![]() Meanwhile, your past deeds catch up with you. ![]() ![]() Nature is healing, or else being paved over. Ghost towns are slowly refilled, either by human beings or something even worse. New sheriffs are installed to replace the dead ones. ![]() During travel across the Weird West, time quickens to a blur, and it’s as the calendar pages flick by that the most far-reaching reactivity occurs. Something about bovine NPCs screams Fallout, regardless of their total number of heads.īut most pertinently, the influence is there in the modest maps - the homesteads and cave networks you can see almost from end to end on a single screen - and the abstracted overworld that connects them. It’s there in the isometric perspective in the simple, disposable companions who function primarily as a way to draw fire and expand your inventory space. It has to be said, though, that Dishonored isn’t the first game that springs to mind when stepping out onto Wolfeye Studios’ warped frontier. Or you could call it exactly what you’d hope for from a team of key Arkane veterans behind Dishonored and Prey. Or the perfect emblem for Weird West, a game which excels at finding concise expressions of unconstrained player choice. You could call this the dark fulfillment of Peter Molyneux’s promise of an acorn that, left alone, would grow into a tree in Fable. Weird West even suggests you head to the local cemetery to loot any bodies you’ve missed - though its reputational system implies you should ensure nobody’s watching first. But you can change that, should you so choose: shoot up the bank or fight a duel and, the next time you return to that settlement, new plots will have appeared for every life snuffed out. The graveyard there is uncannily empty, save for a similarly bare tree. It’s not that way in Bripton, the next town over. Filling the graveyard has been a solemn bid for order in the wake of so much chaos. It’s a concise expression of everything the town’s been through: the rampaging bandits, the cannibal kidnappings, the swirling tornados. “Graveyard’s full,” says Timothy Hall, the man prodding the bones of the piano at the saloon in Grackle. So too, an interest in Magic: The Gathering has persisted since William’s youth, and he can frequently be found watching Magic streams on Twitch and reading over the latest set spoilers.Arkane founder’s first indie outing is a chaotic soup of colliding systems, and that soup tastes absolutely delicious. Now, William enjoys playing Super Mario Maker 2 on the Switch with his daughter and finding time to sneak in the newest From Software game when possible. This interest reached a height with MMORPGs like Asheron’s Call 2, Star Wars Galaxies, and World of Warcraft, on which William spent considerable time up until college. William’s first console was the NES, but when he was eight, it was The Legend of Zelda: Link’s Awakening on Game Boy that fully cemented his interest in the format. All the while, William’s passion for games remained. Upon graduating from the University of Southern California’s School of Cinematic Arts, William entered the realm of fine arts administration, assisting curators, artists, and fine art professionals with the realization of contemporary art exhibitions. ![]() William Parks is an editor at Game Rant with a background in visual arts. ![]()
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