Biomutant

Woo!

I heard about this game in March..posted what I saw here..and am pleasantly surprised. Not very far in (around 8ish hours now) but the combat seems to grow with weapon choices vs perk choices.

It would be sweet if they added some sort of Hat throwing weapon but maybe a tribe has something like that?
If you think that's "bitching", you're just another person taking up the contrarian honor of hat-tipping. They oversold a stale open-world formula with comparisons to games with actual mechanical depth. I don't mind a solid AA game, and in most cases prefer them, but Biomutant is fundamentally flawed and nowhere near solid. I can't believe people still believe "they'll fix it" in 2021. It's just a beta, right?

This isn't even mentioning the scummy things the team did, like making sure the tutorial sections put you jusssst over the two hour Steam refund mark if you're playing naturally, or how they used regional pricing that made it nearly 100 bucks in some countries. They couldn't even put out a demo and had review embargos until the day before launch, which is always a bad sign. Topping it off with their promo material claiming people think it's "DMC meets Breath of the Wild", and it's fascinating that people can defend it.
 
I can honestly say I enjoy Biomutant. Takes me back to when I was a kid and actually had fun with games. Sure, the whole "industrialization will kill us all" narrative is a bit silly, but unchecked industrialization will actually kill us. I cite China and India as supreme examples. That said the game is actually pretty fun and makes me feel like a kid again. I can't remember the last time a video game actually made me feel like this.

A lot of people being harsh on it also forgave Cyberpunk for much of the same bullshit and that boggles my mind. This is a studio of twenty, right? Cyberpunk came from a team of some hundreds, they even hired a Canadian group to work on the game. They got financing up the fucking wazoo. All of the flaws and trash are forgiven, though. Biomutant is a small team and so far plays better than anything I've seen from Cyberpunk. I haven't ran into any particular issues yet and that may change, but just seems dumb to me to go ham on a new studio when a veteran one - which should absolutely know better - tries to scam not only customers and investors, but the Polish government too. Talking bait and switch with their demos that only journalists got to see, the final game was nothing like the demos judging from leaked vids. You wanna talk malicious, there's malicious.
 
I started playing it yesterday and it's OK. The narrator really pisses me off and melee combat feels sluggish. I just shoot at things.
 
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I started playing it yesterday and it's OK. The narrator really pisses me off and melee combat feels sluggish. I just shoot at things.
Would you feel better if they somehow managed to secure David Attenborough? Or is it it just the entire concept?

If it's him making quips randomly while you're fucking around you can disable that in settings.
 
Would you feel better if they somehow managed to secure David Attenborough? Or is it it just the entire concept?

If it's him making quips randomly while you're fucking around you can disable that in settings.
Every action you do, he has to comment on it. Speak to a NPC, and he narrates you what's on the screen.
 
Every action you do, he has to comment on it. Speak to a NPC, and he narrates you what's on the screen.
I think you can disable that outside of dialogue, but he is the translator. Personally... I think the narrator is the Automaton recording everything for the player.

Otherwise they probably should have done what KotOR did and just had some gibberish on repeat with subtitles. I don't mind it too much, though. I like the documentary aspect it gives.
 
Devs felt differently, I guess. Just having subtitles and no one talking over it makes it kind of awkward if we aren't playing a CRPG. Especially since each character speaks in grunts and growls.

I think someone said they're working on a patch regarding a lot of the feedback given - narrator chief among them - and since it's a small studio that increases the likelihood that they'll actually work on it since there's less bureaucracy and such similar nonsense. Whether or not it comes out better remains to be seen.
 
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I'm actually having a good amount of fun with this. It feels a bit like an open world Ratchet and Clank game.
 
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I'm convinced that the Automaton is the narrator. It uses the exact same voice as David Shaw Parker, but speaks to you directly.
 
I had an unreasonable amount of fun, and several playthroughs, of Mutant Road Zero so I'm waiting for this to come down in price. £55 is straight at the "uh no" point.

Thiught the bipedal animal thing would just be lol quirky random stuff, but it was well integrated into MRZ...even if the token woman had a little horn as her mutation rather than being a horrific combination of feather, flesh and pig.
 
The update's out

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.
 
The update's out

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.
A lot of stuff being removed, but will it be improved?

Fixed a bunch of stuff, but not sure reducing ranged by what melee was increased will help.
 
So I've been watching gameplay for this game, and it looks alright. Not great, but alright for a small dev team. I'm definitely not paying 60 dollars for it if its as jank as people are saying it is. The character customization looks really cool though.
 
Been playing a lot of this recently and I gotta admit, I'm enjoying it.

I'm really not one for open world games. But something about the game kinda clicked for me; the weird creature and character designs, the whole stick-shit-you-find-together-and-hit-things-with-it mechanic, the game isn't afraid to be colourful and how it feels like it's a bizarre mishmash of a Disney flick and a Heavy Metal comic strip.

I can see how a lot of people will be a little bored with the overall gameplay, considering a lot of quests are just "go here" or "fiddle around with this pretty simple match the colours" puzzle. But I'm a weird like that, I like repetitive shit. Hell, I love the Warriors games and played the hell out of No Man's Sky vanilla. It just gives an excuse to explore and it's nice to have a rummage around and look for new bits of crap to either sell, scrap or duct tape to your player character.

Hit level 25 and really can't wait to see what else is out there for me and my budget Rocket Raccoon to get our grubby little mitts on.
 
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