Biomutant is an open-word, post-apocalyptic Kung-Fu fable RPG, with a unique martial arts styled combat system allowing you to mix melee, shooting and mutant ability action. Your actions play a major part in the unfolding of a story where End is coming to the New World. A plague is ruining the land and the Tree-of-Life is bleeding death from its roots.
The Tribes stand divided, in need of someone strong enough to unite them or bring them all down… Although you are guided through the world by a Storyteller that narrates every step of your journey, it's your actions and choices that'll decide how your story of survival ends.
For the first time in a long time, a game has lived up (and in my opinion surpassed) the hyped that’s been created around it. Frankly, I’ll be surprised if BIOMUTANT is not game of the year.
I enjoyed my time with BIOMUTANT and I can’t wait to replay the game and see how it will play out if I make just a few minor changes to some of the decisions I made throughout the game.
Riddled with repetition, Biomutant is as grand in ambition as it is bland in execution. Where it shines in character creation and choice, it fumbles in its narrative and empty morality system. Where building your powers, weapons, and toys is great, finding all the parts to do so is simply a chore. Odd to say, but in this case, less might have been more, but what is here is fun. Just not as fun as it could have been.
Biomutant appeals until credits roll largely thanks to its world and well-optimized visual performance on PC. There’s definitely too much fluff here, but there are more exciting surprises to unearth as the game goes on, including intriguing mounts and some esoteric devices.
Biomutant certainly is an ambitious game. This ambition though is what ultimately hurt the experience as a whole. A good fighting system, some gorgeous landscapes, the imaginative friend and foes, the well-thought crafting etc. are unfortunately held back by an utterly tiring open-world design, filled with the most basic and repetitive fetch-quests.
Repetitive, formulaic, and downright strange, Biomutant suffers from an abundance of problems that get in the way of great ideas.
Biomutant is what happens when someone makes an Ubisoft game, but without Ubisoft’s resources, experience, talent, or even willingness to take risks. With the exception of the art design, everything about Biomutant feels safe and familiar, but without the confidence or polish needed to make it effective. Safe, familiar, and hopelessly lost in the detritus-littered wasteland between design document and actual game.