Your interesting characters like Dux, the smart-aleck half-man, half-Mallard and Farrow, a tough half-woman half-fox with a British accent drew me in even with limited speaking time and only a broad backstory to flesh them out. There is a kernel of interesting storytelling and design in your squad, the Mutants. I haven’t spent any time with the original pen-and-paper game, so I can’t speak to whether or not it’s successful as an act of fan service, but Road to Eden’s repetitive overgrown scrapyards, cannibal marauders and rogue robots feel like a fairly bland version of the Mutant mythos relative to what fans have been imagining for years. It’s a grab bag of society crumbling clichés. That story, sadly, never feels vital, even when it becomes tied to your squad’s own mission. I would have loved to know more about the mutants.ĭon’t get me wrong: There’s a ton of world-building - exposition extolled through in-game dialogue and non-animated cutscenes, text, and audio diaries strewn about the world - but it mostly helps advance Mutant Year Zero’s Horizon: Zero Dawn-style unraveling of how humanity destroyed itself. Despite the fact that it pulls from a world with plenty of source material - Mutant Year Zero, the RPG, is a prequel to the long-running Mutant franchise - Road to Eden does not do much with its aesthetically interesting world. You control a squad of mutant stalkers - modified humans with special powers who are tough enough to scavenge “the zone,” as it’s called, for supplies to support a settlement of human survivors called the Ark. Adapted from a 2014 Swedish pen-and-paper RPG, Mutant Year Zero puts you into an interesting, albeit cliché, post-apocalypse where most of humanity has died, and the world has become a gigantic ruin.
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