Revenge of the Savage Planet Review

In full view, this sequel out-drifts the original in every possible way. Especially with mates…

Revenge is a Dish Best Served Cold”.


A fairly famous phrase popularised by
Star Trek but one with a much older origin, and oft more pignancy (yes, even more than Klingons). It’s also part of a mission title from within Revenge of the Savage Planet -- the reason we’re here today, but the mission and its parameters aren’t actually its import. Rather, it’s a much broader sentiment that likely drove developer Raccoon Logic to loftier design and polish heights with what is actually a sequel (for those of you up the back) to Journey to the Savage Planet -- the first true “Prime-like” (as in Metroid Prime, again for those up the back) and a game that was initially designed and released for Google Stadia after the studio (then known as Typhoon Studios) was snapped up by the tech giant as part of its eventually failed leap into gaming.

That “failed” part likely paints a better picture as to why the “Served Cold” stuff here is pertinent, and while we won’t delve too deep into that because, actually, Raccoon Logic does a stack of that itself throughout the entirety of RotSP, it is worth mentioning because it both helps contextualise some of the game’s ‘story’ but, really, is a great way to just highlight what a driven studio can do when off the leash. Especially when fighting tooth and nail for its IP and then showing the world just why those types of fights are worth it.

Because Revenge of the Savage Planet is fucking great.

Revenge of the Savage Planet

Genre: Action-Platformer
Developer: Raccoon Logic
Publisher: Raccoon Logic
Release Date: May 8, 2025
Classification: M15+
Date: May 15, 2025

Trash Pandas, Unite!

Revenge of the Savage Planet wears its collective influence heart on its sleeve(s) but does so, so homogeneously, that it feels fresh and new. In fact, Raccoon Logic almost disservices itself for all its nods and shoutouts and Easter eggs because the overall design and way in which the game’s systems and world work and are exploitable are, simply, fantastic. This is a giant sandbox filled with toys. Actually, scratch that, it’s multiple sandboxes, all themed, and all filled with lots and lots of toys. And how you approach a large chunk of the game within said sandboxes and how you choose to play with those toys is entirely up to you. And playing the game at your own pace and in the order you want may or may not also open up elements well ahead of their intended reward (or handover) to the player. An exploit the game tends to track and offer you feedback on, which in and of itself is pretty impressive and shows the devs just wanted to let you “Go Outside and Play”.

"You’re essentially free to faff about and just make the game-worlds on offer here your own to… own..."

Like JttSP before it, RotSP is mostly Metroid Prime-like in its key design elements while featuring more expanded concepts and a much more inviting openness to any of the Primes, and even Journey. Traversal, for example, is utterly fantastic and when you get to a point where even tether points don't matter, you’re essentially free to faff about and just make the game-worlds on offer here your own to… own. (Read our “Would you like to know more?” Boxout for… MORE!) And this is helpful because alongside vast expanses there’s a lot of verticality and hidden elements that require a Nosey Parker to uncover. Moreover, the game promotes exploitation of some of its less refined parts and as such, becomes even more open to the more daring and persistent out there.

That said, there is structure here and if you want to follow the trail of breadcrumbs Raccoon Logic leaves out for you, you’ll still find yourself eating up a steady progression and exploration and discovery system at a satisfying clip. And there’s simply so much to explore and so many areas to remember to revisit upon gaining new abilities and powers that you *could* feel overwhelmed, but never quite do. The game happily prods you back to places to see just where that new Grapple toy might take you next, among its many other upgrades, but never forces you to. Well, not entirely.

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Comedy Gaming - The height of comedy within the game, for ours, was coming across a naturally ejaculating eggplant emoji plant just, you know… swingin’ in the wind. That’s also a statement we never thought we’d write in a game review. Like, ever. But that’s the beauty of the comedy here. A lot of it might come across as developer ‘in-jokes’ and, largely, they are, but even their execution is amazing. Fans of Tim and Eric or any type of absurdist comedy will be right at home with this, but what we will say is: peek beneath the covers.

Primenautica

We’ve mentioned a bit how this now-hopefully-a-series references Metroid Prime as a design North Star, but there’s a lot more embedded this time around. Subnautica springs immediately to mind with some of the aesthetic base-building, your eventual submergence into bodies of water (which are stunning), 3D printing, construction of an escape vehicle and, of course, scanning. The latter isn’t new if you never played the first, but it’s worth mentioning because it feels more important this time around as opposed to being more like Prime in the first which was used as a neat tool for exposition and information about the world around you. There’s no survival element or the like, but even from a perspective of tone it feels like Subnautica has entered the design conscience of the team, and we are on board for that.

"You gain cash to spend (because… Capitalism, even in space), and you’ll even be judged based on how well you deck out your digs..."

That said, your ‘base-building’ isn’t for anything other than to feel attached to the world and safe from the outside which is *mostly* out to kill you. (Sure some of it is cute, but tousel a single hair wrong on any puffer head(?) and they’ll be on your like so much Goo.) You gain cash to spend (because… Capitalism, even in space), and you’ll even be judged based on how well you deck out your digs thanks to one of the game’s myriad comedic elements; sack-tapping influencers and their OTT influencer culture (by the devs), now made gameplay. But largely this is all side stuff to do should you feel the desire. There are new outfits to gain given this installment has jumped from first-person to third, and most of these are cool nods at Raccoon Logic’s collective faves, such as “Hunter” -- an obvious love outfit to the late, great Steve Irwin, but none of this is required for advancement. 

However, without the 90s and MTV-styled elements as well as the consistent and on-point internet culture commentary, Revenge of the Savage Planet would feel vacuous. And so its import transcends gameplay and player progression in ways few games are able to with this type of thing. That you can skip many of the skits also speaks to the care here; the level of funny you need to ingest is, similarly to gameplay, up to you and how much you want from the game.

Share the Revenge

So obviously the big expanded part of this entry is being able to play the game with others, and there are a few options available in this space. You can obviously Solo, but there’s both Local and Couch Co-Op up for grabs, and you can additionally flick on Cross Play to be able to play with others from other platforms. The host (ie, likely you) plays the role of “Lead Scientist” which is a fun way to explain that your save and progression are exclusive to you and you won’t lose anything when Savaging with a mate, sibling, partner or… anyone, really.

The thing with ‘co-op’ in RotSP, though, is it’s less cooperative and more like an on-the-fly It’s a Knockout experience as directed by the more machinatious of you (that throwback namedrop is specifically for you, Alex). This comes in the form of playing with the game’s systems to impede your buddy and essentially grief them at every turn. What can be better than electrifying them after making them slip in Green Goo only to then have them blown up or, even more hilariously, set ablaze? Nothing. And that’s the point -- co-op here is the “Revenge” part of the title now made gameplay because, once you set out upon a griefpedition, invariably your partner in crime is now going to crime you in kind. The world around both of you and its embedded objectives and important goals to progress be damned, there’s traps to set and laughs to be had.

The beauty of this addition, however, is that the game-world has been crafted and its systems so evenly thought out that between either Solo or Co-op you never lose sight of capability, but between the two the experience is, or at least can be, fundamentally and tonally different. It’s one of the stronger parts overall and something the team should be hugely proud of.

Go Outside and Play

In the end, Revenge of the Savage Planet is hard to beat on a few levels. And on those it’s best in class. Exploration is a major component to the game and each sandbox world’s design is beyond next-level -- handcrafted (take that, procedurals) and thoughtful for both Solo and Co-op, as mentioned above, but also for the overall cadence of player-progression and pure discovery. All thought and care and love has been poured into wondering how average punters might tackle, not only an impediment, but also each next corner, or peak or basic point of interest. It’s as open as this type of game needs to be and therefore intimate once you know and remember landmarks, bodies of water, peaks and valleys, enemies (and friendlies) and the like, which is an endearing element in and of itself, also.

"You’ll be forever rewarded for seemingly effortless movement through the world but one that can actually be tamed to showcase levels of nuance and skill..."

How you grow as a character with ability and player-confidence is also key. It’s easy to move through worlds on mounts or foot or via cheeky loads in other games, but quite another to be a freeform Spider-Man, and that’s what RotSP is (and makes you feel like). And if you fast track, as much as you’re able, the game’s traversal system, you’ll be forever rewarded for seemingly effortless movement through the world but one that can actually be tamed to showcase levels of nuance and skill. This writer honestly felt that by my second set of credits (two ways in which to finish the game exist) like I could reach just about any point of the game, and essentially did, culminating in riding on two sky whale backs only not to be rewarded a Secret Achievement (for shame, Raccoon Logic). But the point here is if you feel like you can get there, and are skilled enough in timing and utilisation of the traversal tools, you probably can.

It’s obviously not without flaws, though. Most hidden items that require a tool or world item have those super close by, making them less than challenging. The underwater sections are criminally under-utilised (or expanded on), while the lack of a Scannable Items manifest for the completionists out there feels like an oversight. Bosses, too, are just too easy which also feels a bit like a carryover from Journey to the Savage Planet where that was also a thing, but it’s important to note that they’re not the point of the game, but rather just (progression) points in it. None of that derails the experience though, and while we finished the thing to 98% completion ahead of this review (damn Scannables!), we’re just thoroughly enjoying the Co-op stuff now and will until some sort of hopeful DLC comes along.

Revenge of the Savage Planet is anything but cold, but it does serve you something, and that something is a heaping bowl of hot mixed goo -- a goo filled with myriad gameplay flavours, wonderful world and level-design, art direction for the ages, champaign comedy and copious amounts of fun. We just want more.

Would you like to know more?
Movement through any game-world in this day and age is paramount, particularly large ones. But more importantly, players need to feel both capable and cool. Think of it as heading to the shops to buy milk or bread, but you get there so quickly that those items are suddenly free because the clerk was impressed with your speed and style. When games of this nature serve up fast and confident movement you can string together, it's always a win-win.

What’s Boss?

  • A genuinely amazing sequel that beats out the original in almost every way
  • Planets to explore over biomes gives a grander sense of scale
  • Co-op is the tits
  • Funny as all get up, but with purpose and a genuine sense of growth for the studio
  • Perfectly paced, but never, ever holds your hand

Not Boss Enough?

  • Could do with more challenge in environmental puzzles
  • Bosses are far too easyN
  • Needs a list of Scannables to track as one of the hardest parts to actually 100%
  • Lack of expansion in the underwater elements which should be explored further
  • An odd thought while writing this, but let's introduce dynamic weather, Raccoon (next time around)

A sandbox action-adventure game with key gameplay pillars from the likes of Metroid Prime and Subnautica, among many others, but stands wholly on its own. Embedded with hilarity throughout and a sense of joy, this is simply a must-buy!

About the Author

Written By Stephen Farrelly
Stephen Farrelly is a veteran journalist and editor with more than two decades experience in the worlds of gaming, entertainment, lifestyle and sport. He is a proud pug dad, loves art in all forms (particularly street and tattoo culture), and is the director of Swear Jar Editorial and Media Pty...

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