It’s not often you hear veteran game developers speak candidly about the struggles of the AAA industry, but the team behind Revenge of the Savage Planet is doing just that. Having worked on massive franchises like Assassin’s Creed and Far Cry, and survived a chaotic journey that included being bought and then shut down by Google, the developers at Raccoon Logic have a unique perspective. In a recent interview, they didn’t hold back, offering a fascinating look at why the big-budget model is becoming unsustainable and why they’re happy to be giving it the finger.
Their journey to making the sequel to Journey to the Savage Planet is a story in itself-one of corporate misadventure that ironically mirrors the satirical themes of their own games. Now independent again, they’re talking about what’s wrong with the industry and why they believe smaller, weirder, and more focused is the way to go.
When Tech Giants Don’t Get Gaming
One of the most pointed critiques came from creative director Alex Hutchinson, who spoke about the team’s experience after being acquired by Google for its now-defunct Stadia service. He explained that large tech companies often fail because they try to manage creative endeavors the same way they run their other business units. “They’re not content companies, so they don’t understand art or media,” Hutchinson said. “They try to run creativity like they run their businesses and I think that’s why they’re struggling.”
The experience left a mark. Hutchinson noted that at big companies, half his day was spent debating with people who didn’t really care about the content, just to prevent them from changing it. It’s a soul-crushing process that ultimately leads to safer, blander games. This experience seems to have fueled the team’s desire to break away and do something different, something with a punk-rock spirit that is often missing in the polished world of AAA gaming.
The Unsustainable AAA Model
Beyond the culture clash with big tech, the developers also took aim at the current state of AAA development itself. They pointed out that development cycles have ballooned, with a single game now taking an entire console generation-or longer-to produce. “After four to five years, it’s hard to sustain the momentum behind something,” the team noted. This lengthy process not only burns out developers but also makes it incredibly risky to innovate.
When a game costs hundreds of millions of dollars and takes the better part of a decade to make, studios are less likely to take creative chances. Instead, they fall back on proven formulas, leading to the endless cycle of sequels that get “safer and safer and safer over time.” The team at Raccoon Logic wanted to escape this trap and return to a model where they could make a game that was “deeply finishable” and focused on joy rather than endless engagement.

Finding Freedom in the ‘AA’ Space
For Raccoon Logic, the solution was to embrace the “AA” space. This middle ground between indie and AAA allows them the creative freedom to make the games they want to make, without the immense pressure and corporate oversight of a massive publisher. Making a sequel like Revenge of the Savage Planet is, for them, the sweet spot. “I love the first sequel in a franchise,” Hutchinson said. “You can start from success… and you can focus on refining what made the first special and adding all those bits you maybe had to cut the first time.”
This freedom is evident in their game’s design, which they describe as an “optimistic dystopia.” While the game’s world is a satire of corporate greed, the experience for the player is meant to be one of pure joy and exploration. “We already live in a dystopia,” Hutchinson joked. “We may be putting you in a dystopia, but we like the idea of an optimistic dystopia. One where you, as an individual, are having fun, even though the world is crumbling around you.”
Frequently Asked Questions
- Who are the developers of Revenge of the Savage Planet?
 - The game is developed by Raccoon Logic, a studio formed by veterans from Typhoon Studios, the creators of the original Journey to the Savage Planet. The team includes former developers from Ubisoft and Warner Bros.
 - What was their experience with Google?
 - Typhoon Studios was acquired by Google to make games for Stadia, but the division was shut down shortly after. The developers described the experience as frustrating, citing Google’s lack of understanding of the creative process in game development.
 - What is their critique of the AAA industry?
 - They believe AAA development cycles have become too long and unsustainable, which stifles creativity and leads to safer, less innovative games. They also feel the corporate environment sucks the life out of developers.
 - Why do they prefer making ‘AA’ games?
 - The ‘AA’ space offers more creative freedom and less corporate pressure. It allows them to make more focused, unique, and “finishable” games that prioritize player joy.
 - Is Revenge of the Savage Planet a co-op game?
 - Yes, like the first game, it features two-player co-op. The developers are big believers in two-player experiences, finding them more intimate and cooperative than larger group formats.
 - What is an “optimistic dystopia”?
 - It’s the term the developers use to describe their game’s tone. The world is a crumbling, corporate-run dystopia, but the player’s experience within it is designed to be fun, joyful, and full of humor.
 
Conclusion
The story of Raccoon Logic and Revenge of the Savage Planet is a refreshing dose of honesty in an industry that is often tight-lipped. Their journey is a cautionary tale about the perils of corporate overreach, but it’s also an inspiring one about the power of creative independence. By choosing to step away from the AAA machine, they are not just making a game they believe in; they are also making a statement. And in a world of ever-expanding budgets and development times, a weird, funny, and deeply finishable game like Revenge of the Savage Planet feels less like a step back and more like a path forward.