
ANNO: Mutationem is an action-adventure game with RPG elements set in a cyberpunk world, featuring a unique mix of pixelated 2D & 3D graphic style with a rich, dark and bizarre plot.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Welcome to the neon-covered, 2D-meets-3D Cyberpunk world of ANNO: Mutationem. In this Action-Adventure game with RPG elements you become Ann: a highly-skilled combat-trained lone wolf on a personal mission in the giant Metropolis, full of sinister mega-corporations, mysterious fringe groups and creatures more bizarre than words can express.
This is a world full of surprises waiting for you to find out! While going thru the main story you can chat with a Cyborg corgi, take on a part-time bartender job, hunt down vicious criminals reveal the true face of a trending V-streamer! By exploring diverse locations such as neon Noctis Town, an off-shore cargo ship and huge underground structures, players are free to go as they please and act as they want.
Unique 2D-to-3D gameplay, seamless switching between 2D Action n' Platforming and 3D Exploration to interact with the world and its inhabitants. Let's dive into pixel gaming from another perspective!
Ann will slash, shoot, combo, grenade-throw & ground-pound her way through hordes of enemies and huge bosses. From great swords to double blades, from pistols to rocket launchers and uppercuts, time to become the one-girl army you always knew you had in you.
A grand story, befitting a rich and dark cyberpunk décor, featuring our main hero Ann Flores and her trusty hyper hacker side-kick Ayane on a personal mission to find out where her missing brother has gone to. Little do the two know just what they will unravel…
Collect, buy or craft items & upgrade Ann's stats, skills and gear. Use chips to modify any kind of weapon you find. Equip Ann and make her combat-ready for all enemies (both humanoid and not…) that are about to head her way.
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 6.6Kreviews | 81% | — | $3.2M |
| $12.49−50% | 4.9Kratings | 87% | — | not modelled | |
Engagement
Reviews
Themes across 850 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
pretty world and graphics, and very pretty music :3 the combat was quite fun too only complaint is the story is kinda convoluted at times, but i think it wrapped up nice at the end, even if i do have unanswered questions. [spoiler] also wasn't expecting the heavy scp foundation inspiration with the consortium, not complaining but, surprising the story took that route [/spoiler] game itself had some really silly (in a good way) moments too, fun dialogue. it's clearly translated though and theres definitiely some issues with the translation and things being lost in it. but overall good game c:
I wanted to like it, but it's just not that great: - Gameplay is buggy in a lot of places - Switching between 3d "move around" mode and 2d "combat mode" is kind of awkward - The story is honestly pretty terrible. It's all over the place, cliche, and makes no sense towards the end - The combat is especially boring. It's pretty grindy in a lot of places, and the combat mechanics are poorly implemented. With some polish, the game could have been pretty decent, but it just got worse the further along we got.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Simplified Chinese*, Traditional Chinese*, French, Russian, Korean, Portuguese - Brazil, Spanish - Spain, German*languages with full audio support
| $24.99 |
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 850 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]tl;dr[/h2] Adequate but lackluster gameplay. Interesting visuals. Story and writing overall atrocious. I want to like it but you're better off playing something else. If you're desperate for cool mixed graphics and a basic platforming experience with mostly okay bosses then this is the game for you. I just can't recommend it. [h2]Mechanics[/h2] [h3]Weapons[/h3] Light melee (2 types), heavy melee, and firearm (3 types) each have a button. Swap between weapons any time but what are they for? By the time dual blades are unlocked you've had time to get used to the starter light blade attacks. Also they require separate skill trees to unlock their movesets so you'll want to pick one or the other. I tried to find a purpose but I was never able to figure out why I would want dual blades. Normal enemies are very, very, weak. Light combos are fast and it only takes a few hits. This is fortunate because the enemies are twitchy and have poor telegraphing so spending less time in combat is for the best. What's the difference between light blade or twin blades? Normal enemies don't live long enough for me to figure it out and there's no weapon testing mode. Half baked point. Heavy attacks do more sustained damage than light attacks and that's what makes them better for bosses who, due to their lack of flinching, make you look for vulnerable periods anyway. You could fight everything with heavy attacks though, which makes dual blades even more redundant. Firearms have more variety. They're absolutely [b]hamstrung[/b] by limited ammo that comes from non-respawning loot or shops. So you're discouraged from relying on these. Their damage is also subpar so they're more filler than a serious attack mode. Firearms are another half baked point. [h3]Talents[/h3] Blue skill upgrades use a grindable resource and unlock combos or similarly impactful abilities. In one playthrough I got a little over half the blue skills. All upgrades can be reset at any time. Unfortunately it's [b]ALL[/b] upgrades. So, a hassle. The light blade talents include a command input dash attack (great for teleporting behind enemies mid combo) and upgrading the charge slash to a three hit attack. Heavy attacks get some fun ones too. Dual blades get nothing as good (you have to unlock the charge attack to begin with and there's no charge combo.) Firearms get "shoot faster" stuff. That doesn't fix the lackluster damage or limited ammo. Again, those two needed more time to cook. Red Stats come from finite upgrade points (mostly quest/boss rewards). Nothing interesting here, just some stats to raise through the course of the game to tread water relative to rising enemy stats. [h2]Crafting[/h2] It's a reason to search the environment. Despite being part of a functional civilization you are encouraged to rifle through all available trash and turn it into raw materials. I was frustrated with this because there are many container designs but only some instances are interactible. Remember, the Scan function highlights all interactibles, including loot. Scan is not emphasized in the tutorial for the things it's actually good for. So go! Be the loot gremlin the game tells you to be. All that goes in the disassembly-blender. You have no control over what you find and no decisions to make. Loot capacity is unlimited, only consumables are limited. This is good QoL but it make the looting flat and lifeless. [h3]Consumables[/h3] Some obligatory heals and grenades. Careful, because after crafting they take up backpack space. The game throws so many items that I never needed to craft. I sold more items to free up space. [h3]Chips[/h3] Weapon attachments to tweak stats. Some are buyable (expensive until late game) and some crafted. It's very poorly explained but there are two functions: [b]"Process Superconductor"[/b]-Use common resources and one basic stat chip to make a random elemental chip. The elemental system is so half baked I didn't learn enough to review. [b]Chip Remodeling[/b]-Combine 3 basic chips into 1 advanced. Strong, but limited by a rare material. I got enough for two. In the whole game. If you want to be broken then get flat damage and crit. Oh, and all of those menus operate by icon. And if you go to the junk shop to buy materials (in a different city than the other crafting locations) then you'll need to remember the icon of the thing you want. Baked level. Barely half. [h3]Weapons!!![/h3] The thing everybody loves. You want to craft those ultimate weapons. How's the journey? Lackluster. There are four (4) of each melee weapon (not counting DLC bonus). Starter, purchased, simple crafted, ultimate crafted. I guess a short game like this is better without the bloat. Like chips there's a bottleneck. Ultimate crafts use 5 rare resources each. I got 13. If I wanted the complete set I have [b]absolutely no idea[/b] where to look for the two missing pieces. Again, the totality of the systems is underwhleming. [h2]Story[/h2] [h3]Plot[/h3] Ann Flores is worried about her brother and goes looking for him. Stuff happens. That's the protagonist's motivation from start to finish. From the very first scene waking up to the absolute final cutscene this is it. Typing it makes it that much more shocking how little the events matter. So what goes on? It's a neat tour through a world with some interesting worldbuilding questions raised but for the purposes of having a cohesive plot with a beginning, middle, and end none of that came together. The events happening around Ann could be a story but one so badly told that it's hard to give it credit. The cryptic, edgy, people in the know aren't good storytellers. The technobabble collectibles with random redactions aren't good storytellers. This problem blends into… [h3]Writing[/h3] I'm not sure how much localization hurt this whole thing but at times I can see the jagged edges ("energy battery" item, that's just not how it's phrased in English). The SCP-style writing with essentially random bits of redaction absolutely does not help. The mysterious edgy people who show up, act cryptic, maybe fight, and leave, do not help. I must admit some of the high points are individual moments of the writing. They don't serve the plot at all but the game does have some fun NPC dialogue, entertaining side quests, occasional decent flavor text, and world building. [h3]Voice Acting[/h3] Makes the game better. It helps the game keep moving to deliver exposition while walking around. I particularly want to call out the voice of Ayane. Her character may put some people off but I appreciate that she was played full ham. By the end I was looking forward to Ayane's take on everything. More invested in the telepresent clingy girlfriend's opinions than on the world-altering events going on than Ann's missing person case. [h2]Extra Modes[/h2] [h3]Mysterious Game Console[/h3] A cute side story. It has nothing to do with the main game. It's a vignette featuring a character in common. Gameplay is alright. If this was tacked onto a better base game I'd recommend it as a cute little cleanser. [h3]Boss Rogue Mode[/h3] If a 2D action game doesn't have a boss rush mode is it really complete? Rather than having fixed stats of some kind you get to choose from upgrade cards between stages. That's where the "rogue" part comes in. This makes the balance dubious and it's why I have such well developed opinions on the mechanics above. Everything works in the story because you will have enough resources to comfortably fight whatever you reach. With the whims of an upgrade deck in control it becomes clear how many things are terrible. So I'm not a fan of the rogue element. If this mode had some way to permanently unlock certain utilities (all those combos) it might be fun. As it is, it's a frustrating, quickly stale, way to tour the bosses while hoping you don't get too many garbage upgrade pulls.
For $25 absolutely not. But if you can get it for around $10 or in a humble/fanatical bundle, sure. The graphics are the highlight on the surface, but the animations and cutscenes are rather low quality so it very quickly loses its magic. Combat is serviceable though very repetitive restricted to 2D areas. Exploration I'd say is below average. Overused boring hacking minigame, constantly tapping scan to see which copy paste container is lootable, 2D jumping segments not very fluid, sometimes you just can't grab ledges for some reason. But I can look past all that. What really weighs this one down is the cringe dialogue and story. There's so much of it and none of it is really interesting. 70% story, 30% fighting. Easy no missables 100% though.
美工好评,编剧和狗一桌
Overall: C- | Reviewed in: August 2025 I am convinced that no one knows how to pronounce the name this game. It’s never said in the entire runtime (or even in any unspoken text, as far as I can tell). To the best of my knowledge, ‘Mutationem’ is complete nonsense both in-game and out. So, why bring this up? Because first: I think it’s vaguely funny (both in humor and peculiarity) to title your game something completely made up and nearly unpronounceable, and second: it is indicative of the game at large—attention grabbing but utterly vapid. But let’s start positive. The game’s gorgeous. It has a striking combination of low-poly environment with 2D sprites for all the characters and enemies. Every city you visit feels rich and lived in. If you are the type to obsess over lore and the mundane in a fantastic setting, there are more than enough little tidbits here and there to sate your appetite. Advertisements and movie posters are scattered around the landscape and despite the tiny size of the explorable area, there’s a real verisimilitude which permeates those locals. You can easily see how our world could become just like this with 50-100 years more technical development. Cyberpunk aspects are both obvious but subtle enough to feel like natural extensions of our lived realities. For the first few hours of this game, I enjoyed just taking it all in. I read all the newspapers and talked with the random people on the street just to become familiar with the world. The opening impressions are where this game is the best. As the game goes on, however, this shine quickly wears off. A slick veneer cannot save a thoroughly mediocre game. The writing is not good. Dialogue is often stilted and unnatural and just generally flows poorly. Maybe this is an artifact of translation; ThinkingStars is a Chinese studio, after all. But the plot has no excuses. The main character, Ann Flores, has mysterious fictional illness. This inciting incident is what causes her brother, Ryan, to go off looking for a medicine which is totally real guys, it’s just hard to find. Did you check in between the cushions? So, while Ryan has gotten himself into trouble looking for this medicine, Ann and her…sidekick? Ayane. The plot generally unfolds using the brilliant structure of Super Mario. “Ryan? Oh, you just missed him. Keep looking though! He’s absolutely in that next castle.” When the trail goes too cold, a mysterious woman will sometimes appear and just point Ann in the right direction. Only Ann can see her, and she is never explained nor explored. The plot only devolves further from there. It becomes increasingly obtuse as they introduce literal, actual magic to the plot. Critical elements of the plot are buried in very miss-able, completely optional, text logs with ~spooky random redactions~. This is to say nothing of the SCP “inspirations.” The characters aren’t much better. Too often if feels like they are attempting to write tropes first and characters second. For example, Ann is a lady of action and is blandly stoic and lacks much personality at all. Ayane is annoying and obsessed with Ann and constantly flirts with her. Ann does not reciprocate at all and finds this behavior also annoying. Sure, it is a gay attraction but it is only played as a joke like Brock in Pokémon. Is the combat a saving grace then? No. The side-scrolling combat sections are always very straightforward. It’s your standard light/ heavy attack combat with both a block and a dodge. Enemies are mostly just fodder and bosses are sponges. But any semblance of balance is out the window when you get the upgrade ‘Blade staff: Air Blade.” It’s a strong, disjointed attack which stuns and launches almost every normal enemy and can be doge-cancelled at any point. It’s the answer to every combat problem and basically trivializes every fight. Anno: Mutationem grabs your attention with a strong visual identity, and intriguing world. The combat keeps you engaged. But upon closer inspection both begin to tarnish as the depth of both is reviled to be an illusion at best. Just like the title, it only grows more confusing with closer inspections.
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I'd divide the game into two parts: [b]The first part[/b] is kind of slice-of-life game set in this beautiful Cyberpunk world. You got 3 cities and some more rural areas and dungeons to explore. Of course being a small budget indie game you're not getting full open-world cities, but the game does a good job at making the cities feel big and lived-in. They all have their own character and visual style. There's also lots of side quests to do: bartending, solving criminal investigations, finding out the identity of a famous pop singer etc. that really brings the game alive. The main quest is more of a background thing. There are some combat and platforming sections, but most of the game is spent in the 2,5D semi-open world. [b]I'd give the first part of the game a straight 10/10[/b], honestly. I absolutely loved it. The game is just oozing with style and atmosphere and I really liked the characters and Ann's family and her cozy apartment and everything. The main story is completely unknown to player at this point but it doesn't matter because everything else makes up for it. [b]Then there's the second part.[/b] It's hard to say where I'd draw the line between the first and second part, but at the very least when the final dungeon begins. The slice-of-life stuff takes a backseat and it's time to focus on the main story. Except that you still don't know what's going on. And this is where the game falls a bit flat and leaves people disappointed. The game absolutely refuses to explain anything until maybe the last hour of the game. And the story and idea behind the game is actually really good! It's a shame by the time they finally explain everything I found myself thinking "that's really cool, shame I kinda stopped caring several hours ago". And now, don't let the term "final dungeon" fool you. It might sound like the first part of the game takes like 90% of the game's duration and then you got a bit less-than-stellar ending but no, the final dungeon takes probably 1/3 of your total playtime. It goes on for an absolute eternity. It just never ends. There's a million boss fights and endless amount of corridors and platform sequences and puzzles. Now, I personally enjoyed the fights; they were challenging but I beat every boss on first try. But if you're one of those who aren't feeling the combat of the game this will be pure torture for you. And since the game just refuses to give even tiniest breadcrumb for you to care about the story, you're just forcing yourself to go through hours of combat hoping that the end really makes it worth it. [b]I'd give the second part 7/10 at best[/b], only because I enjoyed the combat. Maybe even 6, just because how disappointed the game leaves you feeling if you start thinking about how good the game could've been with better pacing. [b]So, the overall rating would be like 8-8,5/10[/b], which isn't too bad. It's just a shame that the game leaves you with a bit bad taste, especially considering how much I loved the first part of the game. I obviously don't regret playing it and recommend giving it a try, at least when it's discounted. Pretty easy game to 100% too, just make sure to save your game before entering the final chapter (the game warns you about it and there's a save point right next to the entrance). The game comes with some DLC, but honestly, it's not that interesting. Some sort of isometric minigame. A bit disappointing, I would've preferred some DLC that gives you fighting and platforming levels in the cities or something.
Игра совсем ни о чём. Не потому что прям плохая, а потому что там совсем нет ничего выделяющегося, безыдейная как не знаю что. Сразу встречает отвратительная мешанина пикселей налепленных на полигоны - худшая система "под ретро", которую только можно придумать. От полного трындеца уровня Crying Suns отделяет только разноцветность и аниме фансервисные девки и женоподобные пацаны, красиво сделанные даже в таких условиях. По геймплею тут бегалка туда-сюда по городу с квестами и основным сюжетом, по боёвке - 2д соус с перекатами за спину c кучей лечилок, прокачка чисто количественная, банальщина короче. На первом крупном боссе игра хоть как-то ожила, но в целом кроме боссов там ничего особенного. Нагромождение ненужных механик, сделанных поверхностно, кое-где миниигры и тоже слишком недоработанные. Повествование тоже сумбурное. С первых неуклюжих диалогов в городе сначала подумал, то тут тоже трафаретный киберпанк аля Dex, но тут всё же хоть постарались что-то собрать. В итоге от блуждания по неоновым улицам со всякими там разборками банд и сайдквествами игра плавно перетекает в анимешный SCP, причем не похожий по стилю, а прямо тот самый, но переименованный, и вместо битардов тут аниме-пацаны с соответствующим пафосом и разборками с силой за 9000. Даже прямо скоммуниздили из фонда неубиваемую рептилию и дочь ведьмы, и это из того что я заметил. И тексты обращения с предметами, ну это даже Контрол "по мотивам", это прямо как фанфик по фодну. Не совсем заурядный сюжет, но видно чьи уши торчат. При этом всегда есть порталы обратно в город на погулять и сайдквесты, что создаёт полнейшую кашу в атмосфере. Музыка вот хорошая... чтобы альт-табом при включённой игре пойти хандрить в интернете, отсюда у меня почти 50 часов игры в стиме и набежало. Однозначно плохого (кроме графики) в игре нет, но и ничего хорошего, поэтому это просто "невыразительная посредственность". Господи, да они в качестве доп игры даже наскоро слепленный на коленке клон Gungeon сделали! Ужасно простой и с глюками спрайтов, но играбельный. Реально, как вчерашние студенты во время обучения инструментарию плавно перешли в создание игры мечта, наделали дофига и усердно, но, не обладая пока большой насмотренностью, сделали поверхностно и без изюминки, нахватав напрямую фич из любимых вещей.
> Beauty is only skin deep ## Why - Stunning 2.5D with plenty of care put into (most) environments - Combat is pretty fun, if not particularly challenging - Packed with personality/pop culture references ## Why Not - Story is laughably incoherent - Lots of dialogue, lots of it awkward (in English) ## Impressions "Frustration". If I had to choose one word to describe ANNO: Mutationem, that'd be the one. ANNO gracefully delivers a stunningly rendered cyberpunk world packed with cool character designs and fluid combat, then falls flat on its face the second it opens its mouth. I'll start with the positives, including some surprises I didn't expect from this style of game. The main draw is definitely the presentation, pixel art characters over a 3D, neon-drenched backdrop works so well for a Cyberpunk setting. The amount of effort put into this aspect of the game is ridiculous; backdrops are detailed and the number of distinct, cool looking filler NPCs is mildly ridiculous. There're also a few cameos; I was delighted when the bartending minigame lead to me meeting a certain other cyberpunk bartender and her boss. There's a lot of pop-culture influence here as well, the main antagonists being a mix of the SCP Foundation and SEELE from Evangelion (mostly in terms of iconography) is freshest in my mind, but there're referential posters, dialogue and characters scattered throughout. To avoid the confusion of controlling a 2D sprite in 3D space, during exploration you can move in the Z-axis but can't jump, while in combat you're limited to the movement of a side-scroller. The combat is another strong point; as full of systems as the world is full of unique NPCs but somehow pulling it off. You can parry, block, use heavy/light/melee attack combos, shoot enemies with 3 different gun types, juggle them in the air, break their stance then use a finisher move, transform into an unkillable monster, deflect projectiles like a jedi and use your iframe dash to break enemies ankles. If I had a complaint it's that 90% of the enemies in the game require absolutely none of this, you can just mash attack at them & occasionally dodge to win encounters with no damage taken. This has the knock-on effect of making the (often pretty creative) bosses feel much harder than they are, as they sometimes require you to actually use some of these mechanics or do something creative like bait projectiles from one enemy in a group fight into hitting the others. I was also pleasantly surprised by the level design at times; sure there're a lot of blank corridors with enemies to fight but there's also a surprising number of Dark Souls style shortcuts to unlock which'll allow you to loop back to a 'bonfire'. The side quests I tried may have just been 'go talk to person X' or fetch thing 'Y', but some of them at least had memorable endings (like unmasking the identity of a popular idol). Exploration is definitely rewarded as well, there's endless junk to pick up and a lot of it provides even more pop culture references if you read the item descriptions. This deluge of loot kinda leads into one of my criticisms of the game though; there's just way too much stuff. While there's certainly a lot of loot, none of it feels meaningful. There's so much that you'll end up just hitting 'take all' every time you open a container without even looking, because there's too much different stuff to keep track of. It doesn't help that junk is literally junk other than their fun item descriptions, selling for nothing, and components require another opaque disassembly step to become anything you can craft weapons with. You need a whole bunch of components to craft anything, and when you pick stuff up there's no way of knowing if it's what you need or not because there's no relationship between what you pick up and what you see on the crafting screen. It would've been much better to tone the _amount_ of loot down and instead make the stuff you find actually meaningful, something a lot of other games already figured out. The same issue of quantity over quality applies to the dialogue, but isn't its biggest issue. At the beginning of the game I stopped to listen in on every conversation & talk to everyone; there were enough hints of personality and humour that I thought it'd probably be worth it. Unfortunately by mid-game I was ignoring NPCs and mashing 'A' through every required conversation, and by late game I skipped a lot of cutscenes altogether. I'm gonna assume it's partly a localization issue because those hints of personality and humour do make occasional appearances; maybe in the original Chinese it's way better. But I suspect the sheer quantity of NPC dialogue, conversations you can overhear, cutscenes and story dialogue just mean they couldn't come up with enough interesting/coherent things for characters to say. Speaking of coherence; the story does not have it. You start off pretty well; mysterious illness, hacker sidekick, missing brother in trouble with a gang. But the writers made the unique choice of leaving you more and more bewildered as the story progresses, right up until the end. Characters make absolutely nonsensical choices, overreact to tiny things or don't react at all to major reveals and the cutscenes meant to reveal what's happening behind the scenes are just used for cringy aura farming. I'll give you a few of the more egregious examples of stuff that makes no sense: - You break into the container-ship base of a major gang leader, free a prisoner, murder your way through his entire gang, kill his giant robot boss... and then are warped to his office where you have a pretty relaxed conversation with him, during which he tries to _threaten you_. The person who just waltzed into his base and soloed every defense he had to offer. - The false ending is pretty easy to get, but that's not really the issue. The issue is once you get it you simply appear in front of Deus ex Machina lady, who calmly informs you she saved you off screen and to please proceed through the corridor to the right so you can get the real ending. They don't even try to provide an in-universe explanation for this, or tell you why you should've known to beat this one random guy beforehand. I don't even remember seeing him before mask lady pointed at him and said 'go gettem' Last and definitely least, the final choice. A member of the organisation who has kidnapped your brother and your best friend, spent the whole game trying to alternately murder, manipulate and control you and is just generally presented as being ultra-shady offers you a totally trustworthy bracelet to suppress your powers, telling you they won't let you leave. Mind you, this is immediately after you dispatched an interdimensional monster they had no hope against, so threatening you is once again hilarious. If you make the only rational choice, resisting and escaping with your brother, he decides to charge ahead of his godlike sister and get shot (which she somehow doesn't stop), leading to you going crazy and the world ending. To get the good ending, where everything is sunshine and rainbows, you need to take the control bracelet and trust that the MAIN ANTAGONISTS OF THE GAME will do as they promise and 'hopefully' let you go live a normal life. I really wanted to like ANNO: Mutationem, and the combat/visuals did get me through to the end, but man the story made it a slog. My suspension of disbelief had only just recovered from the final season of Stranger Things, and now it's absolutely in tatters. Despite that I actually recommend this game, which might be difficult to believe after the last few paragraphs. Just don't go into it expecting a story, skip all the dialogue you can if you care about story and enjoy the creative combat/beautiful scenery that makes this game worthwhile. Probably wait for a sale though, the full price for a game with no story is a bit much.
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