

Finding the best way to start a fight and finish it takes careful forethought and planning, and the challenge is amped up a notch or two.

Though its innovations mostly fall flat, Seed of Evil retains the nail-biting, tough-as-nails tactical experience at the heart of Mutant Year Zero. He doesn’t have much to add to the story, but you may actually want to disrupt whatever team you used to finish Road to Eden to take advantage of his powers, which is something of an achievement given how easy it is to find your optimal team and stick with it. Since Seed of Evil is post-campaign content, Big Khan appropriately feels more powerful than your other party members: He has a pair strong special moves - a wide-reaching ground pound attack and fire breath - and proved himself to be the best all-around fighter in my crew. The most noticeable change – and the most effective – is Big Khan, a half-man, half-moose who joins your party early on. Facing gangs of enemies who all have these specific powers definitely requires you to change your approach, but the idea of fighting mutants instead of humans never felt as revelatory as I thought it should: There are enemies in Road to Eden who have abilities as well, and here I never fought an enemy team whose AI knew how to combine its powers in novel ways. The same goes for the new set of enemies, called Pod Ghouls, who have some of the mutant powers your team uses, including the ability to jump across the map and tangling your legs with roots to prevent you from moving. I had one or two shakey fights, but found myself back in the swing of things in no time – in part because so little has truly changed. Jumping back into the expansion more than six months later, I found, was like riding a bike.

It demands aggressive play and felt a bit counterintuitive at first. As I mentioned in my Road to Eden review, Mutant Year Zero’s combat had a bit of a learning curve. For the most part, these changes do present new ideas that could add new obstacles and opportunities in battle, but very few of them have the punch to alter how you strategize and fight, especially after learning effective techniques from playing through the entire Road to Eden campaign.ĭespite this, I was surprised to find that it was easy for me to return to Mutant Year Zero. On the other side, more powerful enemies bring new challenges. Moreover a bunch of small gameplay wrinkles, like new weapons and upgradeable character abilities to further your party’s growth. The short expansion, which took me about six hours, distinguishes itself from the original with about eight or nine new snowy areas, which vary enough to keep things interesting while pushing through the campaign but feature a very familiar blend of overgrown nature and derelict technology that borders on samey in larger context of Mutant Year Zero as whole.
