If you pay attention to the TV broadcast sidequest thing, you'll see that they have always been humanized animal characters. I was attracted to it because post apocalypse that either made humans more animal like or vis versa, but no, that isnt even true. I pressed on, defeated all of the world eaters, and then got to the main antagonist, which is a character that is barely in the game because you kill them in the early game, but they are back and overpowered without explanation.Īll in all, dumb game. Its essentially like an employer telling you to drop everything on a priority task to get get them coffee, only to be upset with you because you dropped the priority task to go get them coffee. Problem is, the quest giver gave the quest to end the war and the game wont let you advance to destroy the world eaters until you end the war. Upon ending the war, there doesnt seem to be any significant change to the world and you are rewarded by being told from the quest giver that they wish you would have taken out the world eaters before ending the war. The narration seems cool for the first 5 minutes, then when you realize that every NPC you talk to is going to be a tedious process of listening to the NPC speak a sentence of jibberish followed by the narrator translating it for you, you quickly stop trying to talk to any character, including the ones that drive the extremely subpar story.Īside from that, I just about turned the game off before beating it because you eventually get given the main quest of ending a war. Just putting that stuff in there builds a tiny narrative about a coupla guys making a run to the city being ambushed.īiomutant fails in all three elements and it's why the world feels so empty and lacklustre to explore. In the Witcher, you'll often run into carts which are tipped over and find a nearby cluster of dead merchants, with blood leading to a cave/camp. Time and effort needs to go into crafting wildly different areas and then populating them with unique building a and evidence of life which helps build the lore and narrative. If you have an open world which is basically all just the same grasslands, dotted with the same buildings, it becomes boring as hell really quickly. The third element is a great amount of variance in the biomes and points of interest. If you do both like rdr2, the player will never be bored and the world will be a joy to explore. Open worlds either need a living system (NPCs with routines, patrols, reactive landscapes) or a ton of scripted random encounters. It can work, but you need a Dev who is very familiar with open world design.
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