West of Dead is an isometric roguelite twin-stick shooter and was released on June 18th, 2020. It was developed by Upstream Arcade and published by Raw Fury Games.

I’m reviewing this game as a part of my journey to complete all the games in my backlog. I’m honestly not sure where West of Dead came from or how it ended up in my library, but it was there, the art style looked cool and it had a roguelite tag, so I was instantly intrigued. The following, are my thoughts on why I ultimately, don’t recommend it.

Gameplay
There are 3 major sins this game makes, but credit where credit is due, let’s get some positives in the open first:

The Metroidvania elements had my curiosity peaked to search every nook and cranny, the areas seemed to randomly generate randomly enough to make every run-through feel fresh and unique. I did enjoy experimenting with the new items and ability cards, though I quickly did not enjoy using other weapons. I found really early on every damage type beyond critical damage was a total joke and a waste of my time. But finding new weapons that dealt critical damage was fun, and getting “bad” rolls of weapons aided unique gameplay and scenarios with the level-up system that I enjoyed.

There were enough enemy designs to keep me on my toes, though there were a couple that I thought should have been different for sure. I was genuinely surprised at times to find the enemies strategically flanking me out of cover which led to some pretty cool western showdowns out in the open, as I dodged bullets and creatures with guns blazing through slow-motion accents across the room to the next cover. I do wish it felt better to play, the dodging is kind of a mixed bag, and again, the loss of my engagement from the auto-aim system does take its toll on the enjoyment after a while. Maybe it’s different on a mouse and keyboard, but that’s how it was on a controller (via SteamDeck).

I think the most important thing to understand about West of Dead is that it has all of the pieces of success. There are so many mechanics that independently work well, or seem like they should work on paper, but for me as a player who has played countless roguelites, it’s clear that West of Dead doesn’t have the polish it needs for all of its ideas to come together into a satisfying whole. So, keep that in mind as I continue on.

To start really talking about my gripes, West of Dead plays similarly to other isometric shooters. You have two weapon slots, two item slots, and one passive item slot, all of which culminate together into a playstyle that you’ll use and adapt as you traverse through the randomly generated maze of Hell consisting of 4 or 5 areas before reaching a final boss of sorts. As you traverse you will find upgrades that make you more proficient with your tools, or guns, or will flat-out increase your health. You’ll have to master a few different weapon types like close-range shotguns, quick-fire revolvers, and long-range long-reload rifles, among other western-inspired lead shooters (and more), and you’ll have to do the usual roguelite dance of memorizing enemy attack patterns while utilizing cover, dodging, and unique area hazards as you fight to reach the end of the game.

The first sin West of Dead makes is that it gives the player auto-aim. The way the devs try to balance this is that your character only locks on to enemies in lit areas of the room you’re trapped in, so there are lanterns you can ignite to get your auto-aim back. There is technically twin-stick shooting you can do here, but it’s often quite frustrating to use, perhaps on purpose. I understand how maybe the isometric perspective could be the culprit here, and that’s probably why this particular system is in place, but losing that player engagement from not needing to aim made some of the game a bit easier, but also equally a bit more boring as it is less engaging. This is compounded by the waiting required to reload your weapons… as there’s no active reload, no manual button press, it’s just on a countdown timer (after you run out of shots, or after you stop shooting for a second), which furthers the lack of engagement you have with the game.

The second sin is it is counterproductive to expand the item pool. West of Dead takes the Dead Cells approach with its item pool and allows you to unlock more items to play with using a resource (Sin) you gain from killing enemies. The problem is that it doesn’t take long to find that there are two weapons that don’t need unlocking… one, a revolver with 5 shots, the fifth shot doing critical (double) damage, and the other, a shotgun that does critical damage so long as you’re behind cover. Those are the only guns you’ll need to beat the game. You’re always behind some cover, so the shotgun always deals double damage. The revolvers shoot and reload quickly and the critical damage on the final shot is too much to ignore. They’re such good weapons, given to you right in the beginning that nothing else matters. Expanding the item pool with more weapons just reduces your chances of getting those guns.

This leads to the third and final major sin, the other playstyles (damage types) are not effective. There are weapons and items that deal bleed damage. There are weapons and items that deal poison damage. There are weapons and items that deal fire damage. These sound cool conceptually, but they are all the same — they deal damage over time. What’s worse, is that they never deal more damage than guns that deal critical damage. These damage types that do damage over time simply don’t deal enough damage fast enough. You can even see in their descriptions that the DPS of these weapons and items is always second to any other type of gun because of their status effects. For some strange reason, the status effects never deal more damage than any other counterpart. For example, if I can deal 60 damage with the 5-shot critical revolver in a sub-two second burst (10 damage 4 shots, 20 damage one shot), what you find is that any other gun that deals damage over time via status effects will deal 55 damage total. Over 5 seconds or something. The effects also never stack. It just doesn’t make sense. Of course, I’m going to take the near-instant 60 damage over waiting 5 seconds to get similar (but still worse) damage. It might make sense if damage types had an advantage over an enemy type or even all enemies in an area, but it’s, unfortunately, a shallow system that frustratingly doesn’t pay off.

It could be argued that these damage types would pair well with other damage types, say, you have a weapon that deals damage over time, and a weapon that deals critical hits. Maybe even you have a tool/gadget that applies a status effect. The issue I found is that often the damage from the effects was so minor, that even combining damage types wasn’t making a difference. Everything died just as fast when I just used the crit damage revolver and shotgun on their own. And just to make mention, I found myself surviving more frequently when I used guns with shorter reload times and larger magazines, paired with any short-range weapon (which was frequently just a revolver and a shotgun). There’s balancing that could be done, because as it stands, choosing those weapons gives you a very clear advantage no matter how you slice it. Even if you try and combine either with other damage types.

Phew. A bit scathing, but it is representative of how I feel about West of Dead. It is very important at this point for me to note and to get us back into a land of some neutrality: before the previously mentioned sins were discovered, I had a fun time playing the game. Had fun all the way up through my first run completion even. I learned a few hard lessons about damage types and the item pool and eventually got fed up with waiting through reload timers, but I made my way to the end of the game and gave it the fairest chance to let it win me over. I found that West of Dead has all the pieces to succeed (and that is perhaps why I’m so wordy in this review, I can see its potential) - It just needs some tweaking to make it worth playing, at least for players like me.

Narrative and Worldbuilding
I found myself pleasantly intrigued by the plot of this game. As the protagonist, your character wakes up with amnesia in a realm of sorts in-between Heaven and Hell. As you play the game you kill creatures and lost souls, sending them west (to Hell), and along the way, you’ll help other lost souls gain resolution and they’ll go east (Heaven). As you kill stronger demons and help stronger pure souls find peace, you’ll gain memory fragments, and you’ll learn more about your character’s past, why they ended up in this in-between purgatory, and what they must do so that they can eventually move east. Along the way, some of the memory fragments won’t be the main characters, but rather some other souls that are connected to the protagonist and antagonist, to further give insights into the bigger overall narrative.

I really thought this was well done, it’s probably the best part of the entire game. It’s mysterious, and it doesn’t give you enough answers to ever make you satisfied. Even after I had beaten the game, I kept playing for a bit and I was still getting new threads to the story that continued to build on this overarching narrative. It was very well-paced and very satisfying to put together. I do wish I learned a bit more about the demons and the locations within this purgatory location, but still, excellent system, especially for a roguelite.

The voice acting is okay? I think it would have landed even better if they chose a different person voicing the protagonist. We have this ultra metal ghost rider flaming skull cowboy… and the voice actor, bless his soul, is the most deadpan inflectionless dude they could have ever picked. His performance fell really flat for me — everyone else was fine.

Visuals and Performance
I played this on my SteamDeck, and I had a solid experience for the entirety of my playtime with no lag or other hiccups.

Visually, I really love the aesthetic of this game with the cell-shaded look, and the environments are pretty interesting to look at, and that’s all complimented by really clean animations throughout, not to mention the interactions with light and darkness with the lanterns and all. After a while, generated rooms can feel quite similar, especially if you’re familiar with other roguelite titans that hide their generations a bit better, but it’s serviceable enough, and the darkness from the lantern mechanic definitely covers some of that up. But, the art style is just really quite good, and everything is pretty cohesive as well, through the items, weapons, enemies, lore, etc.

My only gripe, petty as it may be, is the font used in all the UI… looks so basic to me. I can’t say that I’ve ever complained about the font in a game, but here, there’s something about it that feels… so wrong and “alpha game” to me for some reason.

Audio Design
I thought the audio design was serviceable enough, I think in a game like this, the worst thing it could have would be guns that don’t sound brutal enough, but I think a lot of these hit the nail on the head. The slow-mo effect was also really well done, as well as the explosions, enemy noises, enemy telegraphs, etc.

The soundtrack on display is serviceable and forgettable. Not something that annoyed me, but not something I’ll be listening to outside of the game either.

Conclusion
Ultimately, West of Dead is an Off-Brand product, and I can’t say that I recommend it. The three gameplay sins I have mentioned above: lack of player engagement, counterproductive item pool expansion, and ineffective alternate playstyles (or damage types) make it a hard recommendation for someone looking for their next roguelite fix. The most concise I can be with this review, is that I had most of my fun up through one full run of the game, and I’m a bit saddened that as a roguelite, it offered more, but the game’s systems are not optimized enough to give me the drive to experience it.

If West of Dead had a bit more playtesting, a little more time in the oven, and a few good tweaks to iron out those 3 major sins with perhaps a little extra flare on top, this would be a hidden gem of a game. But, I don’t think it will get that as it’s had one DLC already. It’s a bit sad to see it get so close. On another note, I’m really interested in what this developer cooks up next, there’s definitely a possibility for greatness in a sequel or spiritual successor using what the developers learned here, and I am keen on following their progress, and wishing them the best in their future endeavors.

I arrived at this conclusion after 11.2 hours of gameplay, and while I thought I might play more to continue to expand the item pool just to see what else was in there, I believe this review will mark the end of my journey with West of Dead, and I will mark it off my backlog. There are just better roguelite options available for me to play. While there is DLC available, I’m not interested in returning for it.

Thanks for reading.

Okay, thanks and, goodbye.

Reviewed on Feb 25, 2023


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