There’s been a lot of talk over the past few years about repetitive open-world game design, and Biomutant is the worst example of it that I’ve seen to date. From conquering tribal outposts to battling each region’s ‘worldeater’ boss, each new area in Biomutant typically starts strong, and then repeats the exact same process until it loses any appeal.
You begin this idiosyncratic martial arts fable by creating your own biomutant. There’s an impressive character creator that lets you pick your mutated rodent’s starting stats, class, and elemental resistances, as well as cosmetic features like fur style and colour. Some heavy-handed tutorialisation guides you through the basics of combat, character progression, and crafting, before dumping you into the post-apocalyptic open world itself. Your goal, as ever, is to save the world by ending a tribal war and defeating four worldeater bosses.
The tribal war can be solved in a couple of hours. You pick one of two tribes to ally with at the start: the Samurai armour-clad Jagni, who are basically just Nazis, and the peace-loving Myriad. It sounds like a pretty stark contrast to kick things off, but the game plays out the same way whichever option you choose. Align with the Jagni and you’ll set about onboarding the valley’s other tribes by violently invading three fortresses per region, and despite favouring peace and unity, you’ll do the same thing if you side with the Myriad.
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