![]() The player initially assumes control of Boarman, a pigman, and Dux, a… duckman. The Elder sends off the player as an elite expedition to seek out Eden, the last place in this wild and crazy world where some semblance of sanity and good faith remain. They spend most of the time in the safety of the Ark, a bastion and central goodguy HQ, led by ‘The Elder’. ![]() The game’s good guys are likewise humanoid and semi-humanoid-animal hybrids. Both play a narrative part in developing what this future Earth is. The game’s baddies consist of mutated, ferocious wildlife and mobs of pea-brained scavengers. The denizens of this future place can be neatly placed into two groups: Those who are on your side and those who will sniff you out, rally their cohorts and rip you to shreds. The composition of MYZ’s Earth is thoughtful, packed with detail and purpose. Despite the devastation that led to this broken place, it is still wonderful to look upon. Relics of a previous era (which is to say, our present era) are scattered throughout the world. Flora and fauna have reclaimed much of what was left behind. MYZ takes place in a post-apocalyptic Earth. ![]() MYZ’s beauty is in the eye of the beholder – Let’s look into what makes this so. It is a game that trades tactical and strategic depth for witty, wise-cracking characters and a lush post-apocalyptic Earth open for the scavenging. This mutation is perhaps as beautiful as it is ugly. ![]() It is a hybridization of turn-based tactical combat, narrative world-building, and stealthy exploration within that world. Mutant Year Zero: Road to Eden is itself an interesting mutation of genres.
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