![]() "You can do that, but if you want to have any sense of narrative you'll need to do it by hand. "You can have thousands of hours of gameplay if it's purely systemic," Hutchinson said. The game incorporates systemic, sandbox gameplay elements along with handcrafted components. You explore an open area of an alien planet that is gated off metroidvania-style, fight aliens with different weapons, and solve various environmental puzzles. Journey to the Savage Planet is a first-person survival adventure game whose setting is established by purposely corny live-action videos about how megacorporations have endangered humanity. ![]() It was the first project they were working on as a small studio, so they wanted to refine a single idea rather than spend more development time trying to make a bigger game. We wanted to be both practical and reasonable and keep it as a focused experience." The team knew their game would be "feature-lite," as Hutchinson put it. "It's a new team with new technology so we didn't know what we could achieve. "It's half inspiration and half practical," he said. He, and many members of his team that jumped ship from Ubisoft, didn't want to go through that again. Hutchinson had serious burnout from crunch at Ubisoft, working long hours to make sure the massive worlds of both Far Cry and Assassin's Creed were full of things to do. Then we found the team was in love with humor, so those three things came together to create Savage Planet." "Then we just iterated and iterated for a few months. The combination of Hutchinson's fondness for science fiction and the team's eagerness to build on their past experience let them "set a box around what we wanted to make," he said. They didn't want to crunch and they wanted to build off the skills they developed while working on games like Far Cry 4. It led to Typhoon Studios applying lessons they learned working on major franchises to their work on Journey to the Savage Planet. Hutchinson's time at Ubisoft greatly influenced his view on and approach to game development. That strangely feels more valuable right now." They had forgotten there was this big arc of hopeful, 'we can go anywhere' sort of fiction. "I was excited by the idea that people had only kept the dystopian angle of science fiction. "I'm a fan of golden age science fiction," Hutchinson tells me as he sits in a room decorated with comic books. Hutchinson wanted to do something in a similar vein for his Typhoon's first project, Journey to the Savage Planet, an irreverent exploration game inspired by science fiction comics of the 1950s. He didn't get to finish his final project at Ubisoft, a lighthearted sci-fi game codenamed Pioneer after a disagreement with higher-ups at the Montreal branch of the publisher and he subsequently left in 2017.
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