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You know, I'd sort of forgotten how much I enjoyed 2020's Journey to the Savage Planet. Typhoon Studios' debut was a fantastically unique and colourful one that challenged you to think at all times, as you made your way across what was - and still is - a great big planet-sized platform-puzzle populated by cute aliens to...well...blow to pieces and kick around the place. Obviously.

Where the first game ran into some undoubted issues - and it did launch to fairly mixed reviews, with a Metascore of 78 - was mostly with regards to its first-person perspective which, in my experience, caused some janky moments in combat, and in traversal, that hampered things a tad. It felt as though the view on what you were doing needed to be pulled back for comfort's sake, for improved spatial awareness, let's say, and indeed, that's what's happened for this sequel.

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Revenge of the Savage Planet switches things to a 3rd person perspective, then, and sees players return to the depths of space for more Grob-based goodness. This time you're an out-of-luck pioneer, utterly abandoned by an evil corporation and left to rot in the outer reaches. Of course, death is not an option, and so you'll need to start surviving ASAP, by scanning plants and tech, upgrading your gear, and discovering all-manner of new gadgets, if you're gonna make it all the way back to your ba****d boss for some sweet revenge.

This is as much of the narrative as you need to know, really, in order to get started (in either single-player or fully online/local co-op), and once things kick off, the shift to 3rd person reveals itself to be a huge upgrade for the platforming action that follows. There's no time wasted, you're thrown right into the mix, abandoned on the first of four planets and left to start scanning and using your weak-ass blaster to fend off aliens.

Luckily, you're joined on this escapade by EKO, a floating droid who'll keep you right on where to go and what you'll need for your next upgrade, whilst threading a line of jokey chat that isn't as annoying as it could have been. The game does also allow you to choose between a male and female voice on your companion, as well as changing the frequency of their chatter, lest you're not a fan. That's right, shut your face, EKO. Actually, I've been quite enjoying EKO's gently potty humour, so i'm rescinding that last order, EKO. As you were, my little metal pal.

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Now, if you've played the first game, or have been keeping up with progress on this one, you'll know that it's a mash-up of the likes of Banjo Kazooie or Yooka Laylee, that sort of intense 3D platforming collectathon deal of old. It's got some Metroid (this game is all about backtracking for new routes), and Zelda, in how important putting back together your essential kitbag of tools is to the core gameplay. You'll spend the entire game chasing your next piece of tech in order to make fighting or traversing environs easier/better.

This may sound a bit like more of the same sort of busywork as usual, but Revenge of the Savage Planet is such a very well made thing. It controls precisely, the new viewpoint makes locating items, fighting and surveying some amazing alien vistas all the more cohesive, and as a result, this is a sequel that not only improves on its predecessor, it honestly feels more like a full-on reboot. I love the whip you can unlock, how you use it to catch and collect specimens (who then get sent off to be experimented on, I'm afraid). I also love how spraying water on certain enemies causes them to rupture and explode, chiefly because it is very reminiscent of playing Super Mario Sunshine.

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Where Journey had one planet, here you've got four wildly different ones to explore (with a fifth secret one for those who earn it), and where Journey's combat was clunky, here it's slick and smooth for the majority of the time, with even bothersome flying insects (I hate shooting insects in the air, thanks) easy to take down without first resorting to pulling the rest of your hair out. Which wouldn't take me long anyway, to be honest with you.

Traversal feels way slicker, too. I won't ruin much of any of the many branches of new gear and tools you'll get to dig into - discovering that stuff's at least 67.3% of the fun here - but gosh they've made a lot of cool ways to zoom around these planets (and under the water, once you get there). You can almost immediately unlock the ability to negate all fall damage as well, which, when pared with those big goofy Disney-esque strides that your avatar takes, makes zooming around a doddle. It makes exploration wildly fun and exciting, and once you put another player in the mix, there are serious laughs to be had. Indeed, playing split-screen with my son on this one has been some of the best co-op fun we've had in quite some time.

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It helps, in this regard, that it's such a great big colourful thing that revels in its goofiness. There's quite a bit of High On Life (which I couldn't enjoy because of how terrible the humour was) in the presentation, and it also reminds me of that game in its overall setup with a constant, chatty sidekick. It also puts me in mind of No Man's Sky in how slickly it does all of its resource-gathering and scanning stuff. A quick press down on the D-pad and everything of note is highlighted as a grid sweeps out across the environment, and then you're free to make your way to nab anything you fancy. Best just nab everything.

Besides the light-hearted, knockabout combat, and constant collecting of loot/resources in order to 3D print all-manner of gear, you can also dig into spending your earnings on customising your base with lots of furniture and gadgets to make it more homely. I genuinely couldn't care less about doing this home improvement/base decorating side-gig, however, so I'm glad it feels like I can ignore it pretty much and still enjoy the rest of the game immensely. There are also loads of outfits to score in order to dress your avatar up, which is good because the outfits here look great.

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Outside of this, there's a pleasing amount of variety in the planets you'll visit, with the switch-ups between conditions, traversal options and enemy types helping make for an adventure that keeps itself interesting right to the end. Like I said, it's not really about the narrative so much, this is all about living in the fun of the moment, grabbing a pal and spending your time jumping and jet-packing, swinging and swimming, diving and destroying, as you upgrade and explore to your heart's content. The worlds here look fantastic, the enemies are well-designed and there's huge variety in how you deal with them. What's not to love about digging into that lot with a pal in tow?

So yeah, Revenge of the Savage Planet, whilst not some huge AAA behemoth, is yet another very tasty addition to Xbox Game Pass. It feels like we're getting on something of a hot streak lately with Game Pass releases, and Typhoon Studios has well and truly kept the streak alive with this one. I came away from Journey to the Savage Planet thinking the core of that game had so much more to give, and this sequel pretty much nails the remit in achieving that task. This is a very clever, funny, colourful and satisfying game to sink time into, and one that's well worth your time. Now, when's the next one? Beyond the Savage Planet, anyone?

Conclusion

Revenge of the Planet successfully shifts the series to a third person perspective in order to bring us a sequel that's a slicker and more confident affair all round. This is a colourful, clever and creative romp at every turn - one that's enhanced significantly when played in co-op - and a game that gives you a cool world stuffed full of silly creatures, crazy weapons, and a ton of possibilities to get lost in exploring. Come for the co-op, stay for the Grob, we always say.