And this works both ways, meaning if you decide to become an unlawful individual or cross the wrong people, you'll find yourself with vendettas to handle, vendettas that will see characters hunting you across the whole map. There are also plenty of side quests that will take you off the beaten path to help residents of the Weird West, all so you can earn some new gear and create lasting friendships and relationships with those that you help, with some characters even becoming Friends For Life and will come to your aid in a tough fight. Each location of the wider map has its own secrets, be it loot to find, or a tough group of enemies to face. Yet even with the progression having its flaws, Weird West is still a fantastically realised game that you'll want to explore. Considering the Perks (responsible for extra health, faster reload speed, more explosive damage, etc.) do carry between characters makes me question why one is permanent and another is character specific, as all this choice does is limit your interest in really committing and focussing on developing the abilities as they are not carried forward. It's a bit of a double-edged sword from what I've seen, as you expect to have to find new gear and items each time you're handed a new character, but the fact that your abilities (responsible for allowing your weapons to fire Lightning Rounds, fire quicker, or a range of other handy upgrades for firearms, bows, and melee), which are acquired by spending consumable Nimp Relics, do not carry between characters stings quite a lot, especially since all of the abilities are the same for each character, bar three-to-four character-specific ones. The idea of being given a new character and having to build that person up from scratch is also supported quite heavily with the customisation system. As the Pigman (whose real name is Cl'erns Qui'g), you'll be shot on sight when entering Grackle's boundaries, meaning you'll have to find new gear by looting in the Weird West, making this tale significantly harder to survive and complete than other stories. For example, you may be looking for new guns, and as the werewolf-afflicted character Desidério Ríos, you'll head to the town of Grackle to get some new gear. It's an interesting story that forces the player to have to adapt to new playstyles frequently, as Jane Bell's strengths with firearms and as a upstanding law abiding official is vastly different to how the Pigman tale unfolds, where you're a far more capable melee combatant and also unwelcome in a large proportion of settlements, due to the reputation that the ghastly and savage pigmen people have. Essentially, as the player you'll learn some overarching pieces of information during the first story with the bounty hunter Jane Bell, then a bit more during the Pigman tale, then something else during the Native American, Across Waters' story, and so on. It's a strange storyline that is rooted by a mysterious encounter at its centre that unravels and makes sense as you reach the end of the core narrative. The way the characters are connected is through a supernatural bond, one where the player experiences the narrative seamlessly, but the characters become independent once you move on from their tale. The storyline is essentially split up between these five characters, with each character's arc being a defined chapter in the grander narrative. The idea behind Weird West is to lead five unique yet interconnected characters through their respective storylines, all set in the Weird West, a sort of supernatural take on the Wild West.
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