How Revenge of the Savage Planet Caters to Player Choice

As a seasoned gamer with decades of experience under my belt, I’ve played my fair share of Metroidvanias. The original “Journey to the Savage Planet” was a breath of fresh air in this genre, and I eagerly awaited its sequel, “Revenge of the Savage Planet“. After spending some quality time with the game, I must say, Raccoon Logic has truly outdone themselves.

The sequel, titled “Return to the Wild Planet“, continues in the tradition of its predecessor by offering an action-packed, comedic Metroidvania experience, complete with hidden jokes and challenging secrets hidden away from the main path. Developed by Raccoon Logic, a team comprised of developers who previously worked on “Journey to the Savage Planet” after Google Stadia’s closure, this new installment aims to maintain the same level of humor and rewarding exploration that made the original game a surprise success.

Game Rant had a chat with Alex Hutchinson, co-founder and creative director of Raccoon Logic, along with Steven Masters, the game design director, about their strategies for incorporating Metroidvania aspects in Revenge of the Savage Planet. Similar to the initial game, players have the freedom to either focus on main objectives and finish the game swiftly or delve into every hidden corner to uncover extra secrets and enhancements. In their viewpoint, both methods are equally valid.

Revenge of the Savage Planet Responds To Player Choices Like The Stanley Parable

In the spirit of typical Metroidvania games, “Revenge of the Savage Planet” consistently presents multiple routes for progression and numerous options along the way. It’s not just about offering choices, but recognizing and applauding them as well, a concept that resonates deeply in games, particularly choice-focused RPGs like “Dragon Age”. Integrating this aspect into the Metroidvania genre appears to be a shrewd decision. While giving players choices is commendable, it’s the game’s reaction to these choices that truly makes an impact. As Masters pointed out, it’s not just about providing choices, but acknowledging and appreciating them as well.

As a film enthusiast, one aspect of game design that truly captivates me is the ability to engage with players and guide them through their journey in the game world. Let’s consider scanning as an example. Upon starting the game, your character might be slightly damaged, and there’s a health plant nearby. In such a situation, my robotic companion would chime in, “Hey, take a moment to check out that plant over there. It might just be what you need to get back on your feet!” This interaction not only enhances the gameplay experience but also fosters a deeper connection between player and character.

Regardless of whether you decide to scan an item or not, the outcome from the bot will vary. For instance, if you consume an unfamiliar plant without scanning it initially, the bot may perceive your actions as risky and respond with a comment like, “It might have been wise to scan that first!” This concept can be applied throughout the game, where the choice to scan or not could impact the bot’s responses.

In “Retribution of the Wild World,” the humor seamlessly accommodates diverse player decisions. Cautious gamers might examine an uncharted flora before consuming it, while daring ones could simply chomp into it without a second thought. Regardless of the approach, the robot sidekick may offer a witty comment based on your choice, adding to the game’s appeal. This element echoes what made “The Stanley Parable” so endearing: the sensation that the game responds to your actions.

There Is No Wrong Way To Play Revenge of the Savage Planet, Devs Say

Hutchinson emphasizes that acknowledgments in games should always be uplifting. Even though some developers might feel frustrated when players speed through levels and overlook detailed dialogue, Raccoon Logic understands that this fast-paced approach is legitimate and enhances the game’s enjoyment for those players. In the case of Revenge of the Savage Planet, a swift player could earn praise from their robot companion for their single-minded pursuit of the main objective, as Hutchinson pointed out.

It’s about making them feel like they always did the right thing. Whatever path they chose is the right one; it’s just the flavor of their choice. If someone is very cautious and scans everything, we acknowledge that. Or, if someone is rushing, we celebrate that too—Wow, no time to lose!

In the process, Hutchinson points out that this feature additionally enlightens gamers about various alternatives. When a game’s response hints at an uncommon action by the player, it could spark curiosity and lead them to ponder innovative strategies for resolving issues. This interactive exchange between the player and the game makes Revenge of the Savage Planet more enticing for repeated play, as players revisit the game to explore every possible outcome, just as Hutchinson explained.

It’s all about acknowledging the player’s decisions. I think, especially when we’re trying to be a little systemic—though it’s obviously not a completely systemic game—we want to have enough systemic width so that you can solve a problem in different ways. We want to celebrate that for the player.

If they understand, “Wow, there was another method available,” this prompts them to reconsider their environmental perspective. This is far more engaging than simply traveling from one spot to another and hitting ‘X’ whenever instructed to do so.

Read More

2024-12-17 17:13