


Sneak your squad of miserable, mutant Stalkers into position, in cover, up high, clear lines of sight, primed for ambush, before you hit go: it’s more akin to setting up a play in whatever that ridiculous American sport with the big shoulderpads is. In Mutant Year Zero, it’s real-time until the first shot is fired - the real trick of the thing is how you set up the situation, in real-time, before that happens. you sprint about the place until you blunder into an enemy, at which point the entire viewpoint switches into Battle Chess Mode. I don’t mean, by this, that it’s Final Fantasy – i.e. The first is that it’s a fully real-time game until you enter combat – which, if you’re playing smartly, is almost always something triggered by you, as opposed to being caught off-guard by enemies.

In practice, Mutant Year Zero’s something else, even though it shares a couple of dozen concepts with XCOM et al – move and shoot or 2x move in a turn, bleeding out, recharging special attacks, high cover and low cover, percentage hit chances, all that jazz.īut it twists in two profound ways. XCOM’s an over-used go-to for talking about turn-based, cover-centric strategy combat, but it’s a matter of speaking to the thing the most folks recognise. XCOM-ish turn-based action in an apparently shameless borrow from STALKER’s setting, but starring a talking pig and duck? An overwhelmingly nihilistic tone, but also endless use of the ‘duck sounds a bit like another, naughtier word’ gag? Even the name, Mutant Year Zero: Road to Eden, has that algorithmically-generated SEO jank vibe to it. There are at least 99 ways this could have gone horribly wrong.
