![]() Experience” and get chauffeured in a custom hearse to Tom Devlin’s Monster Museum in Boulder City for a personal tour through his massive collection of screen-used props, creature suits, and custom pieces that helped make monster movie history. Take the tour to hear stories from the Millionaires Club, reported hauntings, and tales of the historic crypt. As one of the most haunted places in the West, it’s a mecca to the world’s paranormal elite. Of course, Virginia City’s Washoe Club & Haunted Museum couldn’t be a more quintessential qualifier, either. Take Zak Bagans’ The Haunted Museum in Downtown Las Vegas, 30 rooms jam-packed with some seriously spooky artifacts-like an entire room full of cursed puppets-that are rumored to be the world’s most haunted objects. Show me ghost museums in my area.” In Nevada, that actually kinda works. Similarly, if you clear out a bandit-occupied town, its former residents may eventually return to their homes.“Ok, Google. Bandits might even have moved in, next time you visit. Kill everyone in the town of Grackle, from the shopkeepers to the sheriff, and the place will become abandoned. ![]() And that’s not a part of the storyline, just something you can do if you want to. You can also turn settlements into ghost towns by wiping out their inhabitants. ![]() Not every decision is as notable-some are mere footnotes in the daily news-but you do feel like you’re having an impact on the world. Make the second choice and they’ll go out into society, turning up in subsequent chapters as NPCs. To give an example-and it’s a spoiler for the second chapter-you can choose to leave your fellow pigmen as soulless husks, or return their missing souls to their bodies. But the main thing that persists is the state of the West, which is shaped by your major and minor decisions. Passive character perks persist through the whole game, while the former protagonists retain their inventories, reducing the need to gather supplies in later chapters. While each new chapter is a fresh start of sorts, certain elements are carried across. I couldn’t wait to see how it all played out, and was left pretty satisfied by the conclusion. It’s a fascinating story with memorable characters including Pigman Joe, who has been cursed so he can only communicate in rhyme. With each new chapter, you see even more of the West’s weirdness, until you’re ankle deep in an overarching narrative concerning ancient entities and the body-hopping Passenger. You can even recruit the protagonists of the previous stories, each of whom has been marked by a mystical brand. Structurally, all five stories are similar, playing out as miniature CRPGs complete with main and side quests, and companions who can tag along on the adventure. The second story in this anthology puts you in the trotters of an unholy man-pig mashup. You’ll chat with a sentient, foul-mouthed sentient tree and battle witches in ancient, subterranean temples. All that weirdness comes out in a flood, as you traipse across the world for clues to your identity. The second story in this anthology puts you in the trotters of an unholy man-pig mashup, who leaves his swamp to enact revenge upon the witch that did this to him. ![]() I mentioned the pigman earlier, and now it’s time that Chekov’s gun went off. Thankfully, there’s far more to Weird West than its combat. My main takeaway from the top-down sneaking and shooting is that Desperados III developer Mimimi Games does it a whole lot better.
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