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Mutant Year Zero Review — The Best Opening in Tactics

Mutant Year Zero Review — The Best Opening in Tactics

Author: Verdict Games Editorial Team Last Updated:

The Bottom Line

Worth playing for the approach phase, which is genuinely the best version of that idea in the genre and carries a twenty-hour campaign. What holds it back is that its signature system does not scale: all three base-game silenced weapons deal 4 damage, so the stealth phase removes less and less as enemies get tougher, and the last third plays like a competent but ordinary tactics game. The talking duck and boar are also much better written than the plot they are in.

Summary

Mutant Year Zero has the best opening move in turn-based tactics. You approach in real time, split a patrol, remove the stragglers silently, and start the fight you chose on ground you picked. Nothing else in the genre lets you author the first turn that completely. Around 90 percent positive on Steam. What follows is what that opening buys, why it stops working in the last third, and who the game is for.

Who This Is For: Anyone deciding whether to buy Mutant Year Zero: Road to Eden Beginner-friendly

Key Points

Key Points

1

The real-time stealth approach lets you author the first turn of a fight, which is the game's real invention.

2

Around 90 percent positive on Steam. December 2018, The Bearded Ladies with Funcom publishing.

3

All three base-game silenced weapons deal 4 damage, so stealth stops scaling well before the campaign ends.

4

Character stats are nearly identical — 12 movement and 0 armour for everyone, health of 8 or 6.

5

Japanese and Russian are supported at interface, full audio and subtitle level, across eleven languages.

Most turn-based tactics games begin the fight for you. You arrive, the enemy notices, and the interesting decisions start on turn two.

Mutant Year Zero hands you turn one.

You approach a camp in real time with the lamps off, split the squad, watch the patrol routes, walk one mutant up onto a roof, and shoot the guard who wandered too far from the others. Nobody hears. You do it again. Then you pick the moment, the position and the target, and the turn-based game begins on your terms. No other tactics game lets you author the opening this completely, and it is worth the price of admission on its own.

What the approach buys

It changes what a map is. In most games of this shape, terrain is where you will fight; here it is something you read before deciding whether to fight at all. A camp of six with a lazy patrol is a different proposition to a camp of four standing together, and you can tell which is which before committing anything.

It also makes the turn-based layer better by subtraction. Removing two enemies silently turns a losing five-on-three into a workable three-on-three, and since mutations recharge on kills rather than turns, those stealth kills have already paid part of the bill for the abilities you are about to use. The two systems feed each other properly.

The writing deserves a mention. A talking boar and a talking duck arguing across post-apocalyptic Sweden should not work, and the banter is genuinely the reason to keep walking between objectives. The plot they are walking through is thinner and ends abruptly, but Bormin and Dux are better company than most tactics squads.

Where it falls short

The signature system does not scale, and you can point at the number.

Every silenced weapon in the base game deals exactly 4 damage: the Ancient Pistol, the Crossbow, the MIMIR Needle Pistol. Same 4, same 10 range. Meanwhile enemies get tougher on the ordinary curve. So the opening that cleared three stragglers in the first zone clears one in the last, and by the endgame you are mostly walking into fights and playing a competent, unremarkable cover shooter with three units.

That is a strange shape for a game to have — its best idea gets quieter as it goes.

The second weakness is how little the characters differ mechanically. Every character has 12 movement, 0 armour and 10 throw range, and health is either 8 or 6. What separates them is which mutations they can buy cheaply, which is real but invisible: nothing in the interface tells you that Skull Splitter costs Dux 1 point and Magnus 9. A genuinely interesting design decision is hidden behind a price you have to go looking for.

Where it stands

Item State
Release 4 December 2018
Developer and publisher Developed by The Bearded Ladies, published by Funcom
Steam rating Around 90 percent positive
Structure Turn-based tactics campaign with a real-time stealth approach phase, three characters fielded from six
Localisation Japanese, Russian, Simplified Chinese, Korean, French, German, Spanish, Italian, Polish, Brazilian Portuguese. Interface, full audio and subtitles

Comparisons

Compared with How Mutant Year Zero differs Who that suits
XCOM You choose when the fight starts. Smaller squads, simpler turns, far better openings Players who find the approach more interesting than the attrition
Into the Breach Vastly less pure. Into the Breach is a perfect puzzle box, this is a journey with a stealth layer Players who want atmosphere and travel rather than a solved board
Gears Tactics Slower and quieter, with a real decision before every engagement Players who want to avoid fights, not win them faster
Warhammer 40,000: Mechanicus Both bolt one strong idea onto ordinary tactics. Mechanicus uses a campaign clock, this uses the approach Players who like a system above the combat doing the real work

Who should buy and who should skip

Buy it if Skip it if
You want to author the first turn of every fight You want the tactical combat itself to be the deep part
You like reading a map before committing to it You want a stealth system that keeps growing with you
You will enjoy well-written companions on a thin plot You need a story that pays off
You want full voice acting in Japanese, Russian, Chinese or Korean You expect meaningful stat differences between characters

Verdict

Mutant Year Zero is built on one excellent idea and executes it better than anyone else has. The real-time approach makes the opening of a fight into the most interesting decision in the fight, and the kill-based mutation recharge ties the two halves together properly instead of bolting them side by side.

What it lacks is follow-through. The silenced weapons stay at 4 damage while everything else grows, so the thing you came for fades in the last third. The characters are nearly identical on paper and differentiated only by prices the interface hides. Neither ruins it, and both are worth knowing before you start.

Buy it for the first move. It is the best one in the genre.

The opening hours are in the beginner guide, the pricing rule the game hides is in the mutations tier list, the 4-damage ceiling and how to raise it is in the stealth guide, and who to field is in the characters guide.

For the other game that bolts one strong system onto ordinary tactics, the Warhammer 40,000: Mechanicus review covers a campaign where a clock does the job the approach phase does here.

FAQ

FAQ

Yes, for the approach phase. Scouting a camp in real time, splitting a patrol and choosing exactly when the turn-based fight begins is the best version of that idea in the genre, and it carries a campaign of around twenty hours. Around 90 percent positive on Steam is a fair number for a game with one excellent idea and a competent everything-else.
The fight starts where you decide it starts. XCOM gives you a squad and a map and lets the enemy's patrol pattern set the terms; Mutant Year Zero lets you walk around in real time first, pick off stragglers with silenced weapons and open on your own timing. The turn-based layer underneath is simpler than XCOM's, with no overwatch-heavy attrition and much smaller squads.
The stealth layer does not scale. Every silenced weapon in the base game deals exactly 4 damage, so the opening that clears early camps removes one enemy in the late ones. The best system in the game quietly stops mattering, and what remains is solid but unremarkable cover-based tactics.
Roughly twenty hours for the campaign, more if you explore the Zone thoroughly. Seed of Evil adds a substantial chapter plus Big Khan as a sixth character, and it also adds the Wraith, the only silenced weapon that deals more than 4.
The writing is much better than the setup suggests. A talking boar and a talking duck arguing their way across a post-apocalyptic Sweden could have been unbearable and instead the banter is the reason to keep walking. The main plot around them is thinner and resolves abruptly.
Yes, at interface, full audio and subtitle level, as do Russian, Simplified Chinese, Korean, French, German, Spanish, Italian, Polish and Brazilian Portuguese. Full voice localisation across eleven languages is unusual at this budget, and it matters here because the dialogue is a real part of the appeal.

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