Much like my experience with Star Wars Jedi: Fallen Order, I found myself constantly looking for points of interest just to get the best angles and take shot after shot.Īs hazards vary wildly from location to location, you find yourself learning from mistakes quickly. The photo mode, which feels part and parcel of the game’s universe by making you take shots with a remote drone, only celebrates your surroundings. The draw distance is particularly impressive, though faraway creatures have the strange habit of dropping to two frames per second. Graphically speaking, Savage Planet isn’t going to win awards, but it’s idiosyncratically attractive, channeling a unique art direction with the help of carefully conceived alien creations. Nooks, crannies and pathways litter the landscape.Īll the while, the game doesn’t hold your hand, but it doesn’t need to: it’s intuitive and most importantly fun, making exploration both exciting and intriguing. From bouncy platforms and bomb-proof gloves to grappling beams and mulchy bait, everything has a purpose and works around any style of play. Much like your employers at Kindred Aerospace, you soon find yourself trying out each and every upgrade, throwable and ability to explore the expanse around you. But it’s not simply a game you’ll burn through in an evening, unless you want to. You can often get the measure of an experience by its achievements list, and realising that “Complete the game in under four hours” is one of Savage Planet’s more prestigious challenges, you come to realise why the game is priced at a very reasonable $29.99. Typhoon Studios Small but perfectly formed So it wasn’t 100% a surprise, but the timing and the speed of it was it was surprising.It won't be long before you're getting rid of your own corpse. It was kind of obvious if you read the tea leaves that Google was losing its interest in content. We will at least be one line machine in the history of video games when someone does the book. We were the first last and only first party game shipped on Stadia. They confirmed a “large” investment to GamesBeat as well as their ownership of the IP for Journey to the Savage Planet, which was re-obtained from Google. Alex Hutchinson and Reid Schneider, two of the leads of Typhoon, are back in charge of Racoon. The studio has 15 employees and backing from Chinese game giant Tencent. Today, those developers have announced “Racoon Logic,” a new Montreal-based game studio comprised mostly of Typhoon/Google alum. With that, the former Typhoon Studios employees and the Savage Planet game were left in limbo. Then, Google dropped the bombshell announcement that it was closing Stadia Games & Entertainment and leaving first-party game development efforts behind. Google then purchased that studio in 2019 just after Stadia’s launch, merging the team with Stadia Games & Entertainment and effectively making the Stadia port of Journey to the Savage Planet, released earlier this year, the platform’s first “first-party” title. Typhoon Studios was the original developer of the well-received Journey to the Savage Planet. The folks behind Journey to the Savage Planet have formed a new studio and obtained the IP back from Google. Google’s ride with its first-party studio, Stadia Games & Entertainment, was a roller coaster ride for hundreds of developers, but it might have a good outcome for at least one team.
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