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Once upon a time in the weird west
Once upon a time in the weird west












This content is not available due to your privacy preferences. You don't want it to be paralyzing, but whenever we do something that is a bit of a bold move, something that hasn't been done exactly that way before, or has failed in some other games, then yeah, of course it's a worry. “I mean, I think it's healthy to be worried. It also lends extra weight to every decision made in Weird West, and it levies a heavy tax on mistakes or misclicks. This makes the game world feel particularly responsive and alive, allowing WolfEye to implement progress-sensitive mechanics like bounties that follow players throughout their adventures and timed missions.

once upon a time in the weird west

Players can die in the game, but anything that happened before death will remain true at respawn. As an immersive sim, Weird West doesn’t allow players to travel backward in time or undo any action, even if it resulted in the death of a compatriot, the ire of an entire village or a failed mission. Their destinies are intertwined, but each character walks his or her own path, and they’re all equally susceptible to the game’s harshest mechanic: linear progression. According to the game’s most recent trailer, there’s also an occultist, werewolf, indigenous man and a female gunslinger.

once upon a time in the weird west

Remember the pig-headed man covered in blood from the intro? He’s one of the heroes. In Weird West, players take on the role of five heroes, individually, as they attempt to unravel the region’s biggest mystery (which is itself a mystery, for now). Blending this into a world that's familiar makes sense.” And so that's why I'm marrying things that are more occult and demonic, or witchcraft, things like that. “Right? It's different, it's weird, it's fantasy. “Like in any game that I've worked on, I always like that there is some aspect of it that is special,” Colantonio said.

once upon a time in the weird west

Not only is Weird West strange and based on cowboy lore, but it adheres perfectly to the literary subgenre also called “weird west.” These stories merge the Old West with science fiction, fantasy, horror or occult themes - think 1999’s Wild Wild West or Stephen King’s Dark Tower series. “The same way Dishonored was a bit of our own take on steampunk, this is our own take on the weird west,” Colantonio said. He launched WolfEye Studios alongside Arkane veteran Julien Roby in 2019, and they got started with just under 20 employees scattered around the world, working remotely.

ONCE UPON A TIME IN THE WEIRD WEST PROFESSIONAL

ZeniMax Media (Bethesda’s parent company) acquired Arkane in 2010, and Colantonio resigned in 2017 to spend time with his son and reevaluate his professional goals. It’s been three years since Colantonio left Arkane, a studio he helped grow from a small, independent outfit in Lyon, France, into a AAA production machine with offices in Austin, Texas, and contracts with Valve, Bethesda and 2K. He founded Arkane Studios in 1999, and he was the creative force behind massive contemporary hits including Dishonored and Prey.

once upon a time in the weird west

This is Colantonio’s signature move as a game developer - taking a classic setting and infusing it with magic. Weird West presents the Wild West from a top-down 3D perspective, and then fills it with hand-drawn watercolor-style buildings, people and animations. Since announcing Weird West in December, Colantonio has described it as an immersive sim, a hardcore subset of the RPG genre that features a completely responsive world, branching narratives based on player choice, and permanent actions.












Once upon a time in the weird west