Revenge Of The Savage Planet Review – A Goo(d) Time

Instead of following the typical “Revenge” sequel formula that’s often associated with a darker tone, Revenge of the Savage Planet surprisingly veers away from that path. This sequel to 2020’s Journey to the Savage Planet takes its predecessor’s quirky nature and amplifies it, offering four vibrant alien worlds to traverse as you catalog every plant and creature on your quest to uncover the game’s many mysteries. It’s a fascinating blend of genres, with its core being a pulpy sci-fi action-adventure with metroidvania influences. However, it also incorporates elements such as puzzle-solving, survival-crafting, creature-capturing, and even design aspects reminiscent of Animal Crossing for an eclectic mix. As in the original game, combat remains a notable flaw, but this sequel significantly improves upon its predecessor in almost every other aspect.

If you found it amusing rather than usual, the plot of Revenge of the Savage Planet seems heavily influenced by the events surrounding its development. The team behind Journey to the Savage Planet, Typhoon Studios, was bought by Google in 2019, mere months before the game’s launch. This acquisition was intended to produce games for Google’s Stadia platform, but unfortunately, the platform itself didn’t last long. As a result, the studio was closed down. Many of the team members regrouped and formed a new company called Raccoon Logic, managing to retain the Savage Planet intellectual property. This led to the creation of Revenge of the Savage Planet, a game that humorously portrays corporate blunders similar to those experienced in their own journey.

In a nutshell, you awake from a century-long slumber as a nameless space explorer belonging to Alta Interglobal, a corporation that took over your old company, Kindred Aerospace, during your cryosleep. To make matters worse, you’ve been let go along with all the other ex-Kindred employees. Stranded in an alien universe now, your mission is clear: seek vengeance against your former employer and find a way back home.

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Understanding Raccoon Logic’s background gives a somewhat sharp edge to its satire of corporations, blunders, and foolishness. However, despite being sharper than anticipated, this game, titled Revenge of the Savage Planet, is primarily a cheerful and hopeful one that doesn’t get overly dramatic. It doesn’t matter if it’s mocking CEOs through numerous humorous FMVs or placing you on another colorful planet filled with strange alien creatures. The narrative might not be profound, but it shines brightest when it explores corporate incompetence. When it departs from this theme for the final act, transforming into a detached critique of game design, the story falls short.

Even though this late-game hurdle didn’t dampen the hilarious, offbeat spirit that pervaded Revenge of the Savage Planet up until then, it’s important to acknowledge its humor can be hit or miss. From a song about spending company money on urinals to an ad for a crypto nasal miner featuring boogers on the boogerchain, the game’s Tim & Eric-inspired humor is as unconventional as it gets. Yet, I never found the instances that didn’t resonate with me to be annoying.

The shift from a first-person perspective to a third-person one further enhances the game’s comedic atmosphere. Whether you’re strolling, sprinting, wading through deep water, or even kicking a furry creature in the rear, the main character moves with a whimsical bounce that mirrors a Looney Tunes cartoon. You’ll skid and slide across green goo and pop out of creatures that swallow you whole, injecting a dash of slapstick into your exploration of these alien realms.

Although the change in viewpoint from Metroid Prime to a third-person perspective may seem to detach some elements that tied the original game to its roots, I believe it’s a beneficial alteration. It might feel more uniform, but don’t let that fool you. You can still explore each planet’s unique ecosystems filled with fascinating flora and fauna, and the progression remains much the same, with upgrades gradually unlocked to access previously inaccessible areas using a lock-and-key system.

The shift to third-person perspective offers more opportunities for platforming as well. Each planet is carefully designed to accommodate this new focus on platforming, allowing you to climb onto floating rocks high above or delve deep into the underbelly of a planet.

As you begin the game, you have a double jump at your disposal. Later on, you acquire a whip-like tool that functions as a grappling hook, enabling you to attach to certain surfaces and ride energy rails. This is accompanied by a powerful stomp attack, a device for underwater exploration, and each planet’s unique handcrafted feel, making the process of moving through these colorful worlds satisfying. Beyond this, there’s the sense of progression that comes from gradually unlocking numerous and significant upgrades. The game often diverts your attention with various attractions such as giant mushroom paths leading up cliffs, intriguing cave entrances, or obstacles you can now bypass using your latest upgrade. Exploration yields rewards like health and stamina enhancements, as well as more information about Alta’s wrongdoings, fueling your quest for revenge against the corrupt corporation. Each of the four planets is visually stunning, offering diverse biomes with distinct ecosystems that function independently of your actions.

Initially, you set foot on Stellaris Prime, a planet reminiscent of ARY-26 from Journey to the Savage Planet. This vibrant world soon serves as your operational hub as you settle down in the marshlands of Nu Florida. You’ll find a 3D printer here for creating new enhancements and a customizable dwelling space, replete with an abundance of furniture and peculiar decorations that can transform this habitat into a cozy home-away-from-home.

My personal dwelling comprised a kitchen, bedroom, bathroom, and gym, featuring a full-sized hamster wheel, hugging machine, and a toilet connected to a mini black hole for waste disposal. Engaging in these customizations doesn’t affect the gameplay in any way, nor can you interact with most of the items. Yet, I found delight in the freedom to personalize my surroundings, even though it didn’t influence the game in any manner.

On the diverse planets, you’ll find an array of biomes, ranging from the barren deserts of Xephyr to the striking blend of a frozen tundra and active volcano in Zenithian Rift. Beyond offering visual appeal, these worlds provide an exciting challenge as you explore each unique environment and discover new ways your tools can influence the ecosystem. For example, one essential upgrade is the Power Hose with its Goo Ingestor. There are three types of goo, each color-coded to denote their distinct effects on creatures and plants. Some entities emit it, while others release it upon death, leaving behind green, red, and purple blobs. By employing the Goo Ingestor, you can gather it from specific flora, then spray it using the Power Hose wherever desired. This tool can be used creatively to solve puzzles, such as applying conductive purple goo to create electric paths and activate electromagnetic vines to open a way forward. Alternatively, you can use it to overcome enemies, harnessing the same purple goo to shock creatures or igniting the combustible green goo to envelop anything standing on it.

Even though it has some aspects, the fighting remains rather ordinary in most cases. With no special plants from Goo present, you are left with nothing more than a weak pea shooter as your weapon. Using this slow and unfulfilling gun to take down enemies can be incredibly tedious, so I usually avoided it when possible. However, this isn’t always an option. In this updated version, there is a new capturing mechanic where you can stun a creature by hitting its vulnerable spot, then use your whip to catch and transport it back to your home base. This process can unlock upgrades and cosmetic changes for your spacesuit, such as different color schemes. Some of the game’s objectives require capturing specific creatures. Although it is slightly quicker than killing them directly, I often chose to capture them even if I had already captured that type before, not out of kindness but because combat is just that dull.

Despite some initial reservations, “Revenge of the Savage Planet” delivers a relaxed and entertaining journey that’s fun whether you play alone or with another player, either online or split-screen. It’s an improved and more diverse sequel, showcasing a change in viewpoint to enhance its physical comedy and platforming abilities. The combat might be disappointing, but everything else is delightful, from figuring out innovative ways to use the gadgets and solve puzzles to simply exploring every corner of its vibrant and abundant planets. “Revenge of the Savage Planet” seems to have been brought into being under less than perfect conditions, but it’s clear that Raccoon Logic is overjoyed just to be able to create it.

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2025-05-09 22:32