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E3 2019

Journey to the Savage Planet Will Feature the “World’s Worst Version of SpaceX”

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Journey to the Savage Planet gameplay screenshot

Typhoon Studios has revealed some gameplay and story information about its upcoming title Journey to the Savage Planet.

In an interview during IGN’s E3 live stream, studio founder and the game’s creative director Alex Hutchinson spoke about the game’s story.

Players are sent to a mysterious planet by Kindred Technologies, the “fourth best interstellar exploration company” that Hutchinson describes as the “world’s worst version of SpaceX.” The subtext to the story is that the player is ruining the beautiful world, despite the discoveries that they make.

Hutchinson linked the idea of “wilderness” in Journey to the Savage Planet to his previous projects, including Far Cry 4 and Assassin’s Creed III. He is appealed to the theme due to media such as the Indiana Jones films.

The game world consists of three large biomes, which Hutchinson claims are “packed with secrets.” The player will typically have 2–4 quests open at any time.

When discussing the gameplay, Hutchinson states that, “It’s got a bit of a Metroidvania feel to it.” The game features obstacles such as cliffs or locked doors that the player can only pass after funding the correct ingredients.

Hutchinson ensures that the game is “not a shooter.” The team initially attempted to develop the game without any weapon, but decided to include a gun when playtesters continued to ask for one.

The team originally wanted to include an underwater level, and even had some completed designs, but ultimately decided that the work was too much. Hutchinson states that the team is still discussing the idea internally.

Hutchinson elaborates that Typhoon Studios consists of 24 people, and a large part of development has been setting up administrative features of the studio, so it was never going to be able to make a game as large as envisioned. Hutchinson noted that the level of freedom with an independent studio is much more refreshing than a large team such as Ubisoft.

Typhoon is aiming to make the game around 10 hours in length, specifically for people who are pressed for time and cannot play lengthy games.

Journey to the Savage Planet is scheduled to launch in early 2020 for PC via Epic Games Store, as well as PlayStation 4 and Xbox One. The game was revealed at The Game Awards last year alongside a trailer.

For all the latest coverage from E3 and beyond, be sure to bookmark OnlySP and follow us on FacebookTwitter, and YouTube. You can also join the discussion in our community Discord server.

Rhain discovered a long time ago that mixing one of his passions (video games) with the other (writing) might be a good idea, and now he’s been stuck in the industry for over six years with no means of escaping. His favourite games are those with deep and captivating narratives: while it would take far too long to list them all, some include L.A. Noire, Red Dead Redemption (and its sequel), Wolfenstein: The New Order, The Last of Us, and the Uncharted series.

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E3 2019

Biomutant is Vibrant, Unique, and a Hell of a Lot of Fun

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biomutant

THQ Nordic had a bevy of games available to play on the show floor at this year’s E3. While some attendees eagerly lined up to play Darksiders Genesis (as our own Michael Cripe did), others sought to finally get their hands on Experiment 101’s highly unique Biomutant for a hands-on, 30-minute demo. Thankfully, Biomutant’s E3 demo is more than enough proof that the will end up being something truly special.

After selecting their preferred language, players were given the option to recode their mutant’s DNA, serving as Biomutant’s version of a character customizer. The customization options were satisfying. A circle graph appears on the screen with five key skills the player must find their preferred balance between: strength, agility, intellect, charisma, and vitality. A sixth skill, luck, was also present, but it was not one that the player could influence from the circle graph. This graph not only influences the player’s mutant’s skills but it also directly changes the mutant’s appearance.

Other customization options included determining the mutant’s fur length and primary and secondary colors. Once these options were set, the demo thrusts the player into a mission that begins with riding a hot air balloon  while the narrator speaks of the excitement of an adventure. Enemies begin firing to bring down the hot air balloon and the player is dropped into the action.

Biomutant

The world of Biomutant immediately pops, as the colors were sharp and invoked thoughts of Ratchet &Clank with a slightly more comic-book style. The visuals reflected the conditions of the area, too, with vibrant reds representing intense heat being a memorable example. The first thing that stood out about this sequence was how great the combat felt. Similarly to Insomniac’s Spider-Man and Rocksteady’s Arkham series, sliding through an enemy’s legs while kicking, punching, and shooting felt tight and familiar. In some instances, the game slowed down when a knockout blow was dealt, which was a nice cinematic touch.

Progressing forward saw the player in an area with additional enemies with a larger, more intimidating foe acting as the main objective. This section introduced the Super Wushu attack, which varies depending on the equipped weapon. The most rewarding of these attacks was with the Klonk Fist which was obtained later in the demo. The Klonk Fist offered huge gauntlets that could pummel multiple enemies by mashing the action button.

The key to unlocking the Super Wushu attack involves stringing together combos which felt fairly easy to do. I do not recall ever losing my combo to an enemy attack, as I obtained the special attack fairly often. The combat allowed for those who wished to mash the melee or firing button but also rewards the players who are more tactical in their combos while mixing in shooting with melee attacks.

Biomutant

With the tutorial for the demo out the way, the game continues by having the player go to a different part of the planet. This new area showcased the vibrant greens and life that contrasted the overheated reds from the previous area. After some platforming, the demo descends the player down into the world where Gizmo the Greasemonkey resides.

Biomutant NPC dialogue is spoken by the narrator from the beginning of the demo while the player’s character makes vague sounds during the conversation. This exchange felt a bit underwhelming for the action-RPG as options did not hold any consequences for how the next section plays out and can be skipped without missing out on much of the story or mission objective.

After descending down and exiting an elevator shaft, the player enters a dark, oil-spilt area. The color palette here reflected the same pop to its visuals as the other sections. A mech suit, which was required to clean up the oil, controlled fine, though combat definitely felt better out of the mech suit than in it.

A final enemy awaited which served as the boss fight for the mission. This fight contained three phases with the enemy adding a new attack method from in the second. The third phase, however, took place inside the creature. After taking him down from the inside, the planet’s Tree of Life becomes more alive as indicating a reversal of destitute for the planet.

The demo confirmed the anticipation OnlySP had for Biomutant. The combat felt great and the visuals really popped. THQ Nordic and Experiment 101 may something special on their hands if the rest of the game plays as the demo did.

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