Post Script
Not all those who wander are lost
One of the many traditions Biomutant gestures towards is the western open-world RPG, in the mould of Bethesda and Obsidian, and at least one thing carries over from those games fully intact: it’s much more fun if you stay off the critical path. Putting aside the battles with those colossal world eaters, sitting like load-bearing columns at the four corners of the map, the whole thing is essentially a series of extended fetch quests. Go here, hit that, grab this, bring it back, rinse, repeat.
The value of this structure, of course, is that it provides an excuse to pull you back and forth across the map. Head directly to your next objective (or, worse, fast-travel to the nearest spot to your goal) and Biomutant quickly becomes a dreary affair. But allow yourself to potter, treating the main quest as a loose travel suggestion, and the game’s strengths reveal themselves.