At the very start, Journey to the Savage Planet hints at an adventure that will feel consistently fresh and exciting with a new premise that glistens with potential. In reality, that excitement wears off roughly 1 to 2 hours into the game and the other 6 hours you spend with JTTSP feels somewhere between an exercise in futility and a gruelling test of your patience.
JTTSP is slim inAt the very start, Journey to the Savage Planet hints at an adventure that will feel consistently fresh and exciting with a new premise that glistens with potential. In reality, that excitement wears off roughly 1 to 2 hours into the game and the other 6 hours you spend with JTTSP feels somewhere between an exercise in futility and a gruelling test of your patience.
JTTSP is slim in terms of narrative - you play as a faceless, space-suited protagonist whose job is to survey a new planet, catalogue the local wildlife, and make sure the place is suitable for human habitation. Things don't go as intended with the discovery of ancient alien ruins that hint at a pre-existing society and you get tasked personally by the company's CEO to uncover the truth.
I'm not going to lie - JTTSP's story is absolutely barebones (with no meat). You simply follow the quest marker, hope that you have the right equipment to reach where you need to go, do a thing, then go to where the next quest marker is while listening to the AI spout occasionally humorous lines of dialogue. Occasionally the game will gate your progress with a boss fight that you'll need to beat to unlock a new Metroidvania-esque item that will allow you to access new areas. And it's at this point that I need to talk about combat.
Combat in JTTSP is a mediocre exercise of frustration and patience. At the very start you will only have access to a basic melee slap (that is humorously, a backslap). Shortly afterwards, you get access to your first (and only) weapon: A laser gun. Using this thing is hilariously underwhelming because of how awkward it feels to aim, how long it takes to recharge and how weak and ineffective it is to use.
Combat is by far JTTSP's weakest leg to stand on - and it leans on it far too heavily and far too often. At certain points within the game, you will need to complete mini-boss encounters and major boss encounters. JTTSP tries to implement challenge into these encounters by including the outdated 'hit-the-glowing-parts-to-defeat' mechanic. This turns combat into a frustrating dance of positioning yourself correctly and shooting the tiny glowing bits . What compounds this is how awkward it feels to aim your gun, but also the fact that you need to hit the glowing bit at exactly the right angle otherwise the damage dealt by your gun will be registered as negligible. On top of this, some enemies can do AOE attacks that are difficult to gauge in terms of location because of the limited first-person perspective.
As an explorer, you can scan new wildlife and flora, but even this mechanic gets old quickly because of the fact that you'll different variants of previously discovered animals. Plus scanning new things doesn't reward you with resources or XP, but instead is simply just a checklist to complete.
JTTSP also features puzzles, but these are of varying quality and after an hour or two you'll become very familiar with them. There's also some platforming in the game, but it's hindered by how demanding it can be at times alongside the restrictive first-person perspective.
The available upgrades are another lacklustre feature of JTTSP, not just by what they provide, but by how they're gated. To upgrade any equipment, you simply need resources (Carbon, Aluminum etc.) which can be easily obtained, but to unlock new upgrades for purchase you need to level up your Explorer Rank. What's confusing about this aspect of the game, is that you need to complete various challenges that range from obtuse to ridiculous - like blowing up a certain number of creatures using a certain tool or technique. This is something that I find not just questionable, but simply stupid because it would make more sense that scanning new things would level up your Explorer Rank instead of doing nonsensical challenges that have absolutely nothing to do with exploration or discovery.
Another core feature of JTTSP's appeal is it's approach to humour - from a marketing perspective that is. For me, I found JTTSP's humorous tone to be occasionally funny, but for the most part I found it to be either cringe inducing or just straight up sarcastic, sociopathic and mean. To me, the game's tone felt like a combination of The Outer Worlds and the movie, Evolution - a combination that in retrospect just simply doesn't work.
I spent a total of just over 8 hours with JTTSP at roughly 60% completion, but by that point I had reached my limit. In reflection, I honestly felt like I had wasted my time playing the game and couldn't be bothered collecting 'all the things'. If there's one redeeming factor to JTTSP it's the soundtrack which is brilliantly composed and understated.
JTTSP is a game that, just like magnesium, burns very bright very quickly, but then fades just as fast, leaving not even a glow once it's out. It has praise worthy ideas that are completely overshadowed by mediocre gameplay mechanics and an almost non-existent story.… Expand