
Some of these encounters entail combat, while others include bits of narrative or merchant NPCs, who you can choose to trade with or simply rob.

You can move freely on the map, though every so often you’ll experience random encounters, which vary depending on location and what factions you’ve pissed off recently. You’ll make your way to these missions by traveling on a world map, which has a nice hand-drawn aesthetic and encourages exploration the Weird West is dotted with towns, mines, and other places of interest. Many missions appear to be completeable exclusively by stealth - though I’m a guns blazing kind of guy and didn’t test this much - and it’s often the case that careful looting or pickpocketing will net you a safer/sneakier path to your objective. One early mission required getting some info from a sleazy politician, which could be accomplished either by doing a favor for them (which in turn could be done a few ways) or by finding the info somewhere in his estate. Many quests also offer a fair degree of flexibility in solutions. This freedom of interaction allows for thoughtful and creative approaches to combat encounters. I continued testing vertical traversal and object interaction throughout my time in the preview I’m happy to report that if it looks like you could climb it, or looks like you could pick it up, you probably can. This freedom became immediately apparent to me within my first 60 seconds of playing Weird West, in which I accidentally climbed on top of the table in the room I spawned in, and then set myself on fire with a nearby lamp. These mechanics create a real sense of immersion, since you’ll rarely find yourself unable to do something “because it’s a game” - if you can come up with an idea, you can usually pull it off. You can pick up most objects, whether to sell them for junk or to throw them as a distraction, and you can create traps with things like water or oil.

In both Prey and Dishonored, most obstacles in the game have multiple ways around (or through) them, the other characters in the game have their own routines, and your actions have ramifications beyond the current mission. If you haven’t played any of Colantonio’s previous games, he’s super into making action RPGs that also function as simulations. Colantonio was also the creative director on Prey anyone familiar with both titles should already be seeing a trend here, and you’ll be happy to know that it continues in Weird West. Wolfeye Studios was founded by Raphaël Colantonio and Julien Roby, the former being the man best known as the founder of Arkane Studios and one of the creative directors of Dishonored.
