It’s an intoxicating set-up, prodding you into its well conceived (if slightly low-rent) pulp sci-fi world – monsters that liberally spray Nickelodeon gunge, giant mushrooms, inexplicably floating islands and all – teaching you how to get around, and then pretty much leaving you alone. With a certain inevitability, you soon discover that something else has visited AR-Y 26 before you, and your primary mission becomes to find out what it was, why it left gigantic structures all over the place and, perhaps most importantly, why it isn’t here anymore. Your job is to explore it, catalogue its flora and fauna, and see if there’s some kind of cosmic sludge lying around that you can use to refuel your ship and head home. Journey to the Savage Planet opens with a comedic flourish – a pleasingly overblown FMV featuring the CEO of Earth’s fourth-best interstellar exploration company informs you that you’ve landed, er, ‘heavily’ on a planet, codenamed AR-Y 26, that could be used to resettle our species. You wouldn’t know that upon starting out, however. ![]() ![]() Perhaps its biggest fault is that, as time goes on, it feels as though it can’t quite escape the inexorable gravitational pull towards combat video games so often have, ending with a feeling of ‘cut-price Far Cry’, rather than the grand science fiction experiment it could and perhaps should have been. There’s still combat, but Journey to the Savage Planet’s world is also used as a platform for non-guided exploration, puzzle solving, scavenger hunts, and loads of fart jokes.
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