Although exploration is limited and rudimentary, it's a welcome inclusion that allows you to take in the scenery, bolstered by budgeted, but aesthetically appeasing visuals. I think the visual presentation is actually one of the key-factors for why I was able to stick with Mutant Year Zero for the long-haul, whereas other video-games of the same ilk lose me much earlier because they don't have a distinct visual presence. The character models and the desolate, dreary environments were a highlight for me.
The technical weak-points are visible in various ways, but, thankfully, aren't damning on any account. I encountered several smaller glitches, such as being able to fall into a mountain of blackness, losing your characters in a limbo of sorts, and larger glitches like crashes and sound-related hiccups (sometimes enemy audio would repeat, overlapping itself with the same line, and sometimes I would hear loud static in areas for no discernible reason). None of them were game-breaking or problems that deeply hurt my experience.
The game-play is fun and straightforward, with rounds taking an extensive amount of time or only brief intervals, depending on which tactic you decide to approach with.
Although I could have done without some of the gimmicky adversaries, like the Tank who bulldozers over to one of your characters and incapacitates them for several turns, and would've preferred longer, more robust stretches of back in fourth. It isn't the inclusion of the gimmicky adversaries, because I like how they force you to change up your strategies, but they felt overexposed.
The best moments in Mutant Year Zero are definitely the senses of accomplishment after surviving a massive onslaught of enemies, besting a section you'd previously been afraid to even attempt.
The animation during battles is mostly well-executed, but, once more, there are a few mentionable criticisms – certain characters who join your team spout lines loudly and repetitively, so much so I lowered the volume of the voice-characters to compensate. Also, certain shots miss enemies. This makes sense in many instances. A shotgun shouldn't be able to snipe an enemy and depending on structural integrity, and this and that, most guns shouldn't be able to pierce cover. However, a problem prevalent in my experience showed shots with no chance to hit their target even if they were in melee distance, likely because they're right in-front of a doorway or something else, which is wrongly perceived as a barrier.
The story-line takes a backseat to the game-play on all accounts, told through dialogue in-game that is at times cringe-worthy (there's an obsession with saying “what the duck” or other animal-related puns) or through cut-scenes, which are comprised of still-images with voices overlaying them. In this respect, it simply doesn't do a whole lot.
Mutant Year Zero: Road to Eden isn't without its fumbles, whether it be technical or for coming up short in some key areas, but it does succeed at offering a fun, enjoyable turn-based strategy-game, that was able to keep me entertained from beginning to end. Regardless of what I might think could have done better, that no doubt means something in its favor.