Its core principle is exploration, which also happens to be its best attribute. At different times, it feels like a metroidvania, an RPG, a platformer, and with the constant dual-wielding of guns and special items, it can even feel like a much less self-serious BioShock. Typhoon says the game is designed to respect players' time by trimming the fat weighing down so many bigger games. Journey to the Savage Planetis an amalgam of many genres in a single 15-20 hour experience. Landing on planet AR-Y 26 after Earth has been rendered uninhabitable, space exploration company Kindred, who proudly boasts of being "fourth-best in space," asks you to scan the world and weigh its merits as a Plan B for the disgusting, wasteful humans seeking refuge elsewhere in the universe. But upon arrival, you find the uninhabited planet perhaps has a richer history than Kindred knew about before you got there. Journey to the Savage Planet Review: Flipping Off Your Bosses (For Science) So they said their goodbyes, kept what they learned along the way, and, through some equation of subversion and application, birthed a colorful and concise middle finger to those worlds they used to build, all while giving players a new one worth scanning every inch of. Years of making open-world games in series such as Assassin's Creedand Far Cry seem to have instilled in some of them the same fatigue reported regularly by players of the bloated sandbox genre. Such is the case with Typhoon Studios and their debut game, Journey to the Savage Planet.
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