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. If we didn’t have the luxury of time, we might call it Every Man’s Sky. 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. 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. We can be more”) and have you periodically submit survey-based progress reports. 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. 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. ![]() 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.” 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. ![]() ![]() 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. For those who take titles at face value, Journey to the Savage Planet may disappoint.
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