73.
Journey to the Savage Planet: you're an explorer working for the sort of company that would happen if VaultTec did spaceships, and the allegedly uninhabited planet you were assigned turns out to have a gigantic tower architected on it. Your bosses are unsurprisingly excited at this turn of your events and you're instructed to get to the bottom of it all and return to tell the tale.
The core gamplay is basically '3D Metroidvania with light crafting'. You harvest common elements from local flora and fauna which--in addition to one-off formulas generally hidden behind boss fights or other challenges--allow you to 3D print new equipment. The new equipment lets you access new areas, and round we go again. The entire planet is also stuffed to the brim with secrets to find and areas to explore, to the point that I finished the final boss fight without even finding some of the teleport points which generally represent a specific area of the gameworld.
The look of the thing is a fairly lurid cartoon-ish visual design which isn't my preference but suits the light-hearted tone of the piece very well. That tone is set in general by the verging-on-juvenile humour of both the world itself and your video interactions with your boss. For example, the first alien creature you encounter is a harmlessly hopping bird thing which can be shot instantly to death for a small amount of carbon. However, if you throw out some of the bait you carry then wait until a few seconds after one of them has gulped it down it will noisily fart out a much bigger portion of carbon than you'd get just from killing it. Also, from visiting your home base you build up a collection of videos adverts which are almost certainly trying to put one in mind of Rick and Morty's inter-dimensional cable segments. It's nowhere near as funny as it thinks it is of course, but it's also not so far off that it's actually offensive or boring.
I generally enjoyed my time with the game a lot, and it's combination of exploration, combat and platforming puts in generally in my wheelhouse. The only real issue with it is that it's a bit average at the individual things it does:
- There's only a handful of proper combat encounters, and your character isn't neccesarily nimble or quick enough to make them into what was intended. I ended up more or less tanking my way through them due to have found enough hidden upgrades that my health and stamina were decent.
- The crafting is basic. You generally require a single element which is gated behind proper progression + a random spattering of common elements. Picking up the latter just seems like pointless busy work and because the former comes from proper required progression it feels like they'd be better of just handing you the upgrade outright at that point. There are optional upgrades for your abilities and your gun which I'm fine with because they are genuinely optional, but they're built using a generic 'alien element' you earn from optional challenges + the random spattering of common stuff so again it's not really crafting so much as 'spending upgrade points with some pointless shit tacked on'. Don't get me wrong, none of this really gets in your away at all, but it's not adding anything either.
- There's almost too much stuff crammed into the game. Or, more accurately, there's so much more stuff than you need that it becomes sort of pointless. The weapon upgrades just serve to un-handicap the fairly shit gun or extend the rangs of bombs or whatever, but you never really need any of that. There are ability upgrades that sound awesome (e.g. triple and even quadruple jump) but the only thing they'd be useful for is to get to more secrets so you could unlock more abilities. The gameworld is also swimming in these hidden orange orbs that upgrade your health/stamina, but I was able to tank my way through everything to the very end whilst picking up less than half of these.
All of that said, it's specific combination of stuff is still very fun when it's brought together and I was thoroughly entertained during my time with it. Had they restrained themselves a bit with the design, or given you more of a reason to care about/need the stuff they crammed in there, it would be a total winner. As it stands, it was a very welcome 10 hours or so exploring an imaginitive and ridiculous world while abusing it's all-too-trusting wildlife for personal gain.