Let’s be real for a second. Most sequels are just "the first game, but bigger." You get a larger map, a few more guns, and a UI that looks slightly more expensive. But Revenge of the Savage Planet isn't doing that. It’s weird. It’s loud. It’s aggressively satirical in a way that makes you feel a little greasy for participating in the corporate machine, even while you’re laughing at a commercial for "Meat Buddy."
Raccoon Logic, the team behind this madness, basically rose from the ashes of Typhoon Studios after Google Stadia folded. Talk about a comeback story. They took the DNA of Journey to the Savage Planet—that colorful, goop-filled exploration loop—and decided to crank the third-person action and corporate cynicism up to eleven.
It’s Not Just a Sequel, It’s a Corporate Eviction
If you played the first one, you remember Kindred Aerospace. They were the "4th Best Interstellar Exploration Company." Well, in Revenge of the Savage Planet, things have gone south. Kindred got bought out by Altruist-1, a massive conglomerate that immediately fired everyone and left you stranded. You’re basically a redundant asset.
It’s a funny premise because it hits a little too close to home in the current gaming industry climate.
You aren't just exploring for the sake of "science" anymore. You’re doing it because you’ve been dumped on a rock and told you’re useless. The game shifts the perspective too. While the first game was a first-person experience, this one moves to a third-person camera. It changes the vibe. Suddenly, the platforming feels a bit more tactical, and you actually get to see your goofy space-explorer-person reacting to the chaos.
Exploration That Actually Rewards Your Curiosity
Most open worlds are boring. They’re filled with icons that feel like a grocery list. Revenge of the Savage Planet handles this differently. The world design is dense. You aren’t walking across five miles of empty desert; you’re navigating vertical, multi-layered biomes that feel like they were designed by someone on a very specific kind of sugar high.
The "scannable" world returns.
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Scanning things isn't just a completionist chore. It’s how you get the jokes. The flavor text in this game is top-tier. You’ll find a creature that looks like a cross between a pug and a grape, and the game will tell you exactly why its existence is a biological mistake. It’s that dry, Canadian humor that Alex Hutchinson and the team at Raccoon Logic are known for.
You’ve got the grapple. You’ve got the jetpack. You’ve got the "Gloop" grenades. The traversal is the game. If you aren't bouncing off a giant mushroom to reach a hidden cave filled with upgrade materials, are you even playing?
Why the Third-Person Shift Actually Matters
People were skeptical about the move to third-person. I get it. First-person felt intimate. But seeing your character—customized with whatever weird gear you’ve managed to scrap together—makes the slapstick comedy land better. When you get smacked by a creature or fall off a ledge, it’s funnier when you see the physical comedy of the character model flailing around.
Plus, the combat feels tighter.
In the first game, shooting felt a bit... floaty? In Revenge of the Savage Planet, the encounters feel more intentional. You have to manage your gadgets better. It’s less about being a super-soldier and more about being a desperate janitor with a laser pistol.
The Satire is Biting (and Maybe a Little Mean)
Let's talk about the ads.
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The live-action commercials return, and they are arguably the best part of the franchise. They skew modern consumerism, subscription services, and the "hustle" culture of the 2020s. In one breath, the game is a bright, poppy adventure; in the next, it's a scathing indictment of how companies view human beings as line items on a spreadsheet.
It’s refreshing.
Most games try to be "brave" by having a vague political message. This game just calls you a "valuable human resource" while you're being eaten by a space-bird. It’s honest.
Gear, Upgrades, and the Constant Search for Loot
The progression loop is addictive. You find stuff, you bring it back to your (admittedly crappy) base, and you 3D print better stuff. It sounds standard, but the variety of gadgets keeps it fresh.
- The Grapple: Not just for climbing, but for pulling things toward you.
- The Jetpack: Essential for not dying.
- Seed-based Gadgets: Using the planet's own flora against it.
You aren't just finding +1 damage buffs. You're finding gear that fundamentally changes how you move through the world. That’s the "Metroidvania" heart of the game. You’ll see a ledge early on that you can’t reach, and three hours later, you’ll have the double-jump-dash-glide combo that makes you feel like a god—until a puffer-bird knocks you into a canyon.
Is This Game For You?
If you liked Subnautica but wished it had more jokes and less existential dread about drowning, then yes.
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If you liked Ratchet & Clank but wanted it to be a bit more "indie" and cynical, then absolutely.
Revenge of the Savage Planet occupies a weird middle ground. It’s a "AA" game that feels like it has the soul of a weird 90s cult classic. It doesn't care about being "prestige." It doesn't want to make you cry about a dying parent or the end of the world. It wants you to kick a bird, collect some green goo, and laugh at a commercial for a sentient toaster.
How to Maximize Your Time on the Planet
Don't rush the main quest. Honestly, if you just follow the objective markers, you're missing the point. The "Revenge" part of the title is a slow burn.
- Scan everything. Seriously. The writing is half the value of the game. If you skip the logs and descriptions, you're just playing a platformer.
- Backtrack often. Once you get a new traversal tool, go back to the starting area. The amount of hidden upgrades tucked away in "impossible" spots is staggering.
- Play Co-op. This is a huge one. The game is fun solo, but it’s a chaotic masterpiece when you have a friend accidentally blowing you up with a misplaced explosive fruit. It’s built for "did you see that?" moments.
Revenge of the Savage Planet reminds us that games can just be fun. They can be colorful. They can be stupidly funny. In an era of 100-hour grimdark RPGs, a 15-hour romp through a neon-colored death trap is exactly what the doctor ordered.
Check your gear. 3D print some ammo. Go show Altruist-1 that firing you was a massive mistake.
Next Steps for Aspiring Explorers
To get the most out of your time on this hostile rock, prioritize your Jump Thruster upgrades immediately. Verticality is your greatest defense against the more aggressive ground-based predators. Once you’ve secured basic mobility, focus on the Resource Magnet to minimize the time you spend chasing glowing bits across the map. Finally, keep an eye out for the hidden "postcards"—they offer the most insightful (and hilarious) lore entries regarding why the planet is trying to kill you in the first place.