Biomutant, Experiment 101 upcoming action-RPG, uses a combination of martial arts and firepower, but the dev says they insisted on fluent combat, instead of scripted moves you have to wait to complete.
In an interview with GameReactor, Biomutant producer Stefan Ljungqvist discussed everything from character creation to boss fights, mentioning that the in-game combat system is organic and fluent as opposed to relying on premade animations.
"We've heard others say it's a mix of Devil May Cry, Ratch & Clank, and Arkham over the years and we can't argue with that. The most important thing for us is for the game to be freeflow, i.e. that it gives the player the option to cancel/switch an action without having to stop moving or force you to watch a cool animation. This makes it possible to be creative when mixing gun-play, melee and mutations freely", he said.
Biomutant mixes and matches several playing styles and your tribal allegiances affect everything from character looks to endgame content, but Ljungqvist stressed that there's nothing linear about it.
"The biggest challenge still remains, to make everyone realise that this is an open-world game with a structure similar to Zelda: Breath of Wild and not a linear game. I think it can be hard to see this based on the videos and demos we've released so far, but it is an incredibly important thing to make sure people understand", he pointed out.
Asked how Biomutant handles vehicles, which tend to be difficult to do right, Ljungqvist said that the biggest boss fights are designed around the more distinctive vehicles you're bound to rely on.
Biomutant will often be using Mekton, a mech, Googlide, which is a waterski, and Octosub, which is obviously a submarine. All of them can be, and occasionally must be upgraded if you're to take on the biggest bosses.
You can find the full interview here .