONSEQUENCES I CANT IMMEDIATELY UNDO IF I DONT LIKE THE CONSEQUENCES :argh::argh::argh::argh::argh::argh::argh::argh::argh::argh::argh::negative::negative::negative::negative::cry::cry::cry:

Shit, can I get that system back somehow?

I tend to hammer the shit out of F5, not because I want to reload if shit goes sour, but because when dying = load last save I don't want to find that said save was 2 hours ago. Freeing the player from reloading was the best thing to come from the Souls clone boom.
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,695
Location
SERPGIA
Woke game. Do you really have no other new crpg, old RPG, new/old other genre game, other hobby, sport, science, agriculture, seduction, old/new good book, movie, serie, manga, anime, graphic novel, bitch to fuck, job to do, career, family members, anything, new skill to learn, money to make, mountain to climb, literally ANYTHING else BETTER to do instead of playing WOKE game by people that want you dead and want to normalize wanting you dead by rewriting your history and Wild West as part of that history and you participate in buggy, shallow WOKE game, where you sacrifice yourself so your black bull can keep fucking your digital wife, I mean...

Holy fuck. What a bunch of losers. No, unironically. What a bunch of losers who'll in coming societal storms lose everything. CUCKS! Instead of preparing, you prepp your black bull in Weird West. Fucked West. Fucked beyond help
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
31,774
Woke game. Do you really have no other new crpg, old RPG, new/old other genre game, other hobby, sport, science, agriculture, seduction, old/new good book, movie, serie, manga, anime, graphic novel, bitch to fuck, job to do, career, family members, anything, new skill to learn, money to make, mountain to climb, literally ANYTHING else BETTER to do instead of playing WOKE game by people that want you dead and want to normalize wanting you dead by rewriting your history and Wild West as part of that history and you participate in buggy, shallow WOKE game, where you sacrifice yourself so your black bull can keep fucking your digital wife, I mean...

Holy fuck. What a bunch of losers. No, unironically. What a bunch of losers who'll in coming societal storms lose everything. CUCKS! Instead of preparing, you prepp your black bull in Weird West. Fucked West. Fucked beyond help

Excuse me it's either WOKE West or Queer'd West, okay?
 

bobocrunch

Educated
Joined
Dec 26, 2018
Messages
148
Hilarious seeing reviewers suck off Deathloop because omg immersive sim so unique and quirky!!! And then shit on this for having way better implementations of IS concepts

I don't trust reviewers on game length either because it's their job to finish games, and this isn't even speaking from spending 14 hours on the leaked version and still being on the first character

edit: guess this is the thread where the codex finds out the wild west had a lot of minorities, wonder why
 
Last edited:

Skdursh

Savant
Joined
Nov 27, 2018
Messages
734
Location
Slavlandia
edit: guess this is the thread where the codex finds out the wild west had a lot of minorities, wonder why
The Wild West had a lot of White, Chinese and Hispanic people, and yes, some Blacks, but certainly not so many that they outnumbered the White population north of 16637 to 1. The Wild West also didn't have a lot of interracial relationships, openly gay cowboys, letters strewn about that exist for the sole reason of informing you that racism is bad, people standing around just waiting for someone to come up to and speak with them so they could lament about how racism is bad, modern identity politics, black female Sheriffs and not every single woman you came across was the strong independent type, but this game sure seems to have a lot of all of that.

Edit -

Also: Forced Telemetry that you can't opt out of.
lmfao
 
Last edited:

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom