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Getting an upgrade because someone across the map found a bonus is a lot less fun than earning it yourself. It's a neat bonus, but I preferred to play alone. The second player shares all the upgrades and powers of the first player, so it's mostly for fun and doesn't carry over to your own game. It can be fun to adventure with (or antagonize) a friend, especially since this game rewards splitting up. The game also supports two-player co-op, but it doesn't add too much to the game. You can avoid fighting most enemies or use your upgrades without too much trouble. The combat is clearly secondary to the actual exploration the game is built around. Most of the time, you'll either shoot enemies in their glowing weak points or solve simple puzzles to defeat boss creatures. You don't need many of them to finish the game, and almost none are hidden in extremely out-of-the-way locations. Thankfully, gathering these collectibles is more fun than tedious. A lot of these are out in the open, but some are hidden and require you to use your head. The game hides a number of neat bonuses throughout, including health-improving orange globs and mysterious alien artifacts that you use to further upgrade your skills and abilities. This makes the mere act of getting around feel satisfying, especially since the game is good about giving you new upgrades and abilities, so you rarely feel like you're repeating things that you've already done. The fact that you can do things like create jump pads on a whim mean that with a bit of creativity, you can reach areas long before you're intended to or solve puzzles in unexpected ways. There's enough flexibility in the gameplay, so you don't feel like you're locked into one specific way of getting somewhere. It makes taking risks feel a lot more reasonable because even if you leap off a cliff and die, well, that isn't the new clone's problem.Įxploring is a lot of fun. However, since Journey to the Savage Planet is no Dark Souls in difficulty, this is more like a relaxing return than anything particularly punishing.
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Any items you had on you when you died are on your body (or somewhere close) and can be recovered with a quick trip back, Dark Souls style. Once you die, you're instantly cloned by your spaceship. Thankfully, death is almost a non-issue in the game. The game even has some nice dialogue recognizing this. With some clever movement, you can get upgrades long before you're expected to. Most of these are optional and aren't necessary to progress, but they add a sense of control to your exploration. You can find consumable items that create a squishy mass that launches you into the air or makes a grappling hook spot where none previously exists.
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One nice feature is that you're not limited to permanent upgrades when it comes to exploration. The challenge isn't in killing enemies but in navigating the strange world.
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While there are one or two combat upgrades in the game, the majority of your upgrades are to mobility. You start with nothing to your name, but you quickly gain new powers, starting with simple boosts and eventually shifting to grappling hooks and temporary flight. Journey to the Savage Planet is most reminiscent of games like Metroid Prime.
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