Evil West

“A polished pulpy vampire-hunter brawler whose quick-draw gunplay and growing arsenal satisfy throughout, held back only by a soft lock-on camera and one-way path forks.”

A monster-hunting institute wages a secret war against a vampire conspiracy to seize America, and the 1890s weird-west dressing turns the premise into a pulpy, B-movie delight. The tone is lovingly voiced throughout, with lore notes read aloud and a villain cast engineered to be despised: a venal secretary whose every scene invites loathing, and an aristocratic vampire whose change campaign escalates convincingly toward the capital. The cover art promises a shooter; the game delivers a brawler with fists and a lightning gauntlet, and the surprise works in its favour. Cutscenes arrive in unexpected volume and quality, deepening the pulp without slowing it.

Combat is the reason to stay. Gauntlet melee chains into zapper electrocution stuns, quick-draw revolver finishes puncture the brawls with satisfying regularity, and the arsenal grows relentlessly: flamethrower, crossbow, rail gun, gatling and throwable dynamite, each earning a niche. The late-acquired explosive bundles, easy to dismiss on pickup, become one of the most-used tools by the finale. Perks, weapon upgrades and skins accumulate constantly, and batteries plus supercharge add just enough resource management to give the brawls texture without bookkeeping.

The difficulty curve is well judged. Early problem enemies, shielded brutes and werewolf-types, become trivial by the finale as the toolkit matures, and the arc from struggling novice to unstoppable hunter is textbook. Standard difficulty keeps combat fair, though enemy damage runs hot, with most foes chunking a third of the health bar per hit, and the pressure keeps the stun-and-execute loop engaging. Bosses escalate sensibly, and the pacing across the campaign’s ten hours never sags into repetition.

The story keeps the pulp moving between fights. A hunters’ institute defends its mandate while a vampire aristocrat’s change campaign climbs from frontier towns toward the capital, and the voiced lore notes fill in the conspiracy without demanding reading breaks. The villain cast is engineered for loathing, with a venal secretary whose every appearance tightens the jaw and an aristocrat whose theatrical menace carries the back half, and the campaign rewards the accumulated hatred with a comeuppance staged precisely where it has been promised. Voiced deliveries keep the B-movie register consistent even in its quieter stretches.

Friction is minor but real. The soft lock-on camera in crowded fights locks to whatever sits in front of the character, and a true lock-on with a zoomed-out camera would solve the arena chaos entirely. One level’s path fork sends the wrong branch on a one-way trip, permanently costing a chest, the single design choice that genuinely annoys. The shield enemy’s regenerating shield is the least-loved foe in the bestiary, fixable with one design change: break the shield once and it stays broken. The flamethrower, meanwhile, is nearly useless outside one niche, its only real value detonating glowing enemies.

Performance and presentation hold up throughout. The game runs smoothly without stutter, visuals are consistently handsome, and the cutscenes look as good as the gameplay. The villain’s comeuppance arrives exactly where the story has promised it, rewarding hours of loathing, and the credits roll on a deliberate cliffhanger aimed squarely at a sequel that has yet to materialise. The ending’s open threads frustrate only because the campaign before them earns the appetite.

Overall, this is a polished, pulpy surprise that ticks every box a character-action brawler should: satisfying quick-draw gunplay, an arsenal that keeps expanding, a difficulty curve that respects its own systems and a villain worth hating. The soft lock-on camera, the one-way path fork and the regenerating shield enemy are the only real costs, and the near-useless flamethrower rounds out a short list. Everything else works, and the whole earns its sequel appetite.