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Revenge of the Savage Planet review – zany sci-fi sequel is primed to tickle your funny bone

Revenge of the Savage Planet review – zany sci-fi sequel is primed to tickle your funny bone

Daily Mirror05-05-2025
Thanks to an increased scope, new perspective, and even more planets to explore, Raccoon Logic's pulpy sci-fi sequel improves leaps and bounds on the 2020 original.
When either playing alone or in co-op, Revenge of the Savage Planet is the kind of action-adventure that understands the appeal of being goofy and consistently poking fun of itself
If ever there was a game that proved that space exploration is made more fun when colourful, it's 2020's Journey to the Savage Planet. A far cry from the usual cold, metallic sci-fi universes that often take themselves too seriously, Raccoon Logic's first galactic adventure was willing to poke fun at itself using satire and slapstick comedy while making traversal and investigation a pure joy.

The same is very much true for this bigger (and definitely better) sequel, which ditches the first-person perspective from before, throws in a boatload more planets to discover, and even more inventive ways to do it. This follow-up journey is more confident and delightful in almost every way, always primed to surprise with whatever suit upgrade, creature, or terrain you might unearth next.

In the beginning, I didn't think the switch in perspective would change things up too much, but this couldn't have been farther from the truth. Whereas before the zany brand of humour mostly relied on setting you in purposely goofy scenarios and maybe too much of an overreliance on satire-fuelled videos featuring real-life actors, actually being able to see your character allows Revenge of the Savage Planet to step up its brand of visual comedy to an unbelievable degree.
The well-scripted FMVs of before are still here, of course, only now you're far more likely to laugh when not having the story thrust upon you, be it in the way your character trips along when covered in green goo or bursts out of an odd-looking animal they've just been swallowed by. Purely for comedic value alone, the switch to third-person was absolutely the right choice.
It's made even more enjoyable by the fact that there is plenty more to do on the planets this time around, as well as your home base. Once again, the story sees your unnamed explorer marooned in a galaxy unknown to them, where survival means hoovering up all the useful suit gadgets and upgrades that should have landed with you after arriving from your 100-year hypersleep. Thankfully, there's a lot more to the narrative than this simple premise initially suggests, yet the truth is that I'd happily zip, boost, and skid along all five featured planets with glee without it, since getting around and continually making my character much more capable is so unbelievably enjoyable.
As before, a lot of your time is spent simply scanning the environments around you. Although at first I was disappointed to see that Revenge of the Savage Planet's starting planet of Stellaris Prime shared a lot in common with the first game's ARY-26, at least stylistically, it eventually reveals itself to be this incredibly rewarding hub consisting of several layers.
These layers become better known to you the more upgrades you acquire, indigenous life you scan, and resources you gain. Teleporting back to Stellaris Prime after my last excursion is one of the things I looked forward to most as part of this 10- to 12-hour adventure since it meant being able to learn more of its secrets, with whatever shiny new piece of equipment I'd just researched and promptly printed.

The lost worlds
This isn't to say that Revenge of the Savage Planet's other locations don't have their own appeal. In fact, quite the opposite. The environments and surroundings seen on the likes of Xephyr's sandy dunes or Zenithian Rift's surface-level icescapes all have their visual draws, true, but more impressive is the amount of variety they bring thanks to their literal depth.
While exploring, you are no longer limited to traversing at ground level, as melting away a certain material using lava goo or blowing up cliff faces using Blight Bombs can often reveal hidden areas also worth plundering. Working out what's new in each planet's ecosystem and how your tools can affect it is something Raccoon Logic has clearly spent time thinking about, and it pays off to no end.
Speaking of which, just when I thought I'd seen it all by way of weapons and gadgets, Revenge of the Savage Planet always found ways to make me second-guess myself. There's definitely a larger emphasis on shooting here than there was in the original game, true, yet rather than load you up with a boring and predictable arsenal of firearms, the game consistently finds ways to have you interact with its worlds more uniquely.

One batch of puzzles, for instance, doesn't require any destruction at all, but for you to link up electromagnetic vines using the relevant goo extracted from a local plant. Toss in the ability to attract enemies by flinging around soda, a water hose capable of washing away mess, and a magnetic fork that lets you alter certain environmental rocks, chipping away at all five worlds in ways that don't require shooting, and exploration is made the most fulfilling.
Raccoon Logic has given you plenty of reasons to invest in your habitat back at your home base on Stellaris Prime. More so than just a hub to check emails and watch videos that progress the small semblance of a story, in all worlds, you'll find vouchers that can be used to purchase a generous amount of furniture and accessories to make the site truly feel like a home away from home.

Does it influence or impact gameplay in any way? Not really, but the option to make Revenge of the Savage Planet a slightly more personalised experience is nice. More interesting is the sequel's newly added creature collecting mechanic, whereby certain tools can only be created after capturing and studying select wildlife, which can be deposited, viewed, and interacted with back at base.
The fact that every single aspect of Revenge of the Savage Planet's increased scope can be enjoyed in co-op, both local and online, is something to be commended too – even if what little difficulty is present doesn't scale to accommodate. In a similar manner, my only real complaint with Revenge is that not all planets are created equally.
Because while unlocking the necessary cargo and then shooting yourself off to a new world is exciting at first, it doesn't take long for most other planets to reveal their gimmick, which never really lasts for very long. Stellaris Prime, much like ARY-26 from before, really is the star of the show here, easily containing the most secrets, Easter Eggs, and hidden draws that kept giving me reasons to return.
Revenge of the Savage Planet is a phenomenal follow-up to a game that already had a good idea of what it wanted it to be but could never quite match it with the necessary scale or ambition. This has comfortably been resolved here, five years later, in a more confident, varied sequel that switches up the perspective to successfully enhance its brand of slapstick comedy and even more planets and tools that makes exploring a pulpy sci-fi system a blast (either alone or with a friend).
This bigger, better, sillier sequel easily delivers some of the most fun I've had in an action-adventure game this year, to the extent that I'll keep on investigating savage planets for as long as Raccoon Logic continues to develop them.
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PETER HOSKIN reviews: Revenge Of The Savage Planet: Why bigger may not be better for the Savage Planet series…
PETER HOSKIN reviews: Revenge Of The Savage Planet: Why bigger may not be better for the Savage Planet series…

Daily Mail​

time09-05-2025

  • Daily Mail​

PETER HOSKIN reviews: Revenge Of The Savage Planet: Why bigger may not be better for the Savage Planet series…

Revenge Of The Savage Planet (PlayStation, Xbox, PC, £32.99 or included with Xbox Game Pass) Verdict: Silly space Rating: Space colonisation never looked so catastrophic — nor so colourful. At the start of Revenge Of The Savage Planet, your undauntable astronaut is quite literally dumped on a faraway world full of fluorescent plants and weirdo creatures. Then he's dumped, in a different sense, by the awful corporation who sent him there, and left to fend for himself. Can he get by?The answer is a resounding yes. This game is much like its predecessor, 2020's Journey To The Savage Planet, in that it involves poking around, finding new resources and inventing new technology — ray guns and jetpacks and the like — so that you can move on to somewhere new. And it's also got the same (sometimes endearing, sometimes irritating) childish sense of humour. Everything here gurgles and sprays goo. So how is Revenge different? The first thing that stands out is its new perspective: third-person, instead of first. I suspect this is because there's more platforming here — more hopping from rock to rock — which is better done when you can see all your player-character. Then there's the greater emphasis on cooperative play with your friends, done over the internet or now — through a split-screen mode — while you're sat on the same sofa. I mostly played Revenge solo, which was perfectly enjoyable, but there's no denying that the co-op added a certain... deliciously malevolent... something. It's fun to set traps for your buddies when you're all meant to be getting along. But perhaps the biggest change is that Revenge is, er, bigger. Its planets are more open and expansive than before, and, yes, I did mean to say planets, plural. There are four of them now, not just one. Yet that might be Revenge's undoing. For all its jumps, japes and jokes, there's not quite enough going on to fill all that space. I eventually tired of the same gameplay loop again and again: find stuff in the wild; return back to base to craft an upgrade; find stuff in the wild; return back to base... and so on. Sorry, Robinson Cosmo. I gotta go.

Revenge of the Savage Planet Guide: 'Rough Morning' Walkthrough
Revenge of the Savage Planet Guide: 'Rough Morning' Walkthrough

The Review Geek

time07-05-2025

  • The Review Geek

Revenge of the Savage Planet Guide: 'Rough Morning' Walkthrough

Greetings Fellow Explorers! Back to top ↑ Welcome to Revenge of the Savage Planet! This vibrant, chaotic sequel to Journey to the Savage Planet builds on many of the same mechanics and gameplay loops from the original — but with more layered missions and exploration at its core. Missions in Revenge of the Savage Planet often intersect, overlap, or require backtracking, and some areas won't be accessible until you've completed a specific task or unlocked a new ability. Because of this, we've crafted this guide to be as clear and coherent as possible. The three main missions after this —That Has My Name On It, Best Served Cold and Roundtrip 2.0 — will stay with you throughout your journey, but they're broken into multiple sub-missions. We've linked out to separate, detailed guides for each where needed but That Has My Name On It in particular is a long guide! As you explore, it's highly recommended to scan everything with the down button on the D-pad. Clicking the right stick will also highlight key items like Orange Goo, Crates, and Collectibles. Since these are generally easy to spot, we won't list every single one — but we will include all major location-based achievements, mission triggers, and key progression paths. We've also included some tips on mission order and some general tips for gaining Achievements along the way — helping you streamline your adventure without missing a thing. So, with that out the way, lets crack on with the first level! Rough Morning Back to top ↑ When you first land, you'll be greeted with a simple mission. It's a good idea to get into the habit of hitting R3 to survey the area, as you'll be shown a little indicator with the number of scannable items, the number of collectibles or the total amount of interesting items in the general vicinity. For now, walk forward and toward the wreckage. You can veer off to the right on the beach, where you'll find a rogue Orange Goo but you won't be able to get it just yet as you need your pistol, so keep following the yellow markers along. Scanning Sub-quest Back to top ↑ As you continue forward, you'll be prompted about Scanning Mode. This is a super useful tool you can use to begin scanning the environment for flora, fauna and creatures. These, in turn, allow you to add extra upgrades you can unlock, as well as improving your scanning capabilities. Hit down on the d-pad and use R1 (RB) to scan the creature and plant in front of you to complete this sub-quest. After scanning the little mushroom creatures, the Brainards, if you approach one of them closest to the cliff and hit Square (X) to kick it into the wall so it splatters, you'll gain the Achievement: Feature Wall. You'll need to gather 40 Carbon anyway by killing these creatures, so it's a nice way of tying it all together! Once you've gained the material, return to the 3D printer in the wreckage here: Scroll down to Jump Pack n the menu and hold X (A) to print the Zoot Jump Thrusters. The Pistol Back to top ↑ Remember the cliff-face we couldn't navigate past to the west of the Brainards? Well, with the thrusters, if you tap X (A) while jumping, you'll do a double-jump. Hold it down to navigate into the next area. Be sure to scan everything in sight, and you'll come across a couple of handy tutorials as you get near to the lake with the crashed ship parts. The orange plants here can be hit with a melee strike to heal your HP. If you do so against the closest Orange plant, by tapping Square (X), you'll complete an optional objective. Furthermore, it's also worth noting that the coloured rocks you see will also have 3 types of Resource inside. This is split into Carbon, Aluminium and Silicon. They're basically the backbone of everything you need to upgrade, including upgrades and the end-mission for returning back home so it's a good idea to destroy these every chance you get. For now, destroying the green rocks will give you Aluminium. In order to craft the pistol, you need 220 of this resource. Within the Pfyzzich Beach area, you'll also find impassable purple crystals that need to be shot to progress past, hence the need to craft a pistol! Once you've got enough resources, return to the 3D Printer and select Weapon from the menu and then choose the Pacifier Pistol. The Orange Goo Mission Back to top ↑ Before heading back to the barriers, if you head to the edge of the beach in the south east, you'll find your first Orange Goo location, which we mentioned earlier. There's also a second, just to the north of this location pinned up on a wall. We won't list every single location of the orange goo, because most are quite straightforward to find. However, collecting a few will unlock the Alien Ultrafood mission, which you need to complete in order to gain the Achievement: One More Than Last Time FTW. Later on in the game, you'll also be able to unlock an upgrade from your computer terminal which marks every location on your map. It's also worth noting here that Orange Goo also upgrades the amount of HP and stamina you have, so it's actually a good idea to gain as many as possible when you can. For these two Goo mentioned before, destroy the pink mesh then hit Square (X) to eat the goo. When you're finally ready, head back to the impassable wall, break through the pink mesh barriers and destroy the flying bugs that show up just beyond this. This section serves as a good introduction to combat, which is your standard L2 (LT) to aim, R2 (RT) to shoot. Keep moving up the linear path, ascending beyond the waterfalls and following the route north to your next location. Hungry, Hungry Trees Back to top ↑ At the end of the path, you'll be faced with a grumpy-looking tree with a big mouth. If you use your scanner, you'll be given some clues over how to progress. The trick is to pick up the pink slugs (by pressing Square (X)) and throwing each into the tree's mouth. Do this three times and it'll unblock the path. Continue along the linear pathway and you'll eventually find yourself at the Habitat. Roundtrip 2.0 Back to top ↑ Just south of the Habitat, you'll find the Javelin in a rough way. It's sticking out from the water but it's also covered by lockable upgrades we'll gain along our journey through the game. This will be the last mission you complete, as the upgrades are expensive and the entire structure of the game precedes leading up to this mission, so don't worry too much about it now. Just remember where it's situated, and be sure to scan it too so you gain the Achievement: Homeward Bound? The Habitat Back to top ↑ Approach the large Habitat building (being sure to scan all the surrounding buildings too!) and hit Square (X) to activate it. After the brief cutscene, enter the door. Approach the console and hold Square (X) to activate the video message. You don't need to sit through the whole thing if you don't want to as holding Square (X) you can skip past all of this. Next, head over to the computer and select each of the different options on the desktop. Under Kindred Trainings, you'll have your first of many quizzes to gain Habitat credits called Alta Bucks. These can, in turn, be used to upgrade your Habitat with extra trinkets and goodies inside your bedroom. They're all purely cosmetic though and don't have any impact on your character, although they are linked to some Achievements too. It's worth noting that you can actually fail a few of these questions on the introduction Training quiz and still gain the credits, but the right options are: B, C, C. If you then choose Home DKO, this will open up the Creation menu to buy items to place around the interior of your Habitat. Outside in the world, there are also Alto Coupon crates (pictured below),which make a rather loud noise, flash and also have a red light above them too, so they're easy to find. Pressing Square (X) on those will give you additional credits, mostly in the millions. By opening 25 separate crates out in the wild, along with placing items in the Habitat, you'll unlock the Achievements: Alta Cares, Homemaker, Crash Pad and Alta Bucks for Alta People. Finally, placing a Pinball Machine, Hug Machine a bookshelf or vending machines down, then interacting with them by walking into the bedroom and pressing Square (X) next to them will unlock the Achievement: Hamster Wheel. Just before you leave, be sure to select each of the desktop items, and accept the Termination agreement on the Habitat PC too to gain the Achievement: You're Fired! With all of this now completed, if you exit out the front door, it will complete the mission.

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