Evil West

Evil West

View Stats:
RavDakar Jul 22, 2023 @ 2:06pm
Main reason to Hate this game...
I find 3 bottles lined up on a shelf, and Its a Western game. And I Cant shoot them.
Now that's a disgrace to any western game
< >
Showing 1-15 of 15 comments
Kiesel Aug 15, 2023 @ 10:37am 
Sounds like they cut corners.
Lord Of War Aug 15, 2023 @ 3:40pm 
Same story with china cups in Resident Evils)
Not that Aug 15, 2023 @ 5:29pm 
every game is just a grindy lootfest nowadays.

who would stop and shoot bottles when it lowers your loot per hour efficiency? Just take that out.
Bankai9212 Aug 15, 2023 @ 6:42pm 
Good thing the only thing you find is money and chests.
RavDakar Aug 15, 2023 @ 10:22pm 
Originally posted by Not that:
who would stop and shoot bottles when it lowers your loot per hour efficiency? Just take that out.

Come on... now your just stepping on my childhood.
Shooting innocent bottles is a time honored tradition
ChickenTacos Aug 16, 2023 @ 7:00am 
You can shoot the bottles and the cups in Metal Gear Solid 2. :steamhappy:
bottlefield393 Aug 16, 2023 @ 8:27am 
Originally posted by ChickenTacos:
You can shoot the bottles and the cups in Metal Gear Solid 2. :steamhappy:
"Woah technology!"
Nikanuur Oct 22, 2023 @ 2:22pm 
What a shame, I totally agree!
Tr0w Oct 22, 2023 @ 4:17pm 
My main reason, it's one of those ♥♥♥♥♥♥♥ 360/PS3 tier action adventure games that punishes exploration by not letting you backtrack, pick the wrong route first and you can't swing back across to get what you missed. "Oh but you can just load up before went that way", nope. Terrible game design.
Last edited by Tr0w; Oct 22, 2023 @ 4:18pm
Nikanuur Oct 23, 2023 @ 7:24am 
Fun and this topic's real meaning aside:

Hmm, I wouldn't believe it'd be possible, and I certainly wouldn't have gone looking for such a phenomenon in a game I criticized after playing for 5 hours.
I must admit that after many and many hours (10–15+), the game has only gotten better and better. Why it reared the developing clichés ugly head for the first 5 or so hours only to start shining much later is beyond me :D
Don't get me wrong, some of the reprobate stuff hasn't gone, but I now think that the reviewers had a similar experience as me, and on top of that, played only on normal.

Because you see:

1. Missions started to not only signalize the 'no turning back' points—if you've paid attention to the game's structure enough before, that is—but also introduce some of the path-interconnectedness. Whoa!
2. It seems that there are quite a few treasures that I didn't find. And here, I thought it was rather simple! Nice!
3. As far as the boss and the semi-boss (read: reused bosses with waves of lesser creatures) fights are considered, the combat has gotten much tougher. Even to the point of a proper, keyboard-through-the-window-throwing kind of frustration sometimes. Grrrr!
4. I tried playing on normal instead of hard for a while. Turns out, the game actually really feels boring that way. In normal, you can just button-mash and be done with it. On hard, healing is sparse or you have to fight for it, and you are forced to utilize most of the learned perks, acquired skills, understand how to use monsters against each other, and truly strategically choose which danger to get rid of first and how. Button mashing often results in accidental deaths. There's no shortage of that happening in under 3 seconds from the full HP bar. Generally, by a mere mob creature landing two weak strikes after you've forgotten to mind that somewhere behind your back a stronger enemy has probably just finished charging its extra-strong attack, eheh.

There are healing monsters, monsters healing other monsters, monsters killing you with one or two blows, monsters with damage-reflecting shields, swarming monsters, tank monsters with AoEs, some(!) delayed stunning attacks (oh how I hate you again :), and on top of that, often the semi-boss (or two!) with their own skill-set of shenanigans. Banzaaai!
Last edited by Nikanuur; Oct 23, 2023 @ 7:41am
Tr0w Oct 23, 2023 @ 6:06pm 
Originally posted by Nikanuur:
Fun and this topic's real meaning aside:

Hmm, I wouldn't believe it'd be possible, and I certainly wouldn't have gone looking for such a phenomenon in a game I criticized after playing for 5 hours.
I must admit that after many and many hours (10–15+), the game has only gotten better and better. Why it reared the developing clichés ugly head for the first 5 or so hours only to start shining much later is beyond me :D
Don't get me wrong, some of the reprobate stuff hasn't gone, but I now think that the reviewers had a similar experience as me, and on top of that, played only on normal.

Because you see:

1. Missions started to not only signalize the 'no turning back' points—if you've paid attention to the game's structure enough before, that is—but also introduce some of the path-interconnectedness. Whoa!
2. It seems that there are quite a few treasures that I didn't find. And here, I thought it was rather simple! Nice!
3. As far as the boss and the semi-boss (read: reused bosses with waves of lesser creatures) fights are considered, the combat has gotten much tougher. Even to the point of a proper, keyboard-through-the-window-throwing kind of frustration sometimes. Grrrr!
4. I tried playing on normal instead of hard for a while. Turns out, the game actually really feels boring that way. In normal, you can just button-mash and be done with it. On hard, healing is sparse or you have to fight for it, and you are forced to utilize most of the learned perks, acquired skills, understand how to use monsters against each other, and truly strategically choose which danger to get rid of first and how. Button mashing often results in accidental deaths. There's no shortage of that happening in under 3 seconds from the full HP bar. Generally, by a mere mob creature landing two weak strikes after you've forgotten to mind that somewhere behind your back a stronger enemy has probably just finished charging its extra-strong attack, eheh.

There are healing monsters, monsters healing other monsters, monsters killing you with one or two blows, monsters with damage-reflecting shields, swarming monsters, tank monsters with AoEs, some(!) delayed stunning attacks (oh how I hate you again :), and on top of that, often the semi-boss (or two!) with their own skill-set of shenanigans. Banzaaai!
Nope it isn't obviously telegraphed and there's no reason why i should be prevented from simply hopping back over a crate or swinging back over a gap to explore, if they didn't want to do that they should have a had a proper save system so people could save and load back up if they went the wrong way. The only reasons they didn't is engagement/time padding. Didn't find what you were after well just replay the entire level. As is said terrible game design.
Last edited by Tr0w; Oct 23, 2023 @ 6:07pm
Nikanuur Oct 24, 2023 @ 1:19am 
Originally posted by Tr0w:
Nope it isn't obviously telegraphed and there's no reason why i should be prevented from simply hopping back over a crate or swinging back over a gap to explore, if they didn't want to do that they should have a had a proper save system so people could save and load back up if they went the wrong way. The only reasons they didn't is engagement/time padding. Didn't find what you were after well just replay the entire level. As is said terrible game design.

'Obviously telegraphed' and 'signalized' is something different, mind you. It's not like there are simple, sane warnings like in the other games: "Finish your business elsewhere, this is the point of no return", I give you that. But things get better all the same. And really I wonder how many players have gotten only so far or stopped paying attention altogether, having been legitimately pissed at quite a few stupid designs before that started happening. Because, I repeat, the normalizing and all the better stuff starts to appear only much, much later in the game, which is baffling to say the least.

1. Before the player squeezes through crevices, climbs, vaults, etc., they should look to see if the signalization is from the other side as well. If the vaulting post has the same silver lining on the other side, then they can go, if not, care. If you just climbed to the top of the barn and are about to jump down from the other side, and there is only a bit of silver lining and no ladder up, obviously, don't enter that place, and go back to explore, etc.

2. The points of no return are only one or two on the whole map, and the maps get progressively larger and more interconnected, thus simply, potentially speaking, it gets better. Things like: the ladder ended abruptly, not allowing me to go back and I was afraid, only to find that the place actually had another entrance that led me back onto the map (i.e. the place was explorable from two sides).

3. It gets more obvious in the broad sense of the word too. As if the devs realized something, or there was some intent. For example: if you are exploring a village, you don't go and jump into a hole unless you've explored everything. As a player, you should have at least that much basic intution. Or there are total nobrainers like you are exploring a machinery post with a cart system, obviously, you don't enter the cart unless you've explored everything, etc.

The bad example from the beginnings:
Second mission: The player is exploring a deserted village with some barns, roads, a ranch, and some other places. They enter the destroyed ranch area through the vaulting post. It looks like just another place to explore, bam, point of no return. Bye bye.
Tr0w Oct 24, 2023 @ 2:34am 
Originally posted by Nikanuur:
Originally posted by Tr0w:
Nope it isn't obviously telegraphed and there's no reason why i should be prevented from simply hopping back over a crate or swinging back over a gap to explore, if they didn't want to do that they should have a had a proper save system so people could save and load back up if they went the wrong way. The only reasons they didn't is engagement/time padding. Didn't find what you were after well just replay the entire level. As is said terrible game design.

'Obviously telegraphed' and 'signalized' is something different, mind you. It's not like there are simple, sane warnings like in the other games: "Finish your business elsewhere, this is the point of no return", I give you that. But things get better all the same. And really I wonder how many players have gotten only so far or stopped paying attention altogether, having been legitimately pissed at quite a few stupid designs before that started happening. Because, I repeat, the normalizing and all the better stuff starts to appear only much, much later in the game, which is baffling to say the least.

1. Before the player squeezes through crevices, climbs, vaults, etc., they should look to see if the signalization is from the other side as well. If the vaulting post has the same silver lining on the other side, then they can go, if not, care. If you just climbed to the top of the barn and are about to jump down from the other side, and there is only a bit of silver lining and no ladder up, obviously, don't enter that place, and go back to explore, etc.

2. The points of no return are only one or two on the whole map, and the maps get progressively larger and more interconnected, thus simply, potentially speaking, it gets better. Things like: the ladder ended abruptly, not allowing me to go back and I was afraid, only to find that the place actually had another entrance that led me back onto the map (i.e. the place was explorable from two sides).

3. It gets more obvious in the broad sense of the word too. As if the devs realized something, or there was some intent. For example: if you are exploring a village, you don't go and jump into a hole unless you've explored everything. As a player, you should have at least that much basic intution. Or there are total nobrainers like you are exploring a machinery post with a cart system, obviously, you don't enter the cart unless you've explored everything, etc.

The bad example from the beginnings:
Second mission: The player is exploring a deserted village with some barns, roads, a ranch, and some other places. They enter the destroyed ranch area through the vaulting post. It looks like just another place to explore, bam, point of no return. Bye bye.
It doesn't even need big text warnings like you get towards the end of other games, they just need to let you climb back over short walls and swing back across small gaps, the chains and hooks are still there but the prompt vanishes. For example in the first snow area i was presented with two different tunnels one was heavily infested with enemies and mini bosses, i died so decided well that must be the main route so i'll go the other one and see if there's any coin or journal entries then come back to the fight. As soon as i swung across bam auto save and swing prompt vanishes. It's really annoying because the game is super stingy with money for upgrades and enemies drop nothing apart from HP and energy.
Last edited by Tr0w; Oct 24, 2023 @ 2:35am
Nikanuur Oct 24, 2023 @ 4:13am 
Man, it's almost as if you don't even read what I write and you continue in your own topic while 'technically' reacting to mine.
I don't know what's going on, but I don't want to continue this.
Let others be the judge.
I wish you to have fun with whatever you have fun with, you don't have to force this upon yourself.

I repeat for one final time. It is bad, yes, I agree. Initially, though.
Few have nor should have the patience to get to the stages of the game where it gets better, but it does get much better, unfortunately only much later.

Last edited by Nikanuur; Oct 24, 2023 @ 8:11am
< >
Showing 1-15 of 15 comments
Per page: 1530 50