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Title: Mutant Year Zero: Road to Eden
Genre: RPG, Strategy
Developer:
The Bearded Ladies
Publisher:
Funcom
Release Date: 4 Dec, 2018
Minimum:
English,French,Italian,German,Japanese,Korean,Polish,Russian,Simplified Chinese
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For others who are interested in this game because the reviews and promos make connections to X-COM: its not. To be honest the videos and people's comparisons to X-COM are misleading. So here are a few things that I wish I had known before I paid for this product. Maybe it will help others. First and foremost, stealth isn't really an element of this game as a necessity. If you're expecting to play the game like X-COM where you can include different play styles while you game, that's not how the game works. Most help that other players offer requires you to sneak around in zones to get gear you probably shouldn't have at your level just to survive a fight of up to 7 v 3 (if you don't spend 10-15 minutes picking off side enemies one by one). A few of those enemies are armored medics, ironically with more health and armor than most of the goons it's healing, that can completely revive someone you spent 10 minutes stealthing around just to kill. Customization consists of a two skill trees for every character. One contains such "flashy" skills as 1 extra health point or the ability to throw bombs farther. The other consists of a small set of abilities that require you to buy skills you won't use (since you can only equip certain ones at a time) to get to skills you want. I think I would have actually preferred that it didn't give you the illusion of choice, but rather characters get fun new skills as they level automatically. You level up based on kills. Your skills reset based on kills. You get loot from people you kill. BUT the game seems set up so that this seems like the LAST thing you actually want to do. You'll spend more time circling around a map to figure out where everyone is so you can slowly pick off enemies you desperately hope you can kill in one turn. Otherwise.BOOM here comes nearly every enemy in the zone. Some people WILL find this game to be tedious. When I hit the 4th map where I spent an unjustified amount of time circling around trying to pick off enemies, I realized that if this was the intentional play style for every map, I wasn't all that interested in playing. This game feels like it has the illusion of choice. You basically NEED to play stealth. Which means all of the weapons you're going to spend your limited resources on are.silent weapons. Want that cool skill? Spend your mutation points on skills that you won't use (or for some players feel forced to buy just to survive) to get to it. That being said, the setting and premise seems great. I wanted to know more, but I just got REALLY tired of slowly sneaking around on the maps at reduced speed. From a psychological point, I also got bored that I hit level 12 and was doing the same general amount of damage I was doing when I was level 1 since damage is based solely on gear which you scrounge around trying desperately to upgrade. If you're looking for another game to meet your X-COM addiction this isn't really it.. Really wanted to like this game. I love the character design and overall the game looks great. But there are a few serious flaws in this game but make it really unenjoyable. 1. Pacing/Progression - I've gotten to a point at level 17 where all the available enemies to fight are at least level 20. There's no where else I'm aware of to gain exp so I have no choice but to take on enemies much stronger than me. You can try to sneak around and pick off enemies one by one but it's never clear what the audible range of your "silent" weapons are so you have no idea if other enemies in the area will hear you and aggro. 2. Unclear UI - I'm fighting an enemy with 1 HP left who is on fire for one more turn (according to the fire icon with a (1) next to it). Any sane person would assume that means the enemy will take 1 fire damage at the beginning of their turn, right? Apparently not. They take no damage and proceed to attack me. If there's one thing a turn-based, tactical game should do right it's to make perfectly clear what the status is for all pieces in play. The game fails that. 3. MED BOTS. It's just incredibly frustrating that these are in practically every fight. They'll revive anything you kill so the game really comes down to trying to kill the med bots before the rest of the enemies can kill you. No thanks. A nice attempt at a different spin on the XCOM formula but they really got too many things wrong.. I simply can't recommend this game due to some major factors which I'll go into detail after describing what I like about the game. If you want my general thoughts, skip to the end. To note, I was playing on the hardest difficulty. Also, there are spoilers for some character abilities, enemies and the end of the game included with this review. To start, I enjoyed the stealth element that allows you to scout out the enemy positions and even eliminate one or all of them without going into full on combat. This was the highlight of the gameplay for me since it allowed for more strategic options. Another part of the game that I liked was the description of some of the items and the character interaction that happened occasionally. However, it would sometimes be a little too goofy with the item descriptions specifically. In addition, I really liked some of the character skills, some of them changed the way you played such as gaining the ability to mind control enemies and fly , and each character had their own unique skills that only they could use. Now onto parts which I'm okay with. The world building both in terms of the lore and design of the levels are not too good but passable. The levels are fairly standard ruins and wilderness but with interesting parts scattered throughout. The worlds lore for the most part only describes the minimum needed to understand some things, but some times not enough. The rest of the combat (excluding the stealth) is basically simplified XCOM. The most prominent example of this is by the percentage chance to hit. your chance to hit will always be either 0%, 25%, 50%, 75%, 100%, and is mainly based on distance from target and range of the gun. However, this simplified system and stealth can sometimes work against the game such as with one of my late game encounters. It was a giant robot with a lot of health and armor and it's suppose to be one of if not the toughest enemies in the game with other smaller robots within alert range of it. By using nothing but low level silenced weapons and the occasional EMP grenade, I was able to kill it without it getting a single chance to call for help or fight back. Also, your party can contain a max of three characters, and there are five characters total, but the first three you get are perfectly suited for each other (One flanker, one tank, and one sniper) in this combat system. The only time I used either of the other two characters was just to see how they played and then I immediately switched back. Furthermore, the plot revolves around the first two you get, so I felt that I had to keep them to get more story info. Lastly the hub area which contains all the upgrade shops and some story info was serviceable, it was the only area in the game that didn't allow for you to walk around which was a shame, but that meant you could go to the important places much faster. Finally, onto why I don't like this game and can't recommend it. First, a little past the halfway point, I maxed out my character stats and obtained the best weapons and armor in the game resulting in the majority of the fights being pushovers. It also doesn't help that you can upgrade weapons to gain damage and range bonuses as well as attachments such as chances to stun and burn. The combat became so easy that by the end, I thought the finial boss was just a regular enemy that I had to face before the real final boss. Second, There was very little to explore and almost no side quests. For explorable areas, you have to go through nearly every area in the game for the main story and there are less than a handful of extra areas to explore. For side quest, there are only two, in which one was a fetch quest and the other was go here and kill bandits, and only one of them offered two endings. Third, the game is very short for what it is. This is mainly a personally preference of mine, but I generally feel that games with the RPG tag should take longer than about 15 hours to do everything (main story, side quests and areas, max out characters and items, and all collectables). Steam has about 20 hours recorded due to me double checking areas and restarting the game once due to the ending and game crashes. Fourth, There is almost on role playing in this game even though it has an RPG tag. It is a linear story with no variation as to how it plays out. Fifth, and most importantly, the ending is one of the worst I have seen in any game. The ending is not only bad on a narrative level, but on a design level. Spoilers for the end of the game in the next paragraph! To briefly explain, after killing the pathetic final boss you enter an underground research lab and the characters recount memories of growing up there. There are no enemies and nothing to do but walk around and listen to the characters. The segment ends with a final memory giving a plot twist that you can see from a mile away that boils down to mutant being purposefully created by humans, but the elder (the leader of the mutants) was a scientist who kidnapped them, took them into the wasteland, and forced them to be his servants protecting and providing for him while he sits in a fortress. Side note, the rot mentioned in the story never comes up in any significant way that I can remember. After the revelation, the narration says how they have a long journey ahead of them in order to find the truth. Now here is where it gets really bad. At this point I thought "okay, this is the jumping off point for the rest of the game, the map is going to expand showing that the current area was only about 1/10 of the total map, and the story will consist of finding the elder and fighting off the humans who survived and are trying to take over the world again". But that doesn't happen. What happens is that one of the characters, Borman, gets a headache and passes out. The credits start rolling and I'm left sitting there thinking that it can't be over already. I reloaded the game, and started a second game trying to check to see if I missed something. But no, the game just ends on a massive cliffhanger, one the likes I have never seen before, and acts like nothing is wrong with doing that. Narratively it is bad since there is no resolution for the characters or player, and design wise it is screaming "BUY THE NEXT GAME TO GET YOUR CONCLUSION!". This is on a worse level than locking off the true ending behind a paywall, at least there you get some form of ending, but this game give you no ending at all. I would have preferred a rushed or badly written ending compared to the non-ending given. The horrible ending is the reason I can't recommend this game. Over all, the gameplay is fine even though it gets easy by the end. There needs to be more world building, side quests, explorable areas, and more game. The ending is terrible and is the primary reason I can't recommend this game. The entire game felt like it was the act 1 of a much longer game. Just pass on buying this, even if it's on sale.. The idea of this game is better than the execution. It needs more play-testing and difficulty adjustment and some additional depth in the form of abilities or base upgrades or something. You are required by the mechanics to use stealth as much as possible and it becomes a slow desperate crawl of waiting, ambushing, and boredom. XCOM really punished you, but this game doesn't have the depth and options. The characters are are pretty great. It would make a great animated movie. but the game is pretty simple and dull. It's fair these days to expect a basic set of gameplay options where you can choose to stealth / aggressive / technical. This game forces you to take one narrow approach where buying an EMP grenade and gaming the AI is the only solution. Basically, success feels like you have cheated compared to XCOM where success made you feel like a badass trained soldier.. If you like "XCOM-likes," then this is right up your alley. While flawed, Mutant Zero is incredibly impressive for something done by such a small team. The world is gorgeous, the atmosphere and music are on point, and the characters are really fun. I have three major criticisms: 1) The scrap metal currency system feels really redundant on harder difficulties when there's no chance to really heal outside of medkits; when you visit the shop you have a nice selection of items, but inevitably you only buy medkits because you can't afford to risk getting other items. I do wish you could sell old items - having "loose change" would help alleviate that problem. 2) Some of the enemies do feel overpowered and unbalanced. It sucks that the med-bots essentially have instant auto-revive capabilities, and if you don't take Shamans out instantly it's a royal pain. I wish that perhaps they required an extra turn to prepare those actions. 3) In the beginning of the game a really fantastic stealth takeout system is introduced: it's brilliant to silently follow behind enemies and take them out quietly so that when the main battle begins their numbers are lower. The problem is, this mechanic is kind of forgotten midway through the game. Or rather I should say, it's still important but a lot of enemies end up being impossible to take down in a single turn (and if you fail to do that, then they call an entire army against you). Thankfully towards the end of the game the problem is offset a bit with EMP abilities in weapons. Overall though, this is really an exceptional game that became addictive really quickly. I pretty much beat this game in a week because I couldn't step away from the keyboard. For the money, it's absolutely worth it, and I think this is a great opportunity to support smaller developers.
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