For those who take titles at face value, Journey to the Savage Planet may
disappoint. The first things you see are a spaceship computer screen,
reporting an “error” on the flight log—otherwise known as a crash—and an
astronaut rousing from a doze. So much for the journey. As for the
planet, a wild and writhing rock designated AR-Y26, well, the beasts
that roam its prairies are no match, in their savagery, for those back
on Earth. Your mission, as defined by a briefing memo from Kindred
Aerospace, the corporation you work for, is to “turn over every rock,
scan every blade of grass and dig the precious crafting ingredients from
the innards of every beast you encounter.”
Such is the style of humour—blithe and breezy, with its bite filed down—that peps up the atmosphere of Journey to the Savage Planet.
Now and then, you are treated to FMV clips of Kindred’s CEO, Martin
Tweed, a grinning goon with a frazzled horseshoe of hair, whose idea of
encouragement is to try and sell you on the company’s queasy vision (“We
can be bigger. We can be more”) and have you periodically submit
survey-based progress reports. This is the début game from Typhoon
Studios, an independent developer comprising 27 employees, founded by
former members of such cozy companies as Ubisoft, EA, and WB Games
Montréal; any resemblance to actual persons or practices is, I trust,
purely coincidental. What we have is a first-person sci-fi
adventure-platformer, with—but not focussed on—shooting, all about
exploration and gathering materials in an open, but manageable, world
that lasts under fifteen hours. If we didn’t have the luxury of time, we
might call it Every Man’s Sky.
Starting at the site of your downed ship, you venture out to explore
AR-Y26, which, as your in-helmet AI informs you, “doesn’t seem to be,
well, a planet at all, really… more a detonation of rocks.” True enough,
the terrain is composed of disparate plateaus: compacted biomes that
seem to have been blasted skywards, and remain loosely tethered by
gravity. You begin in a comb of icebound caves, emerge into a meadow of
fleshy blue plants and pink willows, and climb your way up the mountain
at the centre—shades of Grow Home, which kept its main
objective, a giant beanstalk, planted in view at all times—in search of a
power source (that most stately of science fiction MacGuffins).
Fans of Metroid Prime may find themselves swinging between
fits of nostalgia, for all the environmental scanning you’ll be doing,
and panicked flashbacks of slippery first-person platforming. On the
latter, fear not: jumps feel lofty but tight, heightened with a hearty
gust from your jetpack and lengthened with a lash of your energy
grapple—a crackling wrist-mounted chord that winks back to the Grapple
Beam from Super Metroid. Traversal is blighted by the
occasional bug—a grapple point icon not popping up in time, say, or your
astronaut’s refusal to grasp a ledge—but it’s rare enough not to ruin
your day. The best navigation in Journey to the Savage Planet,
however, is done without moving an inch. Your suit comes equipped with a
scanner, which transforms the world into wireframes and plunges it into
a sea of dark greens, like a glowing Game Boy screen, offering up
scraps of information on your surrounds.
You don’t actually need the information, mind; unlike in Metroid Prime,
scanning is rarely essential, but what it does, like much of what
you’re doing, is in service of summoning a mood. It’s a game of
MacGuffins, so to speak—what you’re doing and why you’re doing it is
inessential to the joys and the juice on offer. Take the orange goo that
you occasionally find: that it increases your maximum health and
stamina capacity is a minor detail; far more important is the way you
gouge a thick glob of the stuff and smush it into your mouth (or rather
your visor). Likewise, the various gadgets you acquire—which gate your
upwards progress—are no match in their function for the forms they take:
starfish-shaped seeds that provide a nook to grapple, bright-blue orbs
that fizz and fire jolts of electricity (the better to open jammed doors
and freeze enemies in a jitter), or spiky purple bulbs with enflamed
innards that explode like grenades.
You could argue style over substance, and it’s a criticism that
sticks; it just doesn’t stick as strongly as the style. Granted, the
boss fights that sprout up here and there, which charge you with hitting
a glowing Achilles heel—or tail, or pustule—are something of a drag.
And the core loop of play starts to limp before the finish line of the
end credits. I noticed, around half-way through, that I looked forward
to getting back to my ship not for the next upgrade to my gear—a
power-up for my laser pistol, an extra fuel tank for my jetpack—but for
the next commercial beamed to the TV screen. (My favourite of these is
for the Mini Mall Monkeys Micro Mills Plaza: a toy that lets you grow
your own tiny humans and set them loose in a shopping mall, breaking
them out of their zombified fugue by triggering Black Friday sales.)
Perhaps more intriguing is how the tone contorts the way you play. One of my favourite things to do in Journey to the Savage Planet is
to encounter a Puffbird—a cross between bird and balloon—boot it to the
heavens, and then shoot it in mid-air, causing an explosion of slime.
Cruelty succumbs to comedy, and the mood is breathable in the game’s
atmosphere. The press material describes it as “harkening back to the
Golden Age of science fiction,” but I would place it slightly before; it
feels like the freshly squeezed product of the pulp era of the 1920s
and ’30s, of writers like Edmond Hamilton and Edgar Rice Burroughs. It
was Burroughs who wrote, in The Land That Time Forgot, “You are here for
but an instant, and you mustn’t take yourself too seriously.” That
mingling of the cosmic and the comic, the sting of mortality wrapped in
good cheer, abounds in Journey to the Savage Planet. Its satirical barbs are light, and, most important, they remember to be funny.
The game’s prevailing irony is that, counter to the corporate
appetites of those back at Kindred, it’s modest in scope; its ambitions
don’t overreach, and any repetition or drabness in its mechanics is
spiced by its humour and its modest run time. It can be bigger. It can
be more. I’m glad it’s not. And it marks an impressive first outing for
the newly liberated developers at Typhoon Studios, too, for whom reality
has an even greater irony in store: they have just been bought by
Google.
Developer: Typhoon Studios
Publisher: 505 Games
Available on: Xbox One [reviewed on], PlayStation 4, and PC
Release Date: January 28, 2020
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