Who would have thought that a post-apocalyptic world could look that beautiful? Thank you to everyone who shared their favorite photo mode screenshots – watching you explore the world of Biomutant certainly was the highlight of this journey so far. If you enjoy Wung-Fu fighting t
Who would have thought that a post-apocalyptic world could look that beautiful?
Thank you to everyone who shared their favorite photo mode screenshots – watching you explore the world of Biomutant certainly was the highlight of this journey so far.
If you enjoy Wung-Fu fighting through this vibrant and colorful scenery as much as we do, support us by nominating us for “Outstanding Visual Style” at the Steam Awards!
Biomutant offers a vast world with a multitude of character decisions, countless crafting possibilities, and different enemies! With Fextralife's official Biomutant Wiki Guide you can find everything about the tribes, characters, skills, equipment, lore, locations, patch notes, a
Biomutant offers a vast world with a multitude of character decisions, countless crafting possibilities, and different enemies!
With Fextralife's official Biomutant Wiki Guide you can find everything about the tribes, characters, skills, equipment, lore, locations, patch notes, and more in informative videos and articles. Check it out here: https://biomutant.wiki.fextralife.com/Biomutant+Wiki
Here is the full changelog for the patch that we just launched. As always do feel free to come to discuss these changes on the official discord here - Biomutant discord Patchnotes: Fixed a bug where players were unable to switch Tribes if they were using an older save game Fixed
Here is the full changelog for the patch that we just launched.
As always do feel free to come to discuss these changes on the official discord here - Biomutant discord
Patchnotes:
Fixed a bug where players were unable to switch Tribes if they were using an older save game
Fixed a bug where the player could get stuck during the “Solar Mirror” quest
“Ako’s Camp” objectives now update as expected for new save files
Hot on the heels of the news Outriders may not have broken even despite sales of up to 3m units, comes confirmation Biomutant broke even a week after launch with sales of 1m. Biomutant, developed by Swedish studio Experiment 101, launched 25th May, and has sold more than 1m copie
Hot on the heels of the news Outriders may not have broken even despite sales of up to 3m units, comes confirmation Biomutant broke even a week after launch with sales of 1m.
Biomutant, developed by Swedish studio Experiment 101, launched 25th May, and has sold more than 1m copies, parent company Embracer Group said in a financial report issued this morning.
"The full investment into development and marketing as well as the acquisition cost for Experiment 101 and the IP, was recouped within a week after launch," Embracer said.
Dear community, we are happy to announce that the Mercenary Class DLC is now available for purchase for everyone who missed out getting the DLC for free with the digital preorder on any official channels. Enjoy!
Dear community, we are happy to announce that the Mercenary Class DLC is now available for purchase for everyone who missed out getting the DLC for free with the digital preorder on any official channels.
Biomutant is a boring game that survives on charm. What other open world game stars a bipedal mutant cat-thing that specializes in martial arts? This is an RPG in which you can leap from your grotesque, grinning horse, summon a ball of mucus around yourself to roll up your enemie
Biomutant is a boring game that survives on charm. What other open world game stars a bipedal mutant cat-thing that specializes in martial arts? This is an RPG in which you can leap from your grotesque, grinning horse, summon a ball of mucus around yourself to roll up your enemies like ants on a moist jawbreaker, 'detonate' the mucus to send them flying, and finish with a slow-motion Max Payne-esque volley of electric bullets from a gun with a trumpet horn for a muzzle. It's tragic, then, that hollow progression and an incessant narrator suck out so much of the joy in Biomutant... Read more.
nthropomorphic rats n cats kung-fu brawler Biomutant has a big new patch out updating a broad range of features, but most specifically doubling the level cap from 50 to 100. For PC players, there's also now settings to switch what field of view type you're adjusting, either horiz
nthropomorphic rats n cats kung-fu brawler Biomutant has a big new patch out updating a broad range of features, but most specifically doubling the level cap from 50 to 100. For PC players, there's also now settings to switch what field of view type you're adjusting, either horizontal or vertical, so you can get the right aspect ratio when using whatever bizarre stack of ultrawide monitors you've got hacked together... Read more.
Here is the full changelog for the patch that we just launched, the entire patch will roll out on PC first and then Consoles as soon as possible, will ofc give an update when it is launched there. As always do feel free to come to discuss these changes on the official discord her
Here is the full changelog for the patch that we just launched, the entire patch will roll out on PC first and then Consoles as soon as possible, will ofc give an update when it is launched there.
As always do feel free to come to discuss these changes on the official discord here - Biomutant discord
PC Specific ● Added “Field of View Type” setting for selecting between horizontal and vertical Field of View. Vertical Field of View is useful when using a wider monitor to get the correct aspect ratio. By default, the Field of View is set to be horizontal. ● Fixed crash when temporarily losing contact with the GPU.
Progression ● Increased level cap from 50 to 100.
Items & Loot In order to improve the looting experience, we’ve tweaked how the loot generation works to reduce duplicate items and improve variety. We have also added several new items which have higher stats than their lower rarity counterparts. This means that an item found with a certain rarity can also be found later with a higher rarity and much improved stats.
And to top it off we have also added a much-requested scrap action to the loot screen, which should reduce time spent cleaning up the inventory.
● Added more superb loot variations. ● Added higher tier relic and legendary weapon parts that will start dropping at level 50. ● Updated loot generation to provide more variation and less duplicate items. ● Added scrap action to loot screen. ● Added settings for hiding or showing head items. ● Increased damage of later tribe weapons to better fit player level and gear. ● Removed addon slots from special gear that can't be scrapped, lost or crafted with. ● Fixed issue which allowed an unlimited material supply to be gained from crafting. ● Fixed Missile Cloud to correctly fire on every fourth shot during Rapid Shot in Super Wushu. ● Updated Saw Blades to have a lower spread, higher velocity and correct pierce through enemy behavior. ● Fixed Pichu Nanchuk being hidden in inspect mode. ● Fixed issue where it was possible to equip another one-handed weapon when the Pichu Nanchuk was already equipped. ● Fixed issue which caused Valve addon to have higher stats than intended. ● Reduced resistance values for Ancient Pants to make other gear more viable. ● Fixed favorite consumables quick menu being scrambled when there are no free slots available. ● Fixed Automaton Health Injector cooldown being reset when using Automaton Boost resulting in Automaton Health Injector only being refilled after resting.
Settings ● Added “HUD > Mode” setting where it’s possible to select either “ALWAYS SHOW” or “DYNAMIC”. Selecting the “DYNAMIC” option hides the persistent UI elements after a while outside combat. When “DYNAMIC” is selected the player can open either menu or quick menu for the UI elements to show up temporarily. By default, the old “ALWAYS SHOW” behavior is selected. ● Added “Quick Menu Toggle” accessibility setting. When enabled the player isn’t required to hold down the corresponding input to open the quick menus in order to e.g. use a consumable or swap weapons. Instead, the quick menus will open and close by tapping the corresponding button.
Dialogue & Narrator ● Changed so the "Just a few moves left… make them count." narration is played with a chance after the first time. ● Fixed issue where the Conscience voice over was disabled when using the setting “DIALOGUES > Narrator”. ● Fixed issue where Conscience characters would perform their animations in slow motion. ● Fixed first narrator voice line after character presentation in child village not playing when gibberish was disabled. ● Fixed dev-marker erroneously appearing in Popsi’s dialogue text.
Combat ● Added optional Lock-on targeting for melee combat. ● Added attack animation-canceling to certain moves by using dodge. ● Added ability for smaller enemies to throw rocks at the player when mounted. ● Added chance for the player to be knocked off their mount when hit. ● Added fleeing behavior to player mounts when in combat. ● Tweaked the Porky Puff double-boulder throw attack. Now it’s possible to dodge the second rock after being hit by the first one. ● Fixed issue where the player could get stuck in grab animations. ● Fixed Invincibility perk damage multiplier. ● Fixed Stimulus perk damage multiplier. ● Fixed cases where Airstrike would sometimes miss when using Klonkfist. ● Fixed jump attack preventing ranged attacks while airstriking. ● Fixed Rad Wisps being spawned while in menus. ● Fixed Lupa-Lupin camp intro cinematic being played when in combat ● Fixed issue where escorted characters were attempting to target already defeated enemies. ● Fixed issue which caused Pichu goons to only use kick attacks. Now they use their Pichu Nanchuks properly. ● Fixed issue where rocks thrown using Telekinesis would not deal damage. ● Fixed critical hits from abilities not showing red damage numbers.
User Interface ● Added indicators for completed area objectives on the Map. ● Added pinned indicator to items used in outfits. ● Fixed equipped indicator showing incorrect item after selling another item. ● Added paused playtime when in the system menu or when the game is deactivated. ● Added initial quest tab selection which opens either “Main” or “Side” quest tab based on the tracked quest. ● Fixed overlapping UI when changing tab directly after fast travel. ● Updated the transport menu with smoother transitions and removed the camera fades in-between selections. ● Fixed issue where pressing the map button would not close the map and bring you back to the game. ● Fixed percent stats not being capped at 100%. ● Fixed XP bar not being hidden when at max level.
Quests ● Fixed MkTon sometimes not spawning when talking to Gizmo. ● Fixed "Lupa-Lupin's Lair" not being completable after loading a save. ● Fixed issue where bandit camp quests sometimes would not be completed. ● Fixed issue where bandit camp captains sometimes would not spawn. ● Fixed issue where Lotus Captain quest could be given multiple times which prevented consecutive quest copies from being completed. ● Fixed issue where defeating Bompa Bonker before starting the corresponding quest would prevent the player from completing the quest after saving and loading. ● Fixed issue where some unique quest rewards did not get correct Material and Quality, resulting in them sometimes not having correct stats. ● Fixed puzzles being usable through walls using Klonkfist. ● Fixed issue where the player could change the allied tribe after meeting with either Gizmo, Goop, Whiz or Noko although the first outpost hadn't been captured. ● Fixed Batnam-nam being able to receive player damage. ● Fixed “Eyes on the Prize” which couldn't be completed after loading a save game. ● Fixed issue where the player could get stuck during an outpost capture when using the Klonkfist on the oil tanks. ● Fixed issue where the player was able to interact with a certain Lumen Shrine during combat. ● Fixed issue where all rival tribe weapons were not claimable when using tribewar shortcut.
New Game+ ● Added modifiers which somewhat increase the difficulty after starting a NG+ game and also additionally for each new subsequent NG+ loop. ● Fixed Aura score not being reset when starting a NG+ game. ● Fixed Plank Resources being reset when starting a NG+ game.
World ● Added respawning enemies to some areas. ● Increased spawn rate for random encounters. ● Moved wrecked-ship to the correct Map location. ● Fixed Bio Nucleus 6D area objectives not being completable. ● Removed locked door blocking access to area objectives in Bangshelter 9H. ● Fixed a car that couldn't be looted in Bangshelter 3J. ● Fixed a door in Bangshelter 2G so the Anti-Radiation suit can be received.
Crash Fixes ● Fixed crash when a character receives damage. ● Fixed crash when player is forced to exit the MkTon. ● Fixed crash when player climbs up on an enemy. ● Fixed crash when launching towards an enemy. ● Fixed crash with narrator commentary.
Miscellaneous ● Fixed appearance not being reset when reverting character mutation changes. ● Fixed issue causing the player to take hazard damage while appearing to have maximum resistance. ● Removed bright spots from the post process that were always visible. ● Fixed missing "EXTREME" label on extreme difficulty save files. ● Fixed issue where Brogg could choke on Gullblimp and cause the player to become stuck. ● Fixed issue which allowed Fungi to be spawned on oil. ● Fixed some attack sounds having incorrect volume. ● Increased free-fall duration needed for mounts and the player to trigger a hard landing. ● Fixed jitter during mounting animation. ● Fixed issue where the MkTon door at gizmo sometimes would be incorrectly closed. ● Fixed issue where reload animations would trigger and conflict during cinematics. ● Fixed issue where an incorrect prompt was shown when using the Klonkfist on moth nests.
Biomutant will finally let you roam its wonderfully bizarre open-world without an Attenborough-esque narrator talking in infantile gibberish, thanks to the game's massive first patch... Read more.
Biomutant will finally let you roam its wonderfully bizarre open-world without an Attenborough-esque narrator talking in infantile gibberish, thanks to the game's massive first patch... Read more.
Here is the full changelog for the patch that we just launched, the entire patch will roll out on PC first and then Consoles as soon as possible due to the submission process and so on, will ofc give an update when it is launched there. As always do feel free to come to discuss t
Here is the full changelog for the patch that we just launched, the entire patch will roll out on PC first and then Consoles as soon as possible due to the submission process and so on, will ofc give an update when it is launched there.
As always do feel free to come to discuss these changes on the official discord here - Biomutant discord
PC Specific ● Fixed crash with AMD-based CPUs with built-in graphics. ● Fixed crash when device info contains invalid display data on AMD-based CPUs.
Tutorial Area In order to improve the pacing of the early parts of the game, we’ve edited dialogues to be shorter. We’ve also added more enemies and loot to these areas to better represent the experience later in the game. ● Added more early enemy encounters. ● Added missing loot in empty trenches outside Jagni Fortress. ● Added Item drop chance for Bunker 101 crates. ● Updated Best-Before memory to decrease the distance between the Nonos and the Pensai tree. ● Removed some parts of Out-of-Date and Best-Before’s dialogues to improve pacing. ● Removed multiple dialogue fragments to shorten tutorial area length. ● Removed some parts of Goop and Gizmo’s dialogues to improve pacing. ● Removed multiple camera presentations to improve pacing.
Dialogue & Narrator ● Reduced the amount of gibberish spoken before the Narrator starts translating. ● Added dialogue setting toggles for “Gibberish” and “Narrator” allowing players to select if they want to hear the narrator, the gibberish or both when talking to NPCs. ● Fixed narration and gibberish playing silently and producing an awkward pause when each corresponding volume setting is set to 0 instead of skipping the sound entirely. ● Removed the text delay animation when either gibberish or narration is disabled.
Difficulty Settings ● Added "Extreme" difficulty setting, where enemy damage and attack rate is further increased. ● Fixed difficulty settings not being applied for already spawned enemies.
New Game+ ● Opened up all class perks for NG+ games. When starting an NG+ game, the player will now be able to unlock perks from all classes.
Settings ● Added Motion Blur slider to the settings. ● Fixed so the camera setting “Auto Adjust > Player” also applies for combat, if turned off the camera will no longer try to frame enemies while in combat. ● Fix Depth of Field toggle not being applied in dialogues
Items & Loot ● Increased chances that items found have a level requirements closer to the player's actual level when found. Players will still be able to find items with higher level requirements, but player level is now taken into account. ● Removed Common item loot drops from high level loot crates. ● Reduced the amount of healing items that the player will find from crates and defeated enemies. ● Increased base damage from melee bodies, handles and addons by approximately 5%. ● Reduced base damage from ranged bodies, muzzles and grips by approximately 5%. ● Fixed resistance stats not being applied for crafted gear when adding addons. ● Reduced gear addon resistance and critical chance bonuses. ● Ensured that quest reward “Diver's Helmet” will no longer drop as random loot. ● Removed slots from all protective suits.
Sound ● Updated melee sound effects across the board. ● Updated mount sound effects volume. ● Added sound effects for tribe war trebuchet. ● Updated sounds when the player lands inside HQ after being launched from catapult.
Combat ● Fixed issue with abnormally high damage output due to consumable top mod applying meta damage multiple times during equip and unequip. ● Fixed ability damage not being able to inflict critical hits. ● Reduced Dead-Eye Sharpshooter perk damage multiplier from 2.0 to 1.25 to ensure that it is comparable to other perks. ● Disabled end-of-combat slow motion camera for short combat scenarios. ● Adjusted valid angles for combat targets to reduce camera movement in combat. ● Disabled camera look-at when striking characters up in the air. ● Fixed a few cases where airstriking would not complete its last attack. ● Adjusted speed of some enemy grabs. It is now a bit easier to dodge them in time. ● Fixed kick attack from smaller enemies being too difficult to parry. Parry window is now more consistent and enemies can be staggered out of it. ● All Tribe Sifus and Lupa Lupin in the final encounter now react stronger to being parried, allowing players to parry and then counterattack. ● Fixed issues with tracking on Jagni Staff attacks. First three hits will no longer overshoot targets and dodge attack is more reliable. ● Fixed sometimes spawning double death particle effects on defeated enemies. ● Fixed issue with Pichu Nanchuk not stopping its animation. ● Fixed larger enemies with melee weapons animating too quickly at slow walking speeds. ● Adjusted hit reactions for Morks to make melee more viable and satisfying to use. ● Fixed issue with dodge shooting while reloading not moving the character correctly. ● Fixed issue with Airstrike sometimes being canceled. ● Adjusted the range for melee attacks to improve enemy tracking and reduce misses. ● Fixed issue where melee gap closer would sometimes overshoot. ● Fixed backwards attack for crush weapons resulting in a miss most of the time. ● Adjusted animations for unarmed and glove attacks to be faster. ● Fixed issue where the player would sometimes become stuck underneath larger enemies after being knocked to the ground. ● Added ability to slide underneath legs of titans. ● Fixed issue where the player would sometimes get stuck inside an enemy after a vault or legslide move. ● Fixed issue where the player would sometimes get stuck inside an enemy after Airstrike. ● Adjusted sound and rumble effect for successful parry to improve feedback. ● Fixed issue where Airstrike would cause enemies to be launched very far. ● Improved aiming for Jumbo Puff when throwing rocks.
Quests & Achievements ● Fixed game progress not being able to reach 100% due to unavailable quest states within a single playthrough. ● Fixed "Back to the Roots" quest sometimes not being completed. ● Adjusted tribe war flow to be more robust. ● Fixed the “Old World Gadgets” trophy correctly unlocking after finding old world gadgets.
Crash Fixes ● Fixed crash when moving objects between areas using Telekinesis.
User Interface ● New weapon Wung-Fu is now only unlocked when the player has crafted a new weapon instead of being unlocked when looting an individual component. ● Added correct “fast travel locked” message when attempting to fast travel while climbing a ladder or falling. ● Added Mercenary DLC indicator to the main menu. ● Added dark backdrop to QTE prompts to improve readability on lighter backgrounds. ● Moved Comic-book Effects to ensure that the counter QTE prompt is visible. ● Reversed Hypoxia Warning percent value to be consistent with other zones. ● Added fading to enemy & friendly markers at 30m distance to reduce HUD clutter.
World ● Remove several area objectives from Suburbia, as they are tied to the Moog quest and could cause confusion. ● Replaced a couple of NPC tasks that didn't work as intended. ● Added missing “No-Rain” volume to the sewer entrance at oil fields to prevent indoor rain effect. ● Subnautica station is now fully covered by correct post-process volume. ● Improved look for indoor puddles. ● Fixed issue where the player was able to fall through the world in the Myriad Fortress. ● Fixed issue where the player was able to fall through the world in an Ankati Outpost. ● Fixed issue where big oil planes were possible to walk on. ● Fixed Oil Field Monster's presentation camera being triggered underground. ● Fixed area objectives for Gutway 6G counting incorrect amount of Superb Loot.
Miscellaneous ● Disabled fast travel when jumping from water. ● Fixed issue where the “Unspeakable hand” Wung-Fu could cause NPCs to fall through water surfaces instead of drowning. ● Fixed issue with rocket NPC being stuck in air after explosion. ● Fixed issue with rocket NPC explosion particle effects popping when being removed. ● Adjusted free-fall duration needed for Mounts to trigger hard landing. ● Fixed attribute check labels in puzzles incorrectly being displayed as “Loot Chance” instead of “Intellect”. ● Fixed infinite jump while using photo mode. ● Fixed fireflies not spamming narration when caught. ● Fixed child memories being auto-completed when opening photo mode. ● Fixed some doors opening after using photo mode. ● Fixed smoke from burning villages sometimes being rendered as stripes on AMD GPU's. ● Adjusted default camera pitch up a bit so it's not positioned directly behind the player ● Fixed resistance being reset after modifying appearance.
BIOMUTANT Pre-Order BIOMUTANT Sea of Thieves Mass Effect™ Legendary Edition Days Gone Valve Index VR Kit Grand Theft Auto V ARK: Survival Evolved The Witcher 3: Wild Hunt - Game of the Year Edition Rust View more information and data on SteamDB
The developer behind Biomutant has said an upcoming update will make significant improvements to the game. Experiment 101 said this update, which it hopes to release soon, will include bug fixes and "changes based on community feedback". What changes, exactly? Experiment 101 didn
The developer behind Biomutant has said an upcoming update will make significant improvements to the game.
Experiment 101 said this update, which it hopes to release soon, will include bug fixes and "changes based on community feedback".
What changes, exactly? Experiment 101 didn't go into great detail, but namechecked many of Biomutant's systems:
Stockholm, Sweden / Vienna, Austria - May 25th, 2021: It all started out with an announcement at gamescom back in 2017... After all the years of anticipation, it feels surreal to us that the time has finally come. Open-world, post-apocalyptic Wung-Fu fable RPG BIOMUTANT, is now a
Stockholm, Sweden / Vienna, Austria - May 25th, 2021: It all started out with an announcement at gamescom back in 2017... After all the years of anticipation, it feels surreal to us that the time has finally come. Open-world, post-apocalyptic Wung-Fu fable RPG BIOMUTANT, is now available worldwide on PlayStation®4, Xbox One™, and PC at an SRP of $ 59.99 / € 59.99 / 54.99 £.
https://store.steampowered.com/app/597820/
BIOMUTANT's ever-evolving hero has been called a raccoon, a red panda, and even a cat, but what remains most important is its unique, martial-arts-style combat system that mixes melee, shooting, and mutant abilities. Players can look forward to unleashing these powers against surprise attacks from some of the most outlandish enemies ever confronted. BIOMUTANT's lush and vibrant gamescape, spanning everything from snowy tundras to rocky deserts, serves as the backdrop to an epic fable of one creature's journey to save his broken world.
Watch the Release Trailer on YouTube: https://youtu.be/I9oPugTMPBw
We appreciate the patience we received from fans, critics, and partners over the years. Everyone at Experiment 1O1 and THQ Nordic hopes that you will have a great time with the game. At this point, there is nothing more to say except: Welcome to BIOMUTANT!
I’ve often talked about the folly of preemptive announcements at gaming events. Whether it was Final Fantasy VII: Remake being announced five years ahead of its release, Kingdom Hearts 3 being announced six years ahead, or, most drastically, Duke Nukem Forever being announced 14
I’ve often talked about the folly of preemptive announcements at gaming events. Whether it was Final Fantasy VII: Remake being announced five years ahead of its release, Kingdom Hearts 3 being announced six years ahead, or, most drastically, Duke Nukem Forever being announced 14 years ahead; publisher’s desperate to have announcements at events like E3 put the cart so far ahead of the horse that they’re pushing the bloody thing to market—and the finished product is never going to live up to the hype.
This was the case with Biomutant, initially announced at Gamescom back in 2017. I remember there being quite a bit of hype surrounding it—similarly to No Man’s Sky, gamers let a game’s concept get ahead of its content. Strangely though, Biomutant completely disappeared until a week before it’s release—even Polygon cracked jokes about that fact.
Biomutant – THQ Nordic
And I’ll admit, I was actually pretty curious about it. When I first saw the trailer, I genuinely liked the idea of a game that looked like it combined The Secret of NIMH with Fallout. But what I played left me disappointed and dejected—Biomutant is a complete mess of unrealised ideas and bad design.
Defined as a “post-apocalyptic kung-fu fable,” Biomutant is set in a world that was destroyed thanks to the cartoonishly, on-the-nose: Toxanol Corporation, which dumped so much nuclear waste into the world’s ocean that it genetically mutated much of the wildlife, and the entire ecosystem—wiping out all the humans, and only leaving anthropomorphised animals, and mutated monstrosities. Now, terrible monsters called “World Enders,” are eating away at the roots of the last thing holding the world together, “The Tree of Life,” and it’s up to the player to either save the world, or destroy it.
It’s an environmental narrative that I wasn’t totally expecting from this game, and one of the few things I have any major criticisms of. The problem isn’t the story, so much as it is the way it’s told. Almost all of the game is dictated through the game’s narrator—a charming, British character who describes moments and backstory as a Dungeon Master would in a game of Dungeons & Dragons. While, initially, this is fairly quaint and adds a charming, Fable-esk vibe to the whole proceedings, it quickly becomes incredibly frustrating as dialogue is delivered by the narrator and not the character who is speaking.
Biomutant – THQ Nordic
Now under normal circumstances, this wouldn’t be a problem; but in Biomutant, for whatever reason, the game decides to waste the player’s time by having the speaking character make gibberish sounds for 5-10 seconds, before the narrator comes in and explains what they’re saying. There’s even an option in the settings to reduce gibberish that does absolutely nothing—even turned down to one, there was still a decent chance characters would make nonsense sounds for what felt like forever, until the narrator told me what they were saying.
I very quickly grew to hate any dialogue encounter because it felt so needlessly roundabout, and was made the more frustrating by the uncertainty of knowing when the gibberish moment would be quick or long, and trying to skip it with a button press would result in skipping the narrator instead.
But I could have overlooked the narrative annoyances, had the gameplay been enough to get past them; sadly it isn’t. Biomutant’s Steam page laughably calls it a “RPG,” that is, “a new take on 3rd Person Combat,” and it is AT BEST an Action game with RPG elements, and if it truly is a new take on 3rd Person combat, nobody better tell Experiment 101 that Devil May Cry exists.
Biomutant – THQ Nordic
The biggest problem with Biomutant’s gameplay is how incredibly shallow it is. This is immediately apparent when you begin the game and are tasked with creating your character. To start, you’re given a choice of mutant-style—a sort of race choice that offers a different look, and minor stat changes. However, this is made immediately redundant when the next option allows you to DRASTICALLY change your ability scores—utilizing a strange stat wheel-grid rather than the traditional sequential allocation of a number of points—but also completely changing the way you look, making the initial choice pretty much redundant.
Finally, after you’ve chosen an elemental resistance and fur colour and style, you’re given a choice of five classes. There’s no real distinction between any of them since you can use any weapon as long as you pick it up; so the only difference in class are the individual class abilities—the Dead Eye can utilize an instant reload, while the Saboteur can Dual Wield—and class perks, both of which change the gameplay so minimally, they’re basically pointless.
Combat is a mindless button masher with little in the way of strategy or style. Every melee weapon feels exactly the same, lacking any weight or audio/visual feedback from attacks—seriously, the sound of swords colliding with enemies is so quiet, it sounds like it’s a mile away. While every weapon has a basic combo, a jump and dodge attack, and two abilities you can unlock, combat usually devolves into trying to engage with melee, taking hits from wildly unpredictable telegraphs, then retreating to use guns which deal as much damage, if not more, than melee.
Biomutant – THQ Nordic
Biomutant’s narrative RPG elements are equally hollow. While it has an open world to “explore,” the world itself feels very linear in its design, with encounters both combat or narrative, feeling very few and far between. Furthermore, much like Fable, the game has a morality system that is pretty binary and leaves little room for actual moral quandaries. Right from the beginning, the game basically railroads you into choosing to save the world or destroy it. Naturally, I went for the Light path, so when I went to meet the leader of the good tribe, I was told accepting his quest would lock me into the “Save the World” quest path and all other options would be unavailable.
In order to do this, I would have to “unite the tribes,” which were fractured after the character’s mother’s death. To do this, I would have to raid each tribe’s village and overthrow their leader. No option for peaceful resolution, no options for conversational interactions; just show up and engage in the terrible combat. While you’re told you can change factions at any time, the binary decision making doesn’t really leave a lot of room for experimentation or choice.
Furthermore, the game just isn’t very pleasant to look at. While visually, the game is very bright and colourful, tonally it feels very at odds with itself—creating this whimsical fantasy style that is ruined by the more realistic and gritty looking characters. Furthermore, everything looks very pixelated and rough, and while there’s potential for a unique atmosphere with the made up words for everyday items or buildings, it’s just not all that interesting or lived in—often feeling very empty and devoid of character.
Biomutant – THQ Nordic
But where Biomutant suffers the most is in it’s design. The game is, at best, sloppy; and, at worst, broken. The game runs almost constantly at 20 fps, frequently dropping frames in more densely populated areas to a depressing amount. Music is blatantly recycled during dialogue encounters, cutscenes start with no transition animation frames, the game has noticeable texture drop in and out, and frequent visual glitching. Any time I unpaused the game, I was greeted by the round, textureless head of my character, until his fur loaded in a second later. When I tried to put a defensive upgrade on my pants—which adds a visual component to the gear—I was shocked to see it floating a clean inch off my character.
The point where I completely quit the game was when I spent a good five minutes fighting a mini-boss monster while wandering the world. It was a level higher than me, so the fight was a bit tough—not through real challenge, just through a couple hits taking off most of my health. However, as I got the creature’s health down almost to nothing, I guess it somehow jumped outside of the combat field, because it completely forgot that we were fighting and started walking away. When I swiped at it again, it suddenly remembered we were fighting, and also got a second wind because it’s health was completely full.
After engaging it a second time, it again jumped out of bounds and quickly ended combat, only to begin it again with full health, and that’s when I had enough. I knew the game was never going to get fun enough, or interesting enough for me to ever care about it.
Biomutant – THQ Nordic
Honestly, I didn’t want to be this mean to a game that was supposedly developed by a team of 20 people—who I’m sure worked very hard, and put a lot of love into this game. But as it stands, Biomutant is a mess, even after a 2.0 update that BARELY improved the game. How Experiment 101 thought this was ready for release is beyond me. The same way people forgot about Biomutant after it was announced; I have a feeling people are going to forget about this very quickly after it’s release.
Days Gone Mass Effect™ Legendary Edition BIOMUTANT Resident Evil Village Subnautica: Below Zero Red Dead Redemption 2 Valve Index VR Kit The Witcher 3: Wild Hunt - Game of the Year Edition It Takes Two Cyberpunk 2077 View more information and data on SteamDB
Stockholm, Sweden / Vienna, Austria - May 18th, 2021: BIOMUTANT will release next week! We know everyone is excited but some people still might wonder how certain parts of BIOMUTANT work, how crafting is done and what the Aura system all about. To that end, we sat down with Stefa
Stockholm, Sweden / Vienna, Austria - May 18th, 2021: BIOMUTANT will release next week! We know everyone is excited but some people still might wonder how certain parts of BIOMUTANT work, how crafting is done and what the Aura system all about. To that end, we sat down with Stefan Ljungqvist, Art & Creative Director at Experiment 101, and asked him to tell us more about the world of BIOMUTANT. We captured it all in the new Explanation Trailer!
Watch the Explanation Trailer on YouTube: https://youtu.be/32Tq2Hr8I3E
You can pre-order the game here https://store.steampowered.com/app/597820/
THQ Nordic und Entwickler Experiment 101 aus Stockholm haben "ungeschminktes Gameplay" zum kommenden Open-World Kung-Fu-RPG Biomutant veröffentlicht, das auf insgesamt fünf verschiedenen Plattformen entstanden ist und neue Einblicke ins Spiel liefert. Das farbenfrohe Actionspiel
THQ Nordic und Entwickler Experiment 101 aus Stockholm haben "ungeschminktes Gameplay" zum kommenden Open-World Kung-Fu-RPG Biomutant veröffentlicht, das auf insgesamt fünf verschiedenen Plattformen entstanden ist und neue Einblicke ins Spiel liefert. Das farbenfrohe Actionspiel der Schweden möchte vor allem mit [...]
Raw and unedited BIOMUTANT gameplay footage on 5 different platforms Stockholm, Sweden / Vienna, Austria: Today, Experiment 101 and THQ Nordic released unedited gameplay footage on various platforms. This unedited gameplay footage has been captured on PC/PS4 Base/Xbox One Base/PS
Raw and unedited BIOMUTANT gameplay footage on 5 different platforms
Stockholm, Sweden / Vienna, Austria: Today, Experiment 101 and THQ Nordic released unedited gameplay footage on various platforms.
This unedited gameplay footage has been captured on PC/PS4 Base/Xbox One Base/PS4 Pro/Xbox One X.
PC: Watch on YouTube: https://www.youtube.com/watch?v=GgjNf0upii0 PS4 Base and Xbox One Base on YouTube: https://www.youtube.com/watch?v=vXtyhpeayc8 PS4 Pro and Xbox One X on YouTube: https://www.youtube.com/watch?v=wRMrDZc4qLQ
Short comment on said videos:
Our PC footage runs 4k @ 60FPS (the PC version will not be capped framerate-wise, except for your monitor's refresh rate and hardware)
Xbox One Base runs 1080p @ 30FPS with Dynamic Resolution
PlayStation 4 Base runs 1080p @ 30FPS with Dynamic Resolution
Xbox One X runs 1080p @ 60FPS with Dynamic Resolution
PlayStation 4 Pro runs 1080p @ 60FPS with Dynamic Resolution
BIOMUTANT is coming to PC, PlayStation 4 and Xbox One on May 25th, 2021.
Mass Effect™ Legendary Edition Resident Evil Village Resident Evil Village & Resident Evil 7 Complete Bundle Valve Index VR Kit Subnautica: Below Zero It Takes Two Hood: Outlaws & Legends DOOM Eternal Deluxe Edition FINAL FANTASY XIV: Endwalker BIOMUTANT View more informa