Biomutant Resurfaces With New Gameplay Footage and Some Amazing Weapon Names

Biomutant Resurfaces With New Gameplay Footage and Some Amazing Weapon Names

A fresh, lengthy look at this action RPG shows how it's coming along.

As promised, Experiment 101's debut title Biomutant came out of hiding this week to show the world some new gameplay, and it turns out we got a lot to look at. The new nine-and-a-half minute trailer gives a good look at a lot of creatures, characters, and systems while also sprinkling in glimpses of some even weirder parts of its sprawling open-world, like its very weird weapon names.

Early on in the new footage we get a look at the possibilities for Biomutant's character creation system, which lets players craft their own mutant animal avatars based on six different DNA archetypes. Experiment 101 says that players are free to mutate these strands, with the resulting appearance impacting your character's underlying stats.

We also get a look at some of the bizarre, craftable weapons used in Biomutant's kung-fu inspired combat. The most visually absurd one is an "ancient" toothbrush made for two-handed slashing, but the other cobbled-together options shown have some truly creative and amusing monikers, like the "Wrenchcurve Crushblob," "Jackhammer Skrankhurf," and the elegantly named "Flurp." This is also a game where "Stronk" is an item quality descriptor.

It seems that most players' fierce, furry warriors will look positively tiny compared to Biomutant's sprawling open world and the huge, hostile behemoths inhabiting it. Thankfully, it looks like there's also a wide variety of ways to get around beyond running from point A to B on tiny legs: horse riding, airship piloting, ziplining, and even some very Breath of the Wild-esque gliding.

Experiment 101 and publisher THQ Nordic still aren't committing to a new release date for Biomutant, but creative director Stefan Ljungqvist tells IGN that the team is in the end phase of development. "At this stage of the project it's more like cleaning up, you know," says Ljungqvist. "We're squashing bugs, and trying to make these end decisions on making sure that the player understands what to do." Just give folks a waypoint and a Crushblob and they'll probably be just fine, I bet.

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Mathew Olson


Mathew Olson is a writer formerly of Digg, where he blogged and reported about all things under the umbrella of internet culture (including games, of course). He lives in New York, grew up under rain clouds and the influence of numerous games studios in the Pacific Northwest, and will talk your ear off about Half-Life mods, Talking Heads or Twin Peaks if you let him.

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