Revenge of the Savage Planet Review – Not Down With the Space Sickness

When “Journey to the Savage Planet” was released, it generated some buzz due to its blend of modest crafting features alongside a well-defined action-adventure storyline. Additionally, the shutdown of Typhoon Studios following Google Stadia’s disappointing outcome played a role in its reception.

It might surprise you to discover that the follow-up title, “Revenge of the Savage Planet” by Raccoon Logic, which emerged from the fragments of Typhoon, adheres to similar principles. Like its predecessor, it satirically critiques capitalism and its detrimental impacts, subtly through your robotic aid, Eko, and in larger, frequently distastefully unamusing segments due to the real-life TV commercials.

If you enjoyed the initial game, prepare for a similar experience enriched with fresh features. Expect diverse celestial bodies to traverse, novel alien creatures to study, catch, and analyze, plus enhanced vibrant graphics.

Experience a similar story-driven gameplay, this time on an expansive map filled with various Metroid-esque areas that encourage exploration and discovery: “Come back later” hurdles, hidden collectibles, and challenging puzzles. The combat begins as a frustratingly weak pistol, but over time it becomes less laborious. It’s a familiar yet refreshed take, complete with numerous humorous nods to popular culture. Sun salutations all around? Spider-Man’s corner? A clever Portal reference (one of the game’s best executed) – you’ll find them all here.

In essence, playing Revenge of the Savage Planet is similar to the first game but offers additional features such as new tools, various alien planets to discover, fascinating new alien species to study, capture and learn about, and a more vibrant visual presentation. If you found the original’s style of exaggerated, sometimes problematic satire or immature humor unappealing, then its sequel might also not be to your liking. However, fans of action-adventure games may enjoy the game despite some bumps along the way due to the exciting exploration it provides.

The tale opens as you, a past employee of Alta, find yourself stranded on Stellaris Prime, resembling a shipwreck survivor. You’re mysteriously off course from the intended living area, Nu-Florida. Previously, Kindred Aerospace was taken over by Alta, a corporation that projects a warm and family-oriented image, yet its leaders are so theatrically villainous they border on being uninterestingly cliché.

Between waking up from cryosleep and reaching this new world, you’ve lost your job and must adapt to its challenges. This situation prompts Martin Tweed, the ex-CEO of Kindred, to contact you, raising suspicions about questionable activities with Alta. Your task is to collect evidence and assist him in building a case against these allegations. Meanwhile, it’s crucial for you to retrieve your tools so that you can fix and manufacture parts for a Javelin spaceship, which is the only means to return to Earth.

What’s the reason behind your tools being dispersed among various universes and meticulously arranged? It seems odd that some species and environmental elements are prevalent, regardless of the diverse ecosystems across these planets. There’s a puzzling aspect to the narrative of “Revenge of the Savage Planet“, even though the climax of the smear campaign against Alta turns out to be less dramatic than anticipated. It’s intriguing because the build-up against Alta ends rather anticlimactically.

Each of the four planets presents a unique and captivating visual scene, with distinct ecosystems. The first, Stellaris Prime, boasts swamps and rainforests adorned with towering mushroom-like canopies and rugged cliffs.

For me, the humor in “Idiocracy” doesn’t resonate. Humor is a personal preference, and it might strike you as amusing. You could find the over-the-top villain screams, the jab at Electronic Arts, or the flatulence jokes entertaining. However, after a while, it all seemed like excessive noise to me, and the frequent breaks to watch video messages felt repetitive and tedious at times. The inability to permanently shut off the TVs is also irritating, although it does align with the corporate dystopia of the future.

Gladly, I’ve found some captivating aspects about “Revenge of the Savage Planet,” with the exploration being the standout feature for me. Each of the four planets presents a unique and visually stunning landscape: Stellaris Prime, with its swamps and rainforests adorned with towering mushroom canopies and cliffs; Xephyr, a desert world marked by endless dunes and rocky expanses; Quasadron IX, a planet of volcanic lakes, snow-capped mountains, and a hidden, treacherous cavern; and finally, Zenithian Rift, whose vast savannah stretches towards the horizon, offering an unparalleled view of distant vistas.

You have ample room to traverse these landscapes, uncover Orange Goo to boost your maximum health and endurance, blast open mineral veins for Aluminum, Carbon, and Silicon, or stumble upon new clothing items to personalize your character’s look. There are also obstacles to conquer in order to elevate your rank and access additional Blueprints, not forgetting the need to gather Printer Slurry for crafting purposes. Additionally, completing tasks such as scanning items will yield rewards.

After that, you’ll encounter enigmatic Sanctuaries, each leading to challenges reminiscent of game shows, supervised by an elusive, completely enigmatic figure. Gadgets such as the Power Sprayer, Magnetic Spoon and Remote Quadcopter offer engaging platforming and problem-solving opportunities. These tools allow you to manipulate electrical circuits in your surroundings, adjust or retract metallic barriers, and maneuver through narrow spots while dodging laser traps. Decorating your home is also available, providing a pleasant diversion, with its various unique animations.

Regarding the creatures found across these planets, some share similar functions – a simple-to-capture Raccocco on Stellaris Prime is quite comparable to the easy-catch Puffer Fox on Xephyr. However, there are exceptions like the teleporting Vaperon and the aggressive Wardrill that set themselves apart.

With the Power Hose, you can create various situations: You can douse enemies in green sludge and set it alight, stun airborne adversaries using water for simpler captures, or spray an electrical goo to cook a horde of agitated Wardrills.

Gathering specific types can enhance your knowledge and improvements, involving spotting vulnerabilities and aiming attacks. There’s a satisfying cycle of collection, similar to the famous ‘catch them all’, even though their descriptions and appearances maintain the same amusing tone. Be on the lookout for the Tatushkey, a creature that shrieks at an ear-piercing pitch before you defeat it, and if you manage to laugh in response, it’s with sheer desperation.

The storyline quests are engaging enough without overwhelming you. Certain planets play bigger roles than others during gameplay, but exploring Xephyr in pursuit of a colossal worm, which leads to an underground cave battle, and scaling the peaks of Quasadron IX by swinging and sliding across energy beams is enjoyable.

Although having various upgrades and collectibles is alright, most situations don’t require owning them. Making the Proton Tether function to grapple anywhere instead of just specific points might seem appealing, but it’s largely unnecessary unless you’re aiming for complete exploration. The controls are generally responsive, though there are a few instances where my character fails to grip or climb certain ledges properly.

In a somewhat complex situation, the Blaster’s Charge Shot packs quite a punch and its augmentations allow it to ricochet, but overall it’s rather basic. I wasn’t fond of my movement being restricted during charging or the brief pause following a Charge Shot discharge, which frequently made it seem like the only strategy for dealing with tougher enemies.

With the Power Hose, you can create diverse scenarios such as coating enemies in sticky green substance and setting them ablaze, stunning airborne adversaries using water for simpler capture, or spraying electric slime to electrify a horde of agitated Wardrills. The boss battles are entertaining, albeit not excessively difficult (on the standard mode), as they test your familiarity with newly obtained tools.

In terms of both its challenging gameplay and robust platform mechanics, the game “Revenge of the Savage Planet” provides an enjoyable adventure experience, suitable for players who are able to appreciate its unique sense of humor.

At the 10.5-hour point, I’ve already concluded two significant storylines. The remaining third and concluding part needs work on two additional segments, making the total story span approximately 12 hours. There’s plenty of room to expand this narrative with all the optional content available.

Experience of the Savage Worlds is an unusual journey. Despite my strong aversion towards the satire that seemed repetitive with its supposed biting commentary and quips, I found myself captivated by the intrigue of each planet, delighting in the exploration of hidden corners for potential enhancements, and amused by scanning various items to see if their descriptions could provoke a chuckle. Balancing above-average combat with reliable platforming, it provides a satisfying expedition for those who can endure its humor.

This game was reviewed on PC.

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2025-05-05 16:12