Summary of "Far Far West is a Masterpiece.......(kinda)"
Game storyline / setting
- Far Far West is set in a Wild West wasteland, where you play a robot wizard cowboy tasked with hunting an undead / “walking dead” threat across multiple locations.
- The game is built around drop-in missions: complete objectives, fight a boss, loot rewards, then escape before the storm—which continuously spawns enemies.
Core gameplay loop (per match)
- Drop in to a mission area
- Complete main objectives
- Fight the boss
- Extract / escape before the storm
- The storm acts like an endless pressure timer with continual skeleton/spawn events.
- While doing missions, complete side objectives / side quests to gain extra rewards (e.g., XP, currency, and progression unlocks).
Gameplay highlights & mechanics mentioned
Combat and mission structure
- Described as a PvE horde shooter, not a hardcore “extraction shooter,” though it includes extraction-like risk.
- Extraction keeps your match-earned progress:
- You retain what you earn in the run.
- If you die/wipe, you lose only what you earned that run—not everything previously extracted/kept.
- Solo can be punishing; squads help prevent getting overwhelmed, especially by swarming skeleton types.
Side objectives and progression rewards
- Side quests are often simple to moderate puzzles that can benefit from teamwork.
- Rewards include:
- More XP / currency
- Unlocks (e.g., maps/collectibles like music discs)
- Blueprints for weapons and utility items
Weapons & upgrades
- Guns are snappy and responsive, with enjoyable reload animations.
- Favorite weapons mentioned:
- Shotgun
- Dual pistol combo
- Blueprint tracking:
- Utility items (described as grenade-like) can be unlocked via quest/event drops while tracking the blueprint you want.
Magic system (robot wizard cowboy theme)
- Magic is simple and leveling-based:
- Use magic to level that magic type
- Higher levels unlock stronger/cooler spells
- You can hold up to three spells
- Spell types mentioned:
- Fire, Lightning, Acid, Voodoo, Cactus
- Cactus is framed as a summoner-style magic (jokingly named Fred).
“Joker” system (card-based roguelike-style buffs)
- Buffs/debuffs come from Jokers (card-like items) with rarities.
- Jokers:
- Can drop/find during runs, then vanish after the match
- Can also be equipped at the hub
- Hub gacha/rolling:
- Spend souls to roll random Jokers
- Legendary Jokers can boost gun damage (example: match-based scaling with a cap)
- Jokers can be purchased, with variety expanding gradually via level/quests
- Equipment rules mentioned:
- Higher character level = more Joker slots
- Higher rarity Jokers take up more slots (example: white=1, green=2, blue=3)
- Some cards may be stackable by equipping multiple copies, though the reviewer suspects not all stack correctly.
Spell combos (special highlight)
- The reviewer emphasizes magic combo interactions for stronger effects. Examples:
- Acid geyser + firepillar → tracking fire tornado
- Lightning surge + geyser → more geysers plus lightning bursts
- Certain timing can trigger multiple combo effects simultaneously
- Balance concern: combos may be too strong (they mention melting a boss with multiple fire tornadoes), implying potential need for nerfs.
Multiplayer & solo friendliness
- Quick matchmaking:
- Join public sessions or a private solo lobby
- Can join mid-match; selection UI shows map/location
- Difficulty filters/searches help find desired matches faster
- Solo note:
- Getting overwhelmed happens more often solo; you must watch counters more closely (nothing is described as “unfair,” just harder).
Difficulty & enemy/boss variety
- Multiple difficulty settings (reviewer notes five difficulties).
- Early solo on “normal” felt difficult due to swarm pressure (e.g., barrels and small skeleton explosions).
- Enemy variety:
- Reviewer estimates ~13 enemy types so far
- Bosses: ~4 observed so far, viewed as somewhat underwhelming
Progression / leveling & long-term goals
- Large progression system:
- Mentions up to 100 levels for character and guns
- Prestige after max level:
- Restart with a permanent buff
- Earn tickets to permanently increase build capacity/points
- Allocate points to things like ammo, jump speed, damage, and some guns may gain life steal
- Long-term questions raised:
- How long it takes to reach level 100 and how often prestige happens
- Whether endgame/harder content scales well enough for high-prestige power
- Additional note:
- Some red-rarity Jokers unlock at certain levels.
Strategies / key tips implied
- Gear up before entering: recklessness gets punished; wipe means redoing that effort for progression goals.
- Use side objectives/puzzles to earn extra loot (XP/currency/blueprints), especially when preparing to extract.
- For harder moments:
- Use teamwork to solve puzzles faster and reduce swarm pressure.
- Use magic combos for boss damage potential, but consider balance.
- If playing solo:
- Expect to be overrun by small adds; manage positioning and watch counters.
- Choose difficulty thoughtfully—normal solo felt challenging early for the reviewer.
Cons / complaints raised
- Boss variety feels limited so far (~4 bosses seen).
- A canyon-map quest:
- Parkour/racing with rings and a countdown
- In public/random lobbies, everyone must complete it, which can slow runs or cause stalling
- Reviewer suggests only one player needs to finish (or that there should be leniency/incentives)
- Early access concern:
- Bugs or missing improvements now may be fixed later, but it affects confidence in long-term quality assessment.
- Endgame concern:
- Grinding may become boring if hard content and rewards don’t scale well.
Featured gamers or sources (as stated at the end)
- No specific external gamers or media sources are credited in “end credits” style.
- The reviewer references:
- Comparison inspiration within the video: Destiny 2 and Helldivers
- An editor note from the editor
Category
Gaming
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