It all starts when Lumina, who is a Teslamancer, is accidently transported to a distant land that is unfamiliar to her. Along her travels she runs into an elderly lady who spouts off quips about destiny and fate, all irrelevant at the time to Lumina who is looking for a way home. Meanwhile, her three future companions are all engaged in actions of their own. Knaus, the orphan, is busy escaping a dastardly scheme that sees orphans mining what they believe to be “moon rocks”, which is just a coup for slave labor. Miss Teri, the quick witted adventurer for hire, is making money by acquiring artifacts for Tychoon, with her only loyalties being to coin and herself. Last, but certainly not least, is Lord Clonington, a beefy-mustachioed man who wants only to be recognized for his greatness, his strength, and his knowledge. Eventually, their paths cross ways, and from there the adventure quickly unfolds.
Each character in the cast is unique in their charming own ways. Lumina and Teri are the damsels but they most certainly are not in distress. Lumina wields a staff, as her kind the Teslamancers are known to do. She can shoot bolts of electricity from it as well as quickly dash. This electric dash is great for traversing gaps during exploration. She is in an unknown place to her, but she stands tall as she dutifully tries to get home, consistently overcoming adversity. As for Miss Teri, she is sort of the Batgirl of the group, using her wits and a variety of gadgets. Her trusty scarf not only helps her too traverse gaps by gripping to posts, but also allows her to control wildlife. One whip of her scarf (while wearing a piece of ancient technology too) allows her to mind control creatures, from the beastly tries to the simple but pesky squirrel like creatures, and even the large baboons that roam the mountains. Not only is this her only way of engaging in combat, but it is a nifty way of traveling to places you would not normally be able to reach. She is a bit rough around the edges, sticking out as the loner type, but the group eventually grows on her. Knaus, the sweet orphan boy, is braver than he knows as he courageously accepts his place in history. He too takes clever use of a variety of gadgets, using a shovel to traverse underground, ice shoes to quickly glide across both floors and water, as well as dynamite to both battle and clear the way for certain paths. He is an adorable little fella with some very cute dialogue to compliment his young demeanor. Last, but certainly not least, is my personal favorite of the bunch, the one and only (until another clone is created) Lord Clonington! He is beefy, brawny, and a bit egotistical, but how can you not be when you know you are perfect? His goal is to be the most affluent being in the land, making sure to pummel people with sweet wrestling moves to help accomplish said goals. His stature alone allows him to climb tall structures as well as destroy them with ease. With his mustache and his might, he brings one hell of a character to the mix, overflowing with coming relief and dapper charm.
Rain Game’s World to the West is a charming delight. It may not always be the most engaging or rewarding experience, but its charm and fun exploration mechanics are more than enough to keep you around until the credits roll. It is a lighthearted, whimsical journey that is exceptionally scripted. With minor flaws that are brushed off by a delightful cast of characters. I wish the characters had more interactions throughout the duration of the game, and I think it would have been neat to see some dynamic character swaps to overcome certain situations instead of each character having to rely on themselves for the most part. But regardless, World to the West is a cute game that will easily please a variety of crowds.
*Note: A copy of the game was provided for the purposes of the review
Final Score: 7/10
- Poor Combat