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BioMutant is "character-centric" in its storytelling

There are no cutscenes in this narrative though, as explained by art and creative director Stefan Ljungqvist.

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Experiment 101 has been hard at work developing BioMutant, and at Gamescom we not only got to see it again, but we also talked to creative and art director Stefan Ljungqvist the interview below, who told us about all the features within the game and the challenge of making that work.

"Basically, we worked a lot with trying to make the game come together as a game," he explained. "You know, it's an eight by eight kilometer, completely open world. You're free to go anywhere you want, and that puts some tougher requirements on us as a team to find like all the combinations with all the feature sets that you have, because you have so much in your creative toolbox that means that you can also create your personal way of approaching the world and exploration, but also in combat etcetera. That can also create issues, right? So QAing an open-world game - it's another beast to wrangle."

"You have six tribes," he continues. "You can choose to ally with a tribe, a tribe leader [...] they will ask you to kind of help take over the other tribes, but if the leader is good, he will be more like 'let's unite and try to create a unified people'."

Ljungqvist went on to explain more details about the tribes and how your own karma system fits within this, but also talked about how the story manifests itself:

"We are character-centric. We don't have cutscenes, so it's more like the characters by action are also showing you - or giving you - narrative information. The other thing is the Tree of Life, so at the center of the world is this huge tree that has five roots emanating out into the world. That's the representation of the current status of the apocalypse."

There's also another story in the game, about "who you were, why are you here, and your history, and why does it place you in this world there and then. So we are not telling the story so much about the world, but about the characters. And you will be able to have sequences where you kind of participate in history, but we're focusing on playable moments".

Does this approach to storytelling sound interesting?

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