Chargement...
Chargement...

2004

Analysis generated from community votes
Four mutants, one couch, an evening that slides toward three in the morning.
The profile draws a clear fault line. On the bright side, the thought of taking it to a desert island puts it ahead of 70% of games, and the fun criterion, that thing you fire up "just for a sec" and drop at dawn, pushes it past 75% of titles. On few votes, so to be confirmed, but the color is there. Against that, connection stumbles: it only edges out 40% of games, on just three duels, which already makes it a touch more solid than the rest. The pad sits in the upper middle. There is the tension: a blast in a group, but the intimate bond stays quiet.
In the line of licensed action RPGs, this is a co-op game first, built for sharing and efficiency more than for solitary emotion.
So who is it for? For you if you love smashing mutants together, rolling through levels without overthinking. Much less so if you want a story that ties you lastingly to its characters.
Analysis generated on June 18, 2026
This game's position compared to other voted games, by criterion. Sorted from best to worst.