Mewgenics is, at long last, a worthy successor to The Binding Of Isaac
Edmund McMillen’s cat breeding/combat game is unafraid to give players a middle finger—or the power to break it in half.
Image: Mewgenics, by Edmund McMillen and Tyler Glaiel
I’ve said “fuck you” to Mewgenics more than any game in recent memory—usually after walking straight into one of the million or so ways that Edmund McMillen and Tyler Glaiel’s new tactical combat/cat breeding simulator happily offers to punish the inattentive player. I’ve muttered “fuck you”s both big and small, from the resigned “Aw, fuck you” that comes from misplacing my feline warriors in a way that means I won’t wipe a combat wave in a single turn—thus denying me delicious extra loot—all the way up to the huge, hollow “Fuck you” that comes from accidentally wiping my entire team of deranged cartoon cats because I failed to recognize the Rube Goldberg mechanics of kitty-on-kitty violence. I’d be lying if I said I enjoy these moments, where I have my own inadequacies of planning rubbed in my face like so many cartoonishly drawn feline buttholes. But “fuck you” also can’t happen without caring about the outcome of an encounter deeply. And Mewgenics has an absolutely staggering amount of deep, enjoyable turn-based combat for players to care about.
Although it’s technically McMillen’s third game since he first released landmark indie title The Binding Of Isaac in 2011—after 2017 platformer The End Is Nigh, co-created with Glaiel, and 2019’s interesting-but-undersupported The Legend Of Bum-bo—Mewgenics is, in conceptual terms, The Big One: A 15-year labor of love that attempts to do for turn-based tactical combat games like X-COM or Into The Breach what Isaac once did for twin-stick shooters and dungeon crawls. Which is to say, transform them from discrete experiences into something almost endlessly replayable—the fabled “forever game.” And it does so through an oft-maligned force that McMillen has made an artform of: Randomness.
The random is everywhere in Mewgenics: In the starting stats of the mangy cats that show up at your doorstep (or get popped out of your current cats, once they start humping). (You can turn the cat-fucking animations off, by the way, the game’s one concession to the way McMillen’s gross-out aesthetic will inevitably alienate certain players.) There is randomness in the enemies and bosses you face, and in the special events that occur between fights—which can range from huge benefits all the way down to run-ruining twists of fate. (Spoiler note: If you see a Junji Ito-style crack in a cave wall: Stay the hell away.) And most especially in the abilities that each class of cats, drawn from classic Dungeon & Dragons templates, can develop. A Ranger cat with the Tower Defense trait, for instance—which fires a small, low-damage shot at every enemy that moves into its range—will play very differently from one that’s set up to lay traps across the battlefield. A Mage that focuses on ice spells will be doing crowd control, locking down enemies in giant ice cubes so that your team can whittle down the other targets; one focused on electricity will instead be trying to generate chains of liquids and conductive objects to hit as much of the battlefield as they can with every single spell.
