Similarly, probably one of the most significant differences given the team behind it is that all of Mutant’s levels are hand-crafted. It’s a big change, and one that emphasizes Mutant’s focus on this being more of a story-driven game than the randomness and replayability XCOM is built to provide. Each character can be upgraded and customized through individual mutation skill-trees, and death doesn’t take them out of the game permanently. Instead they are unique, set characters that you choose from a pool of around a half dozen - and Mutant’s description as a “post-human” world sets it in colorful reality where giant animals are average fair. An important twist beyond the already mentioned real-time exploration is that your units aren’t randomly generated. It does a great job of taking that formula and mutating it into something new. I know I’m making the comparison a lot but, to be clear, Mutant doesn’t feel like an XCOM clone. It’s just not something I’ve seen done with XCOM-like combat before. But the way Mutant seamlessly switches between turn-based and real time before and after fights was exciting every time I saw it happen. There are special abilities to use, different weapons or items to try, a bunch of different and deadly enemies to fight, and, of course, a whole lot of hit percentage chances waiting to break your heart. Just as you’d expect, it’s grid-based with every unit getting to move and shoot once per turn. Once you do, Mutant goes from real-time to full-on XCOM-style turn-based combat.
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