Filling the graveyard has been a solemn bid for order in the wake of so much chaos.
Its not that way in Bripton, the next town over.
The graveyard there is uncannily empty, save for a similarly bare tree.

Or you could call it exactly what youd hope for from a team of key Arkane veterans behindDishonoredandPrey.
Instead, its 1997sFallout.
And its there in the cows.

Something about bovine NPCs screams Fallout, regardless of their total number of heads.
New sheriffs are installed to replace the dead ones.
Ghost towns are slowly refilled, either by human beings or something even worse.

Nature is healing, or else being paved over.
Meanwhile, your past deeds catch up with you.
Bandits who once fled your bullets return to stage ambushes, looking to avenge their fallen bosses.

The repercussions of your gunshots echo back and forth across the desert with a convincing crack.
Thankfully, the low level business of shootin (and rootin, and tootin) convinces too.
Here, the primary touchpoint is LariansDivinityRPGs.

Sure, shooting an enemy directly will kick off proceedings, but thats boring.
Likewise, breaking into a barricaded shop might earn the ire of the locals.
And all of this intricate interaction is marvellously intuitive.

Setting fire to your own feet is part of the learning process.
Where Weird West breaks away from its RPG forebears is in its rejection of turn-based fighting.
Instead, it controls like a twin-stick shooter, asking you to aim and react under pressure.
Besides, theres plenty of pondering time to be gained by observing your quarry from the periphery.
Graveyards full, and nature is healing.