The Kindred Space program is determined to find a suitable planet for colonization. But when you get to ARY-26, the plans will change. Discover in the Journey to the Savage Planet analysis everything that hides this exploration and adventure game, while we wonder about the true meaning of the genre.
The classic mission daily in the adventure genre is being redefined in recent years. Instead of opting for that string of main and secondary goals, many games choose to mark the end of the road. Something as simple as “survive” or “escape” or “defeat Ganon.” It is a very attractive approach. Although it seems reductionist, in the end, it achieves the opposite: to make the player mark in his head the objectives necessary to reach the end without these having to be pointing them out in a menu.
Journey to the Savage Planet is one of those games that seems to be following this structure. We arrived at an unknown planet, in a mad crusade of a corporation to expand the colonization of humanity. After a complicated landing, our goal is clear: to investigate the alien territory and the strange structure that stands on a mountain and escape alive. “Explore.” “Escape.” We didn’t need much more to get going. However, Typhoon Games’ work seems to be afraid of letting the player do precisely what most encourages his work: exploring a completely unknown alien world.
Investigating the mysterious planet soon becomes routine work. The interface that marks our main and secondary objectives always reveals to us what is the step that we are going to take next and where is every material we need to continue moving forward. Thus, mysticism is lost by making its way to the unknown. Instead of establishing a series of mechanics and skills that the player can develop at will to climb the mountain, everything has established order and optional objectives. The mystery is ruined. The danger, moreover, is practically non-existent.
Investigating the mysterious planet soon becomes routine work.
It is curious because Journey to the Savage Planet has a clear intention to show an open environment and ready to explore. Although initially, it maintains a small scale with which to keep the pitch under control, then it wants to expand into new and increasingly large areas that it tries to fill with secrets. There is backtracking, of course, but in a few moments, I had the feeling of needing it. The reasons for returning were hardly good excuses to continue expanding your life or endurance, instead of discovering a secret area that was truly crucial in the development of the adventure or that posed a new challenge to the player. As much as the game looks for the breadth of sight and the vertical space, behind the lush fog that camouflages the mountain, more linear design is hidden than it wants to appear, in which the new skills we get do not alter the rules of the adventure.
Death as trial and error
Even so, touring this wild planet is done with courage. It helps a lot with the graceful movement of the protagonist, especially since we got the double jump in the first bars and we can regulate the falls. There are not too many enemies, nor will they put us in too much trouble. It is true that this is not a shooter, but an adventure of exploration, so I miss more than the enemies to test our good preparation than our ability to command. Also missing are more elements that enhance this exploration: puzzles, inaccessible areas and puzzles to solve with a reward at height.
Instead, the game focuses on the collection of resources. Whether breaking the ore or ending with their creatures, we collect carbon, silica and aluminum alloys, among others, that will help us improve our character, the unique weapon, and his suit. The improvements are small. Power the gun or its reload time. Add space in the suit with which to collect more resources. Ability to store certain hazardous substances. Except for those that allow us to expand our movements and jumps, nothing attractive enough for the player to feel the need to spend a lot of time on it. It is appreciated, yes, the opportunity to scan certain elements of the planet, They help you deepen your story and discover new blocked recipes that add to our list of skills.
I think Journey to the Savage Planet is the basis of what Typhoon could have managed to further expand his idea. It is clear that his approach brings him slightly closer to the genre of crafting and survival that dominate works as well as Subnautica or The Forest. But where these games are capable of encouraging the curiosity of the player and adding enough dangers to keep him at bay, here everything seems more like a small alien safari. I have barely died a handful of times and some of them by a slight setback with the jumps. The others, for the battles against final bosses that are entertaining, while you discover how to attack their weak points.
Although the game can be enjoyed perfectly with a single player and is focused on it, it offers an interesting and fun cooperative mode, which invites two players to explore the map at their free will, so that they can go together in the adventure, but also move away from each other and find optional secrets by mapping. An option that undoubtedly gives a new look to adventure and, at times, can make it more attractive than traveling around the world alone. An own universe that never forgets its humorous facet, which is quite accomplished. The small explanations of artificial intelligence about how teleportation really works, or what is the reason behind your getting more health, are pleasant. The ship, which serves as the basis for acquiring our improvements, is accompanied by a series of videos made with real images that help to deepen something in its simple history and gives some life to this crazy universe.
The planet ARY-26 is very colorful. You can sin of little variety, but keep a few surprises
Perhaps the feeling with which I stay most from Journey to the Savage Planet is that, while I see a game that could have expanded more, its approximately 10 hours have lasted until A little long. In some moments I feel that I had to be the one to pull the car, more than the game of me. I believe that these very specific objectives, which tell me absolutely everything I have to do and where exactly I should go, have ended up taking away the graceful approach to exploring an alien environment. Although the world offers an interesting design, which extends in an original way vertically, to the top of its mountain, in its climbing loses the opportunity to trust the player. “Explore.” “Escape.” It’s all we needed to know on your part, to enhance the true meaning behind the word ADVENTURE.
Journey to the Savage Planet wants to take you to an alien planet to live an exploration-based adventure. But the more I entered the planet, the more I had the feeling that my movements were too guided and controlled by the game. Everything in Typhoon’s work seems to encourage the player to explore your free will, develop skills and strengthen, which is a lot of fun. However, it hides a structure that is too closed and limited for the experience it wants to offer.
- A colorful and interesting planet to explore.
- The humorous tone of the game marries very well.
- The cooperative mode.
- Its structure is too guided and closed for the type of exploration game it is.
- The skills are not very attractive to get all the options.
- Although there is a possibility of backtracking, it fails to encourage us.