![]() The bounties are also excellent ways to show off the great emerging stories in Weird West. Bounties are the easiest way to boost your reputation within the West, and each of these offers an attractive little opportunity to play how you feel, which is a core tenet of Weird West. While just about every NPC is killable in the game, you can then separate them into the NPCs that would affect your reputation and those that don't. It does not punish you for mowing down wave after wave of gangsters. The morality system of Dishonored is replaced here by the ex- Arkane Studios team at WolfEye Studios with a reputation system that rewards you for your good deeds for the civilians. There is also the opportunity to eliminate the population of a town, which allows for bandits and outlaws to move in and stake their claim. After I cleared the town, the residents were able to clean up, and on subsequent visits, the town was again a hive of activity, which helped make these centres feel alive. One town I came upon had become infested with a plague-like bee, and all the residents had bailed themselves up in the hall. All of this is achieved through interesting spaces to explore, and their tightness allows the game to be dynamic within these spaces. Maybe it is a simple Nimp Relic, which is used to unlock powers, or perhaps you find a way to approach the quest in a completely different way. ![]() The scope is smartly used because many of these areas are handcrafted for exploration, and the game knows when and how to reward you for taking part. ![]() The West is not one open-world rather, many smaller areas travelled via an overworld map. The sense of exploration is alive, and it is easily the most rewarded method of gameplay in Weird West. Of course, there are many choices to be made, and they often are morally ambiguous in the outcome you are deciding on. Everything is written really well, and you meet so many intriguing characters along the journey that come in and out of the story at different points. Within each of these vignettes, you have an arc for each of the characters, underpinned by a central thematic dilemma whilst also uncovering more about the overall storyline in Weird West. The story is broken up into five different journeys, during which you inhabit a different character from all ends of the West. The Journey you are on does live up to the titular weirdness, with much of the story content encompassing a haunting atmosphere, aided by excellent visuals and music that set the scene. The way it weaves the Immersive Sim and RPG elements into an experience that will be different for every pioneer that takes the journey is first-rate, though there are some bumps along the way. Jarvis concluded by giving the adventure a poor rating of 2 out of 5, saying, "This is a lacklustre product As a superhero adventure it didn't inspire me, and probably won't thrill your players either.Weird West is an interesting game, and not in a sarcastically nice way, in a very genuine way. It's not that it is a bad scenario as such merely that it isn't particularly original." Jarvis also found the adventure lacked a "superhero atmosphere", and the pre-generated characters provided were not a good fit for the adventure. In the September–October 1989 edition of Games International (Issue #9), Mike Jarvis admitted that "I'm not greatly enamoured with this product. The 64-page book with outer folder was written by Ray Winninger, with illustrations by Jeff Butler, Cory Graham, Paul Hanchette, and John Statema, and was published by TSR, Inc., in 1989. MT2 The Weird, Weird West was the second Marvel Superheroes adventure in TSR's Time Warp series. ![]() The heroes must travel back in time to thwart an alien invasion and find the cause of the time warp. The heroes discover that time is breaking down, and famous personages from history such as Napoleon, Genghis Khan, Alexander the Great, and more, are all converging on 1871. The Weird, Weird West is an adventure published by TSR in 1989 for the superhero role-playing game Marvel Super Heroes Contents
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