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Biomutant - open world post-apocalyptic kung fu with furries

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Factions, classes, chaaracter development, choices, customization.

Sounds like an action rpg to me. If you still don't want to define it as such, it's fine by me.
 

Jenkem

その目、だれの目?
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An oasis of love and friendship.
Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
the only thing the haters can latch onto is "it's furfag shit" and "it's kiddie shit" both of which just exposes their ignoble minds.

it's sad that people will not only ignore a game but actively hate on it for superficial reasons alone, but that's the world we live in.
 

Doktor Best

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Okay so i'm really clueless about this furry stuff so maybe someone can relieve me of my ignorance, but aren't furries those weirdos who sexualize furry animals? Where does bio mutant sexualize furry animals?

I mean its like saying game x is a gay porn game because there are male characters in it.

Pretty fucking retarded take if you ask me.
 

Hobo Elf

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Okay so i'm really clueless about this furry stuff so maybe someone can relieve me of my ignorance, but aren't furries those weirdos who sexualize furry animals? Where does bio mutant sexualize furry animals?

I mean its like saying game x is a gay porn game because there are male characters in it.

Pretty fucking retarded take if you ask me.
Didn't you know? A. A. Milne was a furfag.
 

Harthwain

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Okay so i'm really clueless about this furry stuff so maybe someone can relieve me of my ignorance, but aren't furries those weirdos who sexualize furry animals? Where does bio mutant sexualize furry animals?
I always thought that calling anthropomorphic characters "furries" is just the Codex's way to sound edgier (similar to how "fag" is used). Personally, I don't mind anthropomorphic stuff when it's done well. If anything it's "humans with animal parts" that puts me off. Mainly because it doesn't really make sense (other than "having cat/rabbit ears/tail is cool!" :hahano:).
 
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I always thought that calling anthropomorphic characters "furries" is just the Codex's way to sound edgier (similar to how "fag" is used).
No, there are furry conventions where people dress up in suits and have orgies. Feel free to Google that yourself, because I don't want to see it again.
 

GhostCow

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Furries are hated for the same reason faggots are. Behind closed doors they do incredibly disgusting things and they can't keep their fetish to themselves. They just have to let you know they are a freak either by telling you, wearing fursuits in public, or having furry avatars on every website they visit. In extreme cases you might run into something like Kero and the zoo crew.

 

Harthwain

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No, there are furry conventions where people dress up in suits and have orgies. Feel free to Google that yourself, because I don't want to see it again.
I know what furries are. I was referring to the fashion that word is used on Codex.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.pcgamer.com/heres-a-closer-look-at-biomutants-bonkers-customization-and-dangerous-world/

Here's a closer look at Biomutant's bonkers customization and dangerous world
Make guns and clubs out of, well, pretty much anything.

VIDEO: 'A closer look at Biomutant' is also available on YouTube.

Even though it's out May 25, we still haven't played Biomutant. But during a short preview event we did get a closer look at some of its wild customization options, RPG systems, and learned how we'll explore the dangerous biomes in its massive open world. Biomutant looks rad, but it always has in its rare, piecemeal trailers over the last few years. We've still yet to see how everything comes together and feels in the hands, which is a bit concerning a few weeks from release.

One thing is clear: as long as Biomutant is baseline functional, stat tinkerers are going to dig it. From the character creation to weapon and armor customization systems, Biomutant is leaning heavily into letting you screw with how everything looks and works, while directly integrating the style with substance.

For instance, your stats determine what your character looks like. Spec out a tough guy and your mutant will have adorable tiny-big shoulders. And as you play and change those stats, so too will your little guy. To ensure no two mutants look exactly alike, you can also reseed your DNA strands, which apparently change to what degree stats affect your physiology, some subtle tweaking of the levers and pulleys that inflate your furry little role-playing animal balloon.

Your mutant's look will probably change significantly, too. Classes aren't fixed, they're just starting loadouts. All skills and loot can be unlocked or found and equipped by any character. I'd have more feelings about the open approach if I could play Biomutant myself or comprehend the combat, at all. The action looks wild, but noisy, and it's difficult to tell what makes each character build distinct besides the gear they're using.

From what I can tell it looks like a jittery Devil May Cry, a combination of combo-based melee combat and gun peppering with some pretty basic elemental strengths and weaknesses layered in. I love the variety in enemy design and I'm intrigued that I can't parse what the hell's happening moment to moment, but I'm also worried that it's not interesting or varied enough to hold up across an entire open world game.

Will gear and stats and enemy design fundamentally change how combat feels throughout Biomutant, or will it just move around some variables behind the glass? I really hope all that customization isn't just superficial. Let me try it already, is what I'm saying.

Elemental resistances matter a lot in exploration, at least. Progression in Biomutant is largely tied to how long you can survive in its more dangerous environments, each radiating with their own deadly energies. Besides the innate resistance you bake into your character from the start, you'll need to seek out gear with resistances to enable travel in every biome to get even better gear and to defeat bosses.

Don't let your limitations stop you, though. You can go anywhere in the world after about 30 minutes, even radiated zones, though you won't survive long. But you might survive long enough to get in and out with some higher level loot. I'm into that kind of risky incentive.

Loot is as customizable as anything else, to a comical degree. You can make melee weapons out of just about any material, though it's unclear how you find all this junk. You can make dozens of variations of a hammer or club—whatever you'd categorize a safe door as—with handles ranging from a carrot, to a phone, to a walking stick.

Each component comes with stats, too, associated with whatever material they're made of—sometimes very loosely associated. I suppose metal is frigid to the touch, and that's enough to imbue this thing with some freezing damage.

Guns are volatile little Lego sets you build out between six component slots, including scopes, magazines, barrels, stocks, and so on. It all sounds lovely, and I'm big on the idea of building out weapons with odd behaviors, looks, and stats, but we still don't know the breadth here. That near infinite variation is enticing, and you know I'm going to make the most clownish looking gun ever conceived, but how much of that variation is meaningful? How much will genuinely change how a weapon behaves?

I also don't get the sense that story is a big priority here, though I'm really hoping for some subtle, cohesive worldbuilding baked into the exploration. I have to have a reason for adventuring besides pretty colors, and I haven't seen much of a hook in what Biomutant's showed quite yet. The narration is cute, translating mutant gibberish with a storybook British accent. And I love the odd character designs, particularly Sol, who I feel a deep spiritual connection with already. That little crown!

But for all its surface level vibrance and charm, Biomutant still feels like a big mystery a few weeks from release. I see nothing but grand ideas in its lovely vistas, bizarre creatures, and deep customization systems. Let's just hope there's some meat on its colorful bones.

https://www.pcgamesn.com/biomutant/combat-devil-may-cry-meets-borderlands

Biomutant is a bold mix of Fallout, Borderlands, and Breath of the Wild
Here's what to expect from Biomutant's combat, character customisation, and world

biomutant-combat-4-900x506.jpg


Name any game, and you can probably find a piece of it in Biomutant. There’s Devil May Cry in the combo-driven combat; modern Fallout in the semi-apocalyptic exploration; Breath of the Wild in the elemental resistances that let you access new areas; Borderlands in the seemingly infinite number of weapon configurations; Fable 2 in the form of a companion that sniffs out loot for you; and even a little Max Payne-style bullet time. While that many flavours could turn this into a disastrous dish, a recent hands-off look at Biomutant suggests that the game is still managing to carve out an identity that’s all its own.

Biomutant puts you in the shoes of an anthropomorphic mouse – or cat, or hamster… it’s unclear. You choose your hero’s appearance by pushing toward one or more of the six core stats. A high-strength character will be big and burly (by rodent standards), for example. You also choose a class at the start of the game, which represents more of a loadout than a traditional RPG class with set abilities. Character progression is extremely open ended, though you will need to specialise if you want to make use of the more exotic magic attacks, or mete out the most melee damage.

There are eight square kilometres of open world to explore, and you’re free to do most of that exploration as soon as you get through the starting area. Your progress is often halted by environmental effects like heat and cold. Enter a frozen environment without full resistance, for example, and you’ll start taking damage after a timer runs out. So you can dip your toe into a new area, but you will need the right gear to properly explore it. Or, in some cases, an appropriate vehicle that can glide over gooey waters or provide you with oxygen in the game’s dead zones.

“A few parts are gated depending on how far you’ve progressed through the story,” art and creative director Stefan Ljungqvist tells us. “You can’t play the end of the game before you’ve played the middle of the game. And some areas are literally gated, which means you might run into a door or a wall you can’t get past without a specific tool or some other help you’ll have to find first.”



There’s plenty of loot to unearth and equip, but the best way to improve your gear is to make it yourself. Biomutant’s crafting system lets you mash whatever rusty components you have together to create some truly bizarre guns. With a ranged weapon, you can choose a base type of shot, then beef it up by choosing a grip, stock, attachment, muzzle, magazine, and more. Want an armour-piercing shotgun with a drum barrel and an X-ray scope? No problem. Developers Experiment 101 estimate that there are over 200 million potential combinations of ranged weapons alone, and there are similar crafting options for melee weapons and armour, too.

While Biomutant is a stats-driven RPG game, you could be forgiven for thinking its combat looks looks like something out of Devil May Cry. You can launch into a wild flurry of melee and ranged attacks, send enemies soaring through the air, and deliver high-flying combos that are accompanied by giant, comic book-style text displays in the spirit of Adam West’s Batman. You can also make use of bullet time to lay down plenty of ranged fire while dodging. Depending on how you’ve specced your rodent, you can even introduce a little magic to the field, with attacks ranging from basic AoE bombardments all the way to spells that ignite your trail whenever you dodge, allowing you to control the battlefield by creating big walls of fire.

You’ll meet plenty of characters throughout the game, but you won’t be able to understand them as they speak in an alien language. Instead they’re mostly represented by a single voice – a pleasant narrator who describes everything from a detached, omniscient perspective. So if someone needs something fetched, you’ll hear the narrator say “he explains how he lost his beloved teddy bear in the woods” or something similar. The narrator also chimes in every now and again as you’re playing, Bastion-style, though based on our brief look this isn’t frequent enough to get annoying.



While you don’t hear your character speak, you can choose your responses, which will direct your path through the game’s Aura system. It’s not quite a good vs evil karma system – the devs describe it as more of a yin and yang approach – but each choice determines what sort of Aura you have, which in turn affects how other characters see you and what abilities you have access to.

You’re not locked into either darkness or light once you start going down one path, Ljungqvist explains. Rather, “you gather points in the dark and light Aura and unlock certain skills once you’ve reached the amount of dark or light required. Even when you’ve gathered some light Points, you can still make dark decisions and make your Aura totally dark.”

It doesn’t seem like this Aura system will have much bearing over Biomutant’s main story, though. Your ultimate quest is to defeat four worldeater bosses and, basically, save the world. It sounds pretty plain, but that’s not necessarily a bad thing. There looks to be so much richness in exploration and character customisation that the story is just a means to contextualise your progress.



Biomutant has been in development for the better part of a decade, and it’s missed a fair few release windows, too. So why is now the time for Biomutant? “Because we’re done,” Ljungqvist says. “We took – and we were given – the time we needed to create the game we wanted to create. And now we think we’ve given our very best and have finished it.”

Biomutant appears to be biting off a lot, yet incredibly, it seems like those multitudinous systems are going to mesh together. It remains to be seen how well the game will play when we’re at the helm, but I’m excited to forge my own path through this gorgeous, colourful world.
 
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Jinn

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Nov 8, 2007
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Has it said anywhere whether the loot is hand placed or not? It's looking suspiciously random to me at the moment.
 

Ruchy

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Jan 11, 2017
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Has it said anywhere whether the loot is hand placed or not? It's looking suspiciously random to me at the moment.
From what I have seen loot seems to be more crafted that found, well you find items them make them unique through crafting.
 

Jinn

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Nov 8, 2007
Messages
4,957
From what I have seen loot seems to be more crafted that found

In that IGN gameplay he found quite a bit of loot - weapons and armor included. A lot of it looked like color coded common to rare, ala Diablo II and Borderlands. That's where my concern came from.
 

HoboForEternity

sunset tequila
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Steve gets a Kidney but I don't even get a tag.
From what I have seen loot seems to be more crafted that found

In that IGN gameplay he found quite a bit of loot - weapons and armor included. A lot of it looked like color coded common to rare, ala Diablo II and Borderlands. That's where my concern came from.
And the enemies too i am afraid they work like fallout 4 instead or gothic.
 

Ruchy

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From what I have seen loot seems to be more crafted that found

In that IGN gameplay he found quite a bit of loot - weapons and armor included. A lot of it looked like color coded common to rare, ala Diablo II and Borderlands. That's where my concern came from.

Yes I did see another chap mention the loot customization though, so yes the colour coded finds are the base items and you "craft" or "mod" them to suit is what he was saying. Anyway I can't be sure so I imagine it will be fallout garbage all over again.
 

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