It’s not essential that you find them all to complete the game, you just need certain arbitrary upgrades to breach into new areas – one of the exploratory compromises made to push you through its hub worlds.Įach area has its own silly name and peculiar beasts to encounter as you doss around, upgrading equipment and cataloguing the flora and fauna. Levelling up is achieved by finding and ingesting ‘Orange Goos’, one hundred of which are dotted around the game’s map. You source these from side quests and materials that you’ll acquire by discombobulating the alien oddities hiding in caves, swamps and on sky mushrooms scattered throughout the world. The maps are relatively small but hide secrets that you’ll need to figure out later once you’ve earned and learned upgrades. To give you the skinny, it’s an open-world adventure game with some metroidvania elements. Similarly, the notice board in your busted spaceship fills up with postcards depending on where you’ve been, as you frantically search for a way back home from this unknown, hostile environment.
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You can scan your own corpse and bury it, turning it into a numbered monolith that reminds you of every time you made a grave mistake – it’s a brilliant turn.
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On the way back from my delightful dance with death I encountered one of the game’s finer details. Related: The Walking Dead – Saints and Sinners review The tiny owlish dino-beasties that roam between food piles titter and roost in packs – I swear I wouldn’t have killed any of them if I hadn’t realised the haptic joy of the power slap, the first means by which Savage Planet allows you to interact with the world.Įventually you do get a gun, but it’s completely weightless and lacks any crunch – the simple, unabated power of Journey to the Savage Planet’s happy slap reigned supreme throughout the adventure as one of its finest features, letting me send blubbery aliens flying and turning their gooey remains into masses of helpful resources. The animation team deserve a lot of credit for bringing the world to life. There were plenty of accidental discoveries like that during my seven hour playthrough. I thought they were cute but a complete pushover – my leading thought process until I slapped an alpha and it combusted right in front of me, stripping me from my meat sack and scattering my collected resources to the wind. This first revealed itself in the starting area, where I’m introduced to a species of puffy owls. It’s made me wonder why every game doesn’t have some sort of similar system – discovering the habits of unpredictable creatures in a brave new world is always exciting. Journey to the Savage Planet understands the joy of scanning things.