Mutant Era: The Road to Eden Game Review - Survival Adventure under the Mutant End Times

The wild boar, the duck, this adventure reminds people of Momotaro with roosters, monkeys and puppies to defeat the Demon King's story, however, compared to the fairy tale, Mutant Genisys this adventure is more serious, arduous and full of challenges, the battle is not as full of children's fun and education, the good guy is good, lovely, beautiful, the bad guy is bad, vicious, ugly, these are also points of human subjective will bias. These are also points of bias in the subjective will of mankind. Mutant Era also completely changes the previous humanoid-oriented game setting, and the mutant theme gives the game more possibilities. So what kind of story does this serious game present to the player? Does this adventure mean anything? So let's go into the post-apocalyptic wilderness and experience the madness and challenges of survival that have surfaced.

2. Boars, Ducks, and Ladies

At the beginning of the game's plot, the player controls the protagonist known as the line hunter of the rotting underground, Boar Polmin and Ducks Dax just like this into the player's point of view, and the name alone does not help but feel that the design team seems to be a little bit out of the way (laughs). But in terms of game content, the design team can be said to have achieved excellence. Story background, the two protagonists in the wilderness at a young age by the master of the ark - the people respectfully called Elder of the human intake, after growing up, the two have no choice but to become a hunter for the ark to search for supplies, rescue and exploration of the line, it seems that the game background is just a simple delineation of the two people's background, but in the game perspective into the ark, players meet the old chief Elder, the player meets the old chief Elder, the player meets the old chief Elder, the player meets the new chief Elder. However, when the game viewer enters the ark, the player meets the old chief, Elder, who is actually a human old man with gray hair who relies on rudimentary medical facilities to continue to live, and is pulled from the direction of complete fantasy to the post-apocalyptic sci-fi world. According to the Elder, the human race was wiped out many years ago due to an excessive amount of nuclear war, and the few humans that survived are living on. From this, the player can know that the game setting is still the Earth, but it is an Earth with only a very small number of humans, and now, mutants like the two protagonists are the protagonists of the world. Afterwards, the old chief gives the two protagonists a mission, and the two meet Thelma, a female mutant from the Lost Team, who, unlike Pormeen and Dax, retains a human form, although she still has mutant blood flowing in her body, and the same The same camp and purpose facilitates their combination. The game's main characters are Magnus, a hunter tied to a discarded piece of machinery, and Farrow, a fox who grew up in a decaying settlement where his friends and family were slaughtered and enslaved by the Nova Cult.

The game overall to the dark cold tone as the main body, often in the dark of the night action, in the shadowy world, playing a flashlight in the world can not have the technology facilities to slowly explore the game, many buildings can be seen in the game has been the prosperity of the downtown area of the children's slides, worn out scrapped slide train, the two-storey building of the supermarket are in the silent tell the player that this city was once a prosperous. However, the protagonist and the enemies in the game do not recognize these technological products of the past era, they call the cable car under the ark a square box, and the plane in the sky a steel bird, these metaphors are laughable in the eyes of the players in front of their computers, but think about it carefully, when the Earth is no longer human beings, and in a short period of time, the newborns or the extraterrestrial beings appeared in the Earth, they would not describe these words that gave them their unique characteristics. When newborn or extraterrestrial beings appear on Earth in a short time, will they use their own unique vocabulary to describe the objects that gave them their first impression. Suddenly, I remembered a film and television science not long ago - "If there were no more human beings on Earth", those who watched out of curiosity, watching this human civilization that is constantly being swallowed by the green, and whether they would feel a mixture of emotions?

3. Lighthouse, Ark, Hope

The game's home base is a floating city called the Ark, with a mechanical steel exterior, a setting that never falls, and a group of beings who rely on the hunters to bring back supplies. The story of Mark and Ran Bing's love in the lighthouse is constantly thwarted by the law of survival in the post-apocalyptic world, while in the ark, love is no longer the main color of the game, the player is more in the exploration of the wilderness world. But rich in human flavor is the game set every time the player returns to the ark after the adventure, the old chief of the ark will be the first time to welcome and console the protagonist, sometimes some life feelings, sometimes some life advice, from this time and time again in the words, the player can learn once human beings because of what led to extinction, the field of paganism is what way to control the hearts of the people, the ghouls are how scary, so that the game's shortcomings! The game's shortcoming is that the background storyline is constantly improved by the old chief's words, although it is a little clichéd, which is that mankind destroys itself because of greed. It's easy for players to ignore this uninspired plot, but if you think about it, mankind's current level of technology seems to have reached the point where it has no natural enemies, and its ever-advancing level of intelligence has caused mankind to start lacking in awe, so it seems that mankind's self-destruction has already been ushered in by the countdown, even if the number is still too big to be ignored. So, for the sake of hope, does mankind need to wake itself up and not let the ark in the game become the last hope?

4. Full of post-apocalyptic post-modern style weapons and equipment

There are a lot of weapons in the game, but very few of them are recognizable to the player, and while they are all familiar to the player, some of the weapons are oddly stylized and make the player feel funny. The sound is as loud as thunder, which is really short and concise. His appearance is like a shotgun handle mounted on a tennis ball barrel, while the closer shooting distance and the attributes of the opponent can be knocked down the player to determine that this is a powerful tennis ball launcher. Some of the guns in the game are referred to as post-modern weapons, such as the Ancient Pistol that Selma carries when she first joins the team, which looks very similar to a 1911. And the double-barreled shotgun that Boar Polmin carries in the opening scene looks exactly like a modern short-handled shotgun, not to mention Duck Dax's silent crossbow, which is just called a crossbow, and the design team didn't even bother to come up with a fanciful name for it.

Meanwhile, the game has also designed some weapon accessories and character gear, such as certain clothing outfits that increase the player's armor or reduce certain damage, and hats and headgear that will only add indeterminate damage to a weapon, such as bludgeon rate. And because the characters are serious and slightly grimy animals, some headgear tends to make people laugh - can you imagine a vicious boar with a tiny, cute blue sun hat? This is a serious attack on the design team's bad taste. The weapons also have their own accessories, ranging from post-modern scopes to laser sights, and while their presentation is equally odd, at least the game's protagonist puts them to good use.

5. The uncertainty of shooting accuracy and the certainty of the turn-based system combine with each other

Turn-based games have always been known for their lack of surprises and fairness, and the turn-based system itself is hard to leave to chance - after all, each character on both sides has only one shot, and a wrong choice is tantamount to giving your opponent a chance and facing losses, and waiting for the The next turn. This will like to a certain extent through their own reflexes and level of operation to turn corruption into a miracle players turned away, but the charm of the turn-based game is that the turn-based system is through the players of the enemy's wisdom of the speculation to carry out the game, once the win will inevitably let the other side lose the heart of the conviction, there is no other any sophistry of the idea, but the disadvantages of the turn-based single-player games are also here, the design team must be on the game of the difficulty of a precise control, the so-called crowd of people, the game is not a good idea, but a good idea. A precise control, the so-called difficult to adjust, the difficulty is too high, will let a large number of players feel disappointed, so as to give up the game, the difficulty is too low, the player grass to play, quickly give up, no sense of achievement. In order to allow players to have a certain element of surprise, the design team added the hit rate and the blitz rate of these two uncertainties, although both are also embodied in precise numbers, the hit rate needless to say, each weapon has its own different base, and the blitz rate of the blitz is not when the network game usually shows double damage, blitz damage also has a stable value, so that players are very easy to take a risk at certain times. This makes it easy for players to take risks at certain times, after all, once you've succeeded, you can cause attrition losses to the enemy, but of course, if you fail, you'll have to take on more attacks on the other side in the next round, and the trade-offs vary from person to person.

6. Positioning and cover

Round tactical games, positioning and hiding cover often means wasting time and opportunity to attack, but in the mutation meta, if the player does not go to the position, then you will find their own hit rate is low scary, if you do not hide in the bunker, then every round of the endless blood drop the same so that players can not stand. It is clear that the reckless way of playing is not applicable to this game at all. Tactical crossfire in the military often leaves the enemy with no place to hide, and this game seems to want players to understand that as well. In combat, players often need to face several times the number of enemies, and a good position and cover can often allow players to get more survivability and output, after all, in the teammates seriously injured on the ground, the player can control the other characters with a medical kit to the rescue, but in the real battle, in order to take care of a seriously injured personnel often need to be the human resources of the ten personnel, the enemy's artillery fire does not stop! Once attrition, it is necessary to take the player to be in the reduction of one-third of the combat power and temporary reduction of two-thirds of the combat power in exchange for a chance to have a chance to restore combat power. Therefore, a good cover can reduce the possibility of a large number of players to be shot, the loss of the cover of the result of the probability will be like the "Wolf 2" due to the anger and out of the cover of the burly mercenary, was fancy hanging.

7. Mutant Skills

Inexplicably, I recall a small terrain of Marvel, the rich rely on technology, the poor rely on mutation. The Mutant Era's three protagonists are mutants, and not only do they have different appearances, but they can also be upgraded in the game's development, so that they can be mutated to obtain different personal abilities. For example, Boar Boar can learn the skill of the Brute Hog Attack in the middle of the game, and the name sounds a little bit stupid, but it's a perfect fit for the significance of the game. The Brute Hog Attack allows Boar Poltergeist to charge at the enemy quickly, destroying various types of cover and knocking down enemies along the way, which is a very useful skill to have. Duck Dax can evolve a pair of wings shaped like moths to fly to a better location, and Selma's skill is the most practical, releasing vines in a certain range to trap enemies within the range, making them unable to move within three rounds. In addition to these individual skills, the game also has some generic skills, such as Running Shot, which allows the character to spend all of his action points to move and eventually get an extra shot, a skill that both Boar and Selma can have, and Dax, who is set up as a sniper-like profession, gets a headshot. It's fair to say that these skills add a lot of new variables and fun to the game, and prevent players from getting caught up in the repetitive turn-based system.

8. Kill Charge and Skill Release

If a player is confident in their ability to play a high-stakes turn-based game, they'll want to go for the middle-of-the-road difficulty option at the start of the game - after all, it's kind of a testament to the fact that they've been a fan of the game for a long time. If that's the case, then it's a pleasure to tell the player that they'll be entering a realm where they'll be racking their brains for no gain. The game itself is very difficult, and the player will not be able to get through it if they're in good shape, and in the hard level, there's also a recharging mode for each of the main skills that the protagonist relies on heavily, which in a nutshell means that each time they release a skill it needs to undergo a certain level of recharging and cooldown before they can continue to use it, and the cooldown itself is enough time for them to continue to use it. The cooldown time itself is enough for players to seriously think about when to release their skills, and the kills add another layer of caution, with most kills coming in between 2 and 3, and after the fight, in addition to the cooldown recovery, the recharge isn't going to be full, which leads to players not being able to do their best work at all times, and makes the game a little more difficult to get through.

9. "Artifact" collectibles

A great deal of the game's storyline tells us that humanity seemed to disappear in a very short period of time, and as a result, there are a lot of durable appliances that have been preserved around the world. But it seems that due to the interruption of inheritance, the protagonist of these mutants do not recognize the real name of these appliances, so the onomatopoeic terminology is once again very powerful, semiconductor player is called a rumble box, the pacemaker is called a massager, Duck Dax is not looking forward to going back to the ark to enjoy a good time, the player in front of the monitor may be these bizarre remarks made to stifle a smile, and these so-called "artifacts". These so-called "artifacts" aren't just a collector's item for the game. Upon returning to the Ark, each cell phone artifact provides a little bit of power to the player, from discounts at the store to boosting certain damages, providing a full boost to the player in disguise.

10. High-difficulty premise, disguised as forced assassination

To put it bluntly, Mutant Era's gameplay difficulty is really high, and even the lowest normal difficulty will get players stuck somewhere straight up, and the enemies in the game, in addition to their intelligence and equipment are not as good as the players, and the other aspects of the game are basically on par with each other, plus the absolute advantage of the number of enemies. In addition to their intelligence and equipment, the enemies are basically equal to the player in all other aspects of the game, and then the absolute advantage of the number of people, the enemy can often easily abuse the player, which leads to regular storage has become one of the norms of the player. In the middle of the game, a mechanical device called a medical robot appears among the enemies, and it treats wounded enemies on the ground at the beginning of the battle, and a brand new enemy appears after two turns, making the player's combat rounds incredibly tight. Players must quickly defeat more enemies before they get more and more, only then can the number of enemies not turn into a vicious circle, but under the premise of numerical disadvantage, the player is not able to hit a satisfactory damage, but instead in the anxious state of mind of the square is messed up, without regard to the blood level of the rapid rush to kill, resulting in their own side began to attrition. And then, the game In addition to the ordinary miscellaneous soldiers, but also added an enemy named pagan, these enemies can use supernatural power, not only can add three layers of shield to the enemy soldiers, but also can send out a lightning bolt to the player to cause a chain of damage, coupled with the blood is very thick, although ranked in the player's first priority to kill the target, but it will take a few rounds to be able to cut down, which led to the insufficiency of blood, unable to clean up the rest of the miscellaneous soldiers The dilemma of the phenomenon. This series of game setups simply pushes the player to the brink of extinction, and the player needs a very low margin of error to get through these difficult game levels.

But the design team balanced the game's difficulty by allowing players to lurk and reconnoiter, and when faced with a lone enemy on patrol, players can first utilize a silent weapon for a quick kill, which is also very demanding, as players can only complete the objective in just one turn, or the enemy will shout and rally their companions, and players can't use weapons that don't have silent labels, as well. Don't try to kill the enemy by using close-range high-kill weapons, because then, the sound of gunfire will also attract the enemy's companions to attack. As a result, the assassination setting only gives the player a slight advantage before the final battle, and does not determine the final outcome of the battle.

Summary: A cold and serious strategy game

Mutant Era is a game with very little joy in it, and except for some cold humor in the little places where it doesn't matter, the game progresses in a cold, serious, and tense way. And its higher difficulty and data strategy content will often make players feel the degree of alternative catering, the player seems to need to fail countless times to find the ultimate victory after the way out, this game content will often make now accustomed to the fast-food game players feel impatient, and then go to the network to look for some of the pioneers to pass the strategy. But this is also the charm of the heavy strategy game, players rely on their own wisdom, their own way to complete the level, which is also part of the creation of this game can not bring too many surprises to the players, but also will not cause too much disappointment to the players, and even after the end of the players will not bring too many feelings, but like the classic game "Super Mario", the best gameplay has been able to let a game doesn't need any more embellishments.