Mutant Year Zero: Road to Eden is a mutant of a game. Indeed, it’s a chimera created with elements from open-world RPG and turn-based strategy. The blend of the two is something I've never encountered - just as I’ve never seen a talking sniper duck.
Set in a wasteland where all humans have perished from a triple whammy of global nuclear war, natural disasters, and climate change, Mutant Year Zero invites its players to explore the world through the adventure of a mutant trio tied together by unfortunate circumstances.
Your band of rag-tag squad starts off with the boarish Bormin, the sarcastic Dux, and the collected Selma. While Bormin and Dux have been old allies, Selma is a relatively new addition and is therefore understandably wary of the duo. Distrustful as she may be, she must collaborate with them in order to survive.
As scavengers, the mutant’s key task is to discover and collect ancient artifacts. They’re simple everyday objects that are familiar to us, but are lost to time in the game’s world. Especially valuable ones can be turned in at the bar to enhance the groups fighting performance, or be exchanged for valuable gear.
Their adventure is joined by others who share the same path. Just like their unique mutations, every mutant feature a distinct personality which is expressed through banter, arguments, and conversations in passing. The juxtaposition of two mutants with opposite values can create some interesting interactions.
Mutant Year Zero builds an atmospheric world infused with an engaging story, but combat is the true meat of the game. You’re strongly encouraged to scout out the battleground, size-up your enemies, modify your weapons, and gain a tactical advantage through the use of terrain.
The element of stealth is absolutely crucial and should be constantly used to reduce enemy numbers before the main engagement. You can ambush your foes by gaining a positional advantage, or simply dispatch a few using a silent sniper.
Once the battle begins, the real-time controls are replaced with a turn-based system. The mutants can spend two ability points per turn, which are used to either move or attack. A mutant’s position, weapon, and perks directly affect the success of each attack. If anything, this should highlight the importance of the initial setup; you don’t want to waste your moves repositioning your mutants.
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