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It's nothing headscratchy, just a perfect cleanser to get you ready for the next brawl. Slaughter is broken up with traversal moments or a puzzle, generally involving electricity or a bit of pushing carts around. What else? It's surprisingly beautiful, for starters, offering a rush through several kinds of Western settings: blue sky canyons, nasty haunted swamps, mines, mountains, icy ridges, the works. Simple, predictable enemies, gradually added to throughout the campaign - this is one of those games where mini-bosses quickly become folded into the general enemy camp - and coming at you in new combinations, in new arenas, perfect for letting you try out your latest gadget. All of these take a pummeling, or a blasting, and all of them have moments of weakness where the glowing spots let out an arc of light and a chime, encouraging you to rifle them for massive damage or a health drop. The guys that hover in the sky and then crash to earth now and then. The guys that burrow and erupt from the ground. Every type of enemy from 2011 is here and waiting to embrace you. I became sort of fixated with the collectible stuff.Įnemies repeat readily but that doesn't matter because they're mostly glorious. Meanwhile keep an eye on your health and your electrical power. No ammo, just time it with the cool-downs. Ditto the special weapons like flame-throwers and a crossbow and other stuff I won't spoil. And it can all be tricked out with electricity. No ammo to collect, all this stuff works on cool-downs. You have a six-shooter, and a rifle for distant enemies. The West is Evil, right, but you don't just punch it. That could be the tagline for Evil West really. It's quite a beauty at times - that last image is the hub, which has its own pianist. You can pound the ground and pretty much evaporate them on the spot - all of this once you're deep in the campaign of course, and pleasantly powered up. You can launch them into the air and cannonball them into spikes, into each other. And then you can punch them electrically, pull them towards you or you towards them with an electrical gizmo that allows you to lay on that delirious staggered beat-down from the Arkham games, their skeletons buzzing away inside them as you work because of all the volts. You're huge on the screen and you punch monsters in combos, and you can kick them to give you a bit of space. It's a third-person brawler, inspired by the recent God of War, but really coming to you direct from somewhere around 2011.
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Plot is fuel here, propulsion that drives you to greater slaughter. This is a game where a zeppelin loaded with hideous slobbering nightmares crash lands in the narrative's equivalent of the White House. It gets a bit more complicated, but not too complicated. You play part of a team who takes these beasts and shows them who's who. It's the old west, but there are monsters and shambling horrors and vampires and all that jazz out there in the wilds. And gods really give game designers a chance to be unreasonable. By the end of the game you're pretty much a god. This is Evil West: it's got that great Double-A treat, the ludicrous power curve. Popping their heads off and splattering their bodies. They come alongside bosses.Īnd yet, by the end of the game you're knocking them aside. Wow! What was that? Hope I don't see any more of them, pardner! But you do, you do see more of them, pardner. When you first meet werewolves they're absolutely terrifying. There is a werewolf equivalent in Evil West, and I reckon they get to the heart of what's great about this euphoric, silly, straight-ahead chugging blast of a video game. Availability: Out on 22nd November on PC, PlayStation 4 and 5 and Xbox.Werewolves are jerks and we love them for it. Werewolves are a flurry of terrifying slashes of the claws, they are berzerk energy and long health bars. They do not acknowledge your personal space. Instead, werewolves come out of nowhere and they're suddenly right up close. They do not have rail guns that need powering up. They do not shamble and bunch together like zombies, taking blind swipes at you with the wrist rather than the hand. Werewolves do not wait politely to attack. Werewolves, I propose, are a chance for game designers to be unreasonable. A gleeful splat-'em-up featuring a lovely bag of tricks.
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