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JOURNEY TO THE SAVAGE PLANET

One giant bounce pad for mankind

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Format PS4 ETA 28 Jan Pub Typhoon Studios Dev Typhoon Studios

Work can be a slog, but at least it doesn’t usually involve trying to survive on an alien planet. That’s the task you’ve got in Journey To The Savage Planet, after you’re unceremoni­ously booted onto AR-Y 26 by your employer Kindred Aerospace, which is the proud holder of the title of ‘fourth best interstell­ar exploratio­n company’.

“Exploratio­n is my personal favourite thing in a videogame,” says creative director Alex

“EVERY PLACE YOU VISIT HAS BEEN CAREFULLY CONSTRUCTE­D.”

Hutchinson. “The feeling of a door opening on a new place and you as a player being able to go anywhere is so exciting. It never gets old.”

AR-Y 26 is a dense environmen­t filled with places to discover, wildlife to catalogue, and dangers to avoid, but it’s not infinite. Rather than being procedural­ly generated, it’s been handcrafte­d by Typhoon Studios, and that thoughtful act of creation reflects how the team has approached putting the whole game together.

A CUNNING PLANET

Grapple seeds, bounce pads, a solar-powered gun – there’s plenty to aid in your exploratio­n. Every place you uncover and creature you list has been carefully constructe­d and positioned. “Hand-crafting was uberimport­ant to us from the beginning,” says Reid Schneider, head of Typhoon Studios. “Alex [Hutchinson] often equates procedural content to ‘infinite oatmeal, where everything is basically the same.’”

There’s going to be a whole lot to see and just as much to do as we explore this vibrant yet dangerous planet one Puffer Bird at a time.

 ??  ?? THE INSIDE VIEW
NAME ALEX HUTCHINSON CREATIVE DIRECTOR, JOURNEY TO THE SAVAGE PLANET
“As a player I want to explore a world that was built with a specific purpose in mind that is a direct line from the creators to me: I don’t want to find meaning in something built by a machine as it has none. The down side, of course, is that it’s a direct line between content and work: you can’t take shortcuts and you have to build it all yourself, which takes time.”
THE INSIDE VIEW NAME ALEX HUTCHINSON CREATIVE DIRECTOR, JOURNEY TO THE SAVAGE PLANET “As a player I want to explore a world that was built with a specific purpose in mind that is a direct line from the creators to me: I don’t want to find meaning in something built by a machine as it has none. The down side, of course, is that it’s a direct line between content and work: you can’t take shortcuts and you have to build it all yourself, which takes time.”

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