Sum-Up In-depth analysis further down. If you’re looking for some screenshots [url=https://steamcommunity.com/id/tho545454/screenshots/?appid=1587130&sort=newestfirst&browsefilter=myfiles&view=imagewall]click here to view all the ones I took for this game. 🟩 Pros 🟥 Cons • Excellent non-linear gameplay formula that rewards caution, player initiative, attention to detail and doesn’t excessively hold your hand. • Vast variety of enemies, each with their own behavior patterns, unique skills and weaknesses. None of them feels recycled or lazy in design. • Huge world filled to the brim with secrets, hidden items, unique gear and special areas. Exploration is a delight shrouded in mystery. • Interesting side characters that don’t seem too clichéd, alongside a good amount of text-based lore fragments to add depth to the worldbuilding. • Tremendously satisfying gunplay, alongside a methodic combat system that heavily punishes rushing and rewards picking your fights smartly. • Severe power creep in Chapter 3; you’ll likely become OP, with no foe being able to put up a serious fight. • All three chapter bosses don’t pose a remarkable challenge, and feel too weak for the power level you’ll have when they’re encountered. 🟨 Bugs & Issues 🔧 Specs • The player stash can become unresponsive and slowed-down when it contains a huge amount of items. • Audio levels may not always save correctly when closing the options menu. • i9 13980HX • 64GB RAM DDR5 • RTX 4090 • NvME SSD • 2560x1600 Content & Replay Value: It took me around 30 hours to complete Blood West (BW), taking considerable extra time to explore all maps fully, and complete every side quest I could find. The entire content is linear; there’s no reason to replay once finished. Is it worth buying? Yes. The base price of 25€ is more than fair for this amount of content and quality. I can recommend buying even without a discount. Verdict: Excellent [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2548409603]Rating Chart Here Blood West is a remarkably unique immersive sim; not only it nails all the canons that make this genre great, but adds loads of personality and twists to it, too. In-Depth Writing & Worldbuilding As if the Wild West wasn’t dangerous and merciless enough, a terrible curse was fated to add an entirely new layer of pain upon the land - that’s where you come in. Once living, now undead, recalled to duty by a mysterious shamanic totem, you’re tasked with eradicating the evil that has infested the world - now home to disgusting abominations and lethal monsters of all kinds. Not the most original premise overall, but it’s well-executed. The worldbuilding of Blood West is centered around a low-poly visual style that, however, is compounded with modern elements such as lighting and physics, to some extent at least. It works well, artistically speaking, and fits the theme perfectly thanks to a high-quality direction. Those who want the latest eye-candy will probably be disappointed, though. Despite lore and story not being its primary focuses, it does a good job at layering ulterior depth about the events that transpired to both characters and locales; lore files, indirect narration, and other cues from which players can draw their own conclusions. Each secondary character or small side-story is decently-written and, in most cases, fully voiced, which isn’t common for Indie-level productions such as this one - with good voice acting, too, I might add. The introduced characters are remarkable and some even display some degree of growth or changes depending on your choices. Overall it’s a good complement, despite it not being essential to the genre. Exploration & Secrets Each of the three non-linear chapters takes place in huge open-world areas you’re completely free to explore from the get-go, usually with no information other than a generic quest marker about what to do and a map; in some cases, not even that. It’s a good thing, as it encourages you to discover locations at your own pace without a set course to strictly follow. Wandering about deserted towns, muddy swamps and poisonous, cursed canyons is an interesting pastime for an undead, as most places hide copious amounts of resources, unique items, ammunition and key items to hoard. And hoard you will, since the global stash is shared in-between all Safe Zones, that usually also house unique NPCs, that give you quests, trade and reveal most of the information you’ll get about the world’s sorry state. You’ll periodically have to haul back your loot, organize, trade and depart again to explore another bit of the map - a gameplay loop that rarely feels boring thanks to the constant new flow of unique encounters, items, enemies and locations. Secrets are everywhere, some more obscure than others, but all of them rewarding in their own way. Fast travel is possible via several consumables, but that won’t really become a necessity until the third chapter, which houses the by-far largest area. Stealth, Combat & Bosses Blood West is, above all, a stealth-focused game, and this can be understood by the enormous amount of damage most enemies deal, their erratic patterns making targeting difficult once spotted, and their general lethality especially early on. Rush ahead like a madman and you’ll soon get destroyed by seven abominations fisting you through -multiple- orifices, or you might get out alive but waste half your ammo supply in the process. It’s a game of patience, of method and of preparation - understand how each unique foe behaves in combat, what their weaknesses are, pick them off you will make it. On paper, this sounds exciting, but in the end, the stealth system is simply too forgiving for multiple reasons, such as enemies not entering alert states when their allies die, losing aggro too fast, and generally being too slow compared to the player, which makes hit-and-run tactics exceptionally OP. I tried many builds with re-specs, and none is greater than pure stealth in terms of efficiency and ease-of-use, which is a shame. The roster of guns and ammo types at your disposal will be varied, with several unique variants, some even cursed, allowing you to further customize your build, in addition to the passive perks you’ll acquire at each XP-based level up. There’s no shortage of loud options, from shotguns to rifles to pistols or even straight-up dynamite - it’s really fun to just blow everyone to hell, if you can afford to. Death means not only backtracking and respawning most enemies, but also getting progressively more cursed with passive debuffs - all of this can be circumvented and healed with specific items that, until much later, won’t come cheap or easily. It’s a good and fresh system that, however, doesn’t come off as challenging due to sheer power creep and balance issues. Bosses are pathetic pushovers. I never even died -once- to any of them and blew all to Hell with the saved stronger ammo, consumables and explosives. I had far more trouble with some normal enemies than any boss. Trading & Side Quests At each safe zone, NPCs will trade unique and mundane items for money, and also buy anything from you. They also may give you quests as time goes by or specific main story events happen. In some cases, certain items can only be given to one of many NPCs, which in turn may unlock different consequences and items for sale later on. Side quests are very rewarding in terms of XP, items, and are generally worth investing time into. Despite their relevance, none of them is world-altering in the long run.
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