Forthose that have played Far Cry 4, Journey to the Savage Planet might feel strangely familiar. The game is largely comprised of the same components, complete with vibrant, seemingly endless landscapes, an engaging loot and craft system, and a story that is somewhat tongue-in-cheek to bring it all together. This wacky sci-fi adventure puts players in a brand new world as a member of the Pioneer Program.
While equipment and loot may be limited in some areas of the game, players with the right knowledge can summon a friend to help them out on their adventure. Getting a co-op game started in Journey to the Savage Planet, however, has been frustrating for some players.
To the dismay of some, Journey to the Savage Planet doesn't offer any options when it comes to local multiplayer. For the couch co-op types, this puts the experience at a disadvantage. It does not, however, rule out the chance at multiplayer for fans of the game. It just means both players that want to experience the Journey to the Savage Planet must own their own copy of it.
To commence the co-op experience, Player A must select the Cooperative option from the game's main menu upon hosting a game. This way, once the server loads up, all Player A will have to do is send Player B an invite to get them to join their game.
In Journey to the Savage Planet, whoever plans on hosting the game must also hold all of the information for it. This would include things like save data and progress. If Player A originally hosts a game, and then Player B tries to host it the next session, both players will find themselves beginning a new game.
Achievements, however, belong to both players. Just because Player B didn't host the game does not mean that they won't get to keep their achievements that were accomplished during the co-op session.
It should be noted that in co-op games, players aren't expected to stick together. Both players are free to wander around the planet and explore this wondrous sci-fi world however they desire. It does help for players to meet back up and compare notes, and therefore inform each other's journey.
WELCOME TO THE PIONEER PROGRAM! As the newest recruit of Kindred Aerospace - The 4th best interstellar space exploration company - Your job is to determine if the planet ARY-26 planet is fit for humans. You may be short on equipment and experience, but good luck!
This page contains co-op info for Journey to the Savage Planet on the PC. All information about Journey to the Savage Planet was correct at the time of posting. Information is subject to change. If you see any errors please email us.
Now that High on Life is out in the world, you can try the game for yourself on Xbox Game Pass across PC and Xbox consoles. But you might be wondering if you will be playing the game alone. Are there any multiplayer games on offer?
Developed by Typhoon Studios and initially launched in 2020, Journey to the Savage Planet is a sci-fi shooter game featuring a colourful planet to explore, with lots of puzzles to solve and varied enemies to battle, and it also has its own brand of quirky humour. It's not quite as in-your-face as High on Life when it comes to delivering jokes, but there's still plenty of funny stuff in there.
Crucially, unlike High on Life, Journey to the Savage Planet has an online co-op mode that lets you pair up with another player as you play through the game. If you're intrigued, take a look at the gameplay trailer below!
Although the stories couldn't be more different, this feels like a good companion piece to High on Life, especially if you're looking to scratch that multiplayer itch at the same time as taking in a colourful sci-fi world.
More than anything, Journey to the Savage Planet reminds me of Rare circa Conker's Bad Fur Day. It's bright, cute, colorful, and endlessly charming. AR-Y 26 is filled with adorably boggle-eyed creatures as well as ferocious predators, and there's a dark silliness to it all that plays into its Dr. Seuss aesthetic perfectly. The best part is that every last element serves as a comedic vehicle. This gives the game a Far Cry 3: Blood Dragon quality where I feel compelled to find more creature descriptions and lore entries just to see what they say, because it's usually hilarious.
Speaking of creature descriptions: your main method of cataloging the planet's flora and fauna is a Metroid Prime-style scanner, and this quickly became one of my favorite features in Journey to the Savage Planet. Sure, scanning enemies and puzzle pieces gave me helpful hints, but I was mainly in it for the laughs. My first entry was for a Pufferbird which, as my sardonic, Glados-esque AI overseer informed me, totally loves me. I was picking up what this game was putting down by this point, so I knew I was going to be doing terrible things to this Pufferbird in the near future, so I apologized in advance. Sure enough, not 10 minutes later, I lured it into what I can only describe as a venus flytrap wood chipper so that I could open a door. I'm sorry again, Pufferbird.
Some creatures aren't as naive as Pufferbirds and require a more forceful touch, which brings us to the game's simple but serviceable action. Your main weapon is a laser pistol with infinite ammo (but a limited magazine), and you've also got a grappling hook and jetpack to get around, as well as consumables which fuel an array of gadgets I won't spoil. You can dash to avoid incoming enemies or projectiles, slide under and into gaps, and mantle up ledges. It's not Mirror's Edge or Apex Legends, but Journey to the Savage Planet is fun to play moment-to-moment. I was especially impressed by the game's boss battles, which are far more difficult and memorable than I expected them to be. The controls are a bit clunky at times, with slide stutter and dodgy grapple registration in particular leading to more than a few mishaps, but there are no deal-breakers. Besides, this is a game where combat and movement improve as you unlock more and more upgrades that expand your abilities.
Early in the game, my AI told me to find an alien alloy that I could use to make a crucial upgrade. The target alloy was marked on my compass, but wanderlust set in on the way there and I ended up finding another alloy much closer to my crashed ship. In many games, I would've needed to get the marked alloy anyway because it's what the story calls for. Instead, my AI was like, "Oh, you found a different one, I guess that works too!"
This was a small interaction, but it taught me that I could do things out of order if I wanted to, and it reinforced that exploration pays off. This shaped the way I played the rest of Journey to the Savage Planet, and while the path forward was still mostly linear, I enjoyed branching off to test the limits of my gadgets and chart my own course. It made my journey feel more personal, especially when I was able to access some things early through clever tactics. In my finest moment, I used deployable bounce pads, gravity, and meticulously timed jumps to access a secret locked behind an upgrade I hadn't discovered, and the sense of triumph was palpable. I would've liked a few more of those freeform moments, but the journey felt well-paced overall.
It's also worth noting that while I finished the game in just over six hours, that was only with 67% completion. I'm the kind of person who generally blasts through story stuff in open-world games, so I've still got dozens of upgrades and secrets left to find which could easily push Journey to the Savage Planet over the 10-hour mark. That said, don't be put off by the length. This game doesn't need to be any longer, and given the wealth of time vampires on the market, I respect and welcome a good short game. There's more here than you need, so you can play Journey to the Savage Planet precisely as much as you want. And in my experience, you'll have a great time no matter what you do.
Austin freelanced for the likes of PC Gamer, Eurogamer, IGN, Sports Illustrated, and more while finishing his journalism degree, and he's been with GamesRadar+ since 2019. They've yet to realize that his position as a senior writer is just a cover up for his career-spanning Destiny column, and he's kept the ruse going with a focus on news and the occasional feature, all while playing as many roguelikes as possible."}), " -0-10/js/authorBio.js"); } else console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); Austin WoodSocial Links NavigationAustin freelanced for the likes of PC Gamer, Eurogamer, IGN, Sports Illustrated, and more while finishing his journalism degree, and he's been with GamesRadar+ since 2019. They've yet to realize that his position as a senior writer is just a cover up for his career-spanning Destiny column, and he's kept the ruse going with a focus on news and the occasional feature, all while playing as many roguelikes as possible.
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