World to the West is a pretty fun adventure overall and could have been a nearly perfect one had it exercised a little more restraint with certain design choices. Most of the game’s flaws can be categorized as “too much” or “too many.” For instance, there are too many monsters wandering around in this world, and they all have too much health. Combat isn’t World to the West’s strong suit, though, so any situation that requires brute force not only feels clunky but really outstays its welcome. They should have just doubled down on the exploration and puzzle-solving aspects of the game, since that’s where the majority of the fun is to be had.
Of course, even that’s hindered by too much backtracking. Many of the puzzles require all four characters to pitch in somehow, but characters can only teleport to areas they’ve visited, so you’ll frequently have to run through the same obstacle courses again just to get everyone to the same place. This isn’t as bad as it sounds, though, because the characters are pretty unique, and the same area can feel almost brand new when approached with a character who can climb walls versus a character who can dig tunnels. World to the West is able to convey a bigger sense of scale than the map lets on simply because of the mileage it gets out of this idea. Does it feel cheap at times? Sure. But when you stumble across a new secret, you’ll be quick to forgive.
Reviewer
- I love gaming so much, I wrote a book about it.
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