{"id":1217032,"date":"2026-02-22T13:25:55","date_gmt":"2026-02-22T13:25:55","guid":{"rendered":"https:\/\/www.polygon.com\/?p=602969"},"modified":"2026-02-22T13:25:55","modified_gmt":"2026-02-22T13:25:55","slug":"what-if-zelda-was-funny-on-purpose-theres-a-game-for-that","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/what-if-zelda-was-funny-on-purpose-theres-a-game-for-that\/","title":{"rendered":"What if Zelda was funny (on purpose)? There\u2019s a game for that."},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"\" data-portal-copyright=\"\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/what-if-zelda-was-funny-on-purpose-theres-a-game-for-that.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-drop-cap has-text-align-none\">The golden age of animation reveled in absurdity. In the heyday of the <a href=\"https:\/\/www.polygon.com\/animation-cartoons\/22585465\/looney-tunes-humor-influences-space-jam-a-new-legacy\">Looney Tunes<\/a>, Daffy Duck might get squashed and stretched, flattened like a pancake, and careen off a cliff all in the span of a minute. It\u2019s an energy that\u2019s surprisingly hard to come by\u00a0in modern video games. Unless you\u2019re loading up <em>Earthworm Jim<\/em> on a <a href=\"https:\/\/www.polygon.com\/23312308\/sega-genesis-mini-2-full-games-list-release-date\">Sega Genesis Mini<\/a> or dialing the nostalgia way back with <em><a href=\"https:\/\/www.polygon.com\/2017\/9\/29\/16381614\/cuphead-review-xbox-one-windows-pc\">Cuphead<\/a><\/em>, the elastic legacy of cartoons is hard to come by in interactive animation.<\/p>\n<p class=\"has-text-align-none\">There is no shortage of plummeting off tall objects in AAA titles, but rarely do trip-ups in an adventure game summon the energy of <a href=\"https:\/\/www.polygon.com\/animation-cartoons\/22351826\/tex-avery-best-cartoons\">Tex Avery<\/a> or Chuck Jones (the result is usually just aggravating <a href=\"https:\/\/www.polygon.com\/2020\/10\/3\/21497854\/fall-damage-video-games-bad\">fall damage<\/a>). So why don\u2019t game animators cartoon like they used to?\u00a0<\/p>\n<p class=\"has-text-align-none\">Raccoon Logic creative director and co-founder Alex Hutchinson has asked the same question \u2014 and his answer was to produce the funniest game I\u2019ve played in ages, <em>Revenge of the Savage Planet<\/em>. To tell the story of a worker drone stranded on an alien planet, and outrunning hordes of deadly creatures, Hutchinson and the Raccoon Logic team combined Coyote-versus-Roadrunner antics with Tim &amp; Eric-style satire and a gross-out sensibility fit for Monty Python fans. It\u2019s a romp with Unreal Engine polish.<\/p>\n<p class=\"has-text-align-none\">\u201cIt\u2019s always been interesting to me that comedy is a huge part of film and TV and theatre and writing but such a tiny part of gaming, and the humor that does exist is usually in the script, which means we\u2019ve been making poor men\u2019s versions of other media,\u201d Hutchinson told Polygon over email. \u201cFor a game to be funny, the comedy needs to be in the gamepad, not the script.\u201d<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/what-if-zelda-was-funny-on-purpose-theres-a-game-for-that-1.jpg\" alt=\"Astronaut looks at a slime commercial in the space habitat in Revenge of the Savage Planet\" title=\"Astronaut looks at a slime commercial in the space habitat in Revenge of the Savage Planet\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Raccoon Logic via Polygon\" \/><\/p>\n<p class=\"has-text-align-none\"><em>Revenge of the Savage Planet<\/em> is a sequel to 2020\u2019s <em><a href=\"https:\/\/www.polygon.com\/reviews\/2020\/1\/27\/21078822\/journey-to-the-savage-planet-review-ps4-xbox-one-pc\">Journey to the Savage Planet<\/a><\/em>, a game Hutchinson and the team at Typhoon Studios developed for Stadia Games. When Google shut down Stadia and Typhoon in early 2021, the core team behind <em>Journey to the Savage Planet<\/em> regrouped to form the Montreal-based Raccoon Logic, with an eye toward reclaiming the Savage Planet intellectual property. <em>Revenge<\/em> isn\u2019t more of the same; with a switch of perspectives from first- to third-person, Raccoon Logic has created a \u201ccontained open-world\u201d adventure that often feels like Zelda by way of <em>Rick &amp; Morty<\/em> (minus any <a href=\"https:\/\/www.polygon.com\/23512673\/high-on-life-xbox-game-pass-best-first-person-shooters-2022\">motormouthed guns<\/a>).&nbsp;<\/p>\n<p class=\"has-text-align-none\">Building comedy into <em>Revenge<\/em>\u2019s DNA, instead of just lacing its dialogue with jokes, meant constructing the game\u2019s multiple planetary biomes and the weapon arsenal you use to survive them all with laughs in mind. For the team at Raccoon Logic, that meant balancing the many platforming challenges, boss encounters, and secret-hunting missions so that the game was never frustrating, but always surprising. The game has a number of collectible tools \u2014 a magnetic fork, a proton whip, a slime collector \u2014 that seem simple at first but \u201chave weird consequences\u201d as players delve deeper. As I charted skyscraper-sized cliffs on Stellaris Prime and grinded light rails across the lava pits of Zenithian Rift, the possibilities of how to complete any one mission felt endless in a <em>Breath of the Wild<\/em>-like way. Failing in a spectacular, splattered fashion was its own fun.<\/p>\n<p class=\"has-text-align-none\">\u201cWe wanted the player to be lured into weird parts of the map, then be surprised by something, and hopefully get entangled in a physical disaster,\u201d Hutchinson said. \u201cWe also never punish the player excessively: if you die, you drop your stuff and are reprinted from the Meat Buddy(\u2122) organ reclaimer in your habitat, and can just play on. If it\u2019s too hard it\u2019s frustrating and not funny and people don\u2019t experiment. Then we wanted the happy accidents to affect creatures as well and then the second player to be an agent of chaos. The feeling was in that chaotic soup there\u2019d be enough emergent humor to carry the game.\u201d<\/p>\n<p class=\"has-text-align-none\"><em>Revenge of the Savage Planet<\/em>\u2019s humor clicked for me when I first saw my astronaut walk around home base. Animation director Mike Mennillo said that Looney Tunes was a huge inspiration for the character motion, but that \u201c\u2018don\u2019t go full Looney Tunes\u201d is a phrase used a lot when we pushed it too far,\u201d he said. The lanky explorer\u2019s gait is perfectly exaggerated, and downright excessive when running, when our hero looks like he might go full <a href=\"https:\/\/www.polygon.com\/game\/qwop\/5846\"><em>QWOP<\/em><\/a> if he trips over the wrong alien plant. I spent a lot of time spinning my camera into a sidescroller perspective just to watch my guy zip around like a fool.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/what-if-zelda-was-funny-on-purpose-theres-a-game-for-that.gif\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"\" \/><\/p>\n<p class=\"has-text-align-none\">\u201cOur creative director said often the character can tell a joke but they cannot BE a joke,\u201d Mennillo said. \u201c<em>Rachet and Clank<\/em> was also a big inspiration \u2014 everything moved so fluidly and I wanted to emulate that. The walk and run were the first two animations done for the main character and, because everyone loved the jaunty feel so much, they actually dictated the tone for the rest of the game.\u201d<\/p>\n<p class=\"has-text-align-none\">Jokes explode from every corner of <em>Revenge of the Savage Planet<\/em>. In the game, the hero astronaut is sent on a colonizing mission by slimeball corporation Alta \u2014 then mostly left to die out after a crash. Throughout the survival missions, Alta repeatedly spams the habitat with in-world ads for futuristic products like food replacement New Grob 2 and the Portal Potty, which allows you to \u201cscoot your scat to another dimension.\u201d The videos were all created by \u201canti-mation\u201d video director <a href=\"https:\/\/www.davyforce.net\/about\/\">Davy Force<\/a>, who Hutchinson heralded as a \u201cone-stop shop\u201d for producing their dystopian vision. I may not read every page of every book in a 70-hour RPG, but any time I died and got pummeled by a fake ad beamed in from Earth, I couldn\u2019t look away.<\/p>\n<p class=\"has-text-align-none\">Then there\u2019s the goo. So much good. Between the game\u2019s popping tongue-wagging critters to the variants of gushing populating the planets, <em>Revenge of the Savage Planet<\/em> has more splatter than <a href=\"https:\/\/www.youtube.com\/watch?v=Nxls1KnKCA4\">a Gallagher show<\/a>. And the goo isn\u2019t just for show; green goo is slippery and flammable, while purple goo conducts electricity that can be collected and sprayed out when the time is right. Absolutely disgusting sound effects give the liquid effects that chef\u2019s kiss touch.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/what-if-zelda-was-funny-on-purpose-theres-a-game-for-that-2.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"\" \/><\/p>\n<p class=\"has-text-align-none\">\u201cBig reactions from small player inputs are always funny, so [we wanted] lots of exploding goo barrels and lots of creatures fountaining goo.\u201d Hutchinson wrote. \u201cWe also took some inspiration from <em>Ghostbusters<\/em> and <em>Men in Black<\/em> and movies like that, so we filled all the planets with creatures that are full of goo, barf goo, explode into goo and we wanted it to be more than just visuals, so it also has a systemic layer which changes the play space.\u201d<\/p>\n<p class=\"has-text-align-none\">The team at Raccoon Logic makes the animated mayhem of <em>Revenge of the Savage Planet<\/em> look easy \u2014 the relentless of the gags never interfered with my desire to actually complete the missions. So why don\u2019t we see more games like it? Hutchinson isn\u2019t sure everyone could get away with it, even if they wanted to push game comedy that far.<\/p>\n<p class=\"has-text-align-none\">\u201cOne of the joys of not having a big mainstream publisher is you don\u2019t have to turn every strong flavour into mush. Big publishers are terrified of offending people, so they whittle off the extreme edges and the strong flavours, and that makes games safer and more boring in my opinion. Horror and comedy are the two genres where I think you need to take the most risk: it\u2019s not for everyone. But if you don\u2019t push the boundaries, then you\u2019ll make something for no one.\u201d<\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/>\n<p class=\"has-text-align-none\">Revenge of the Savage Planet<em> is currently available for PC, Playstation, and Xbox, and it\u2019s currently on Game Pass.<\/em><\/p>\n<p class=\"has-text-align-none\">\n<p><a href=\"https:\/\/www.polygon.com\/gaming\/602969\/revenge-savage-planet-funny-games\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The golden age of animation reveled in absurdity. In the heyday of the Looney Tunes, Daffy Duck might get squashed and stretched, flattened like a pancake, and careen off a cliff all in the span of a minute. It\u2019s an energy that\u2019s surprisingly hard to come by\u00a0in modern video games. Unless you\u2019re loading up Earthworm Jim on a Sega Genesis Mini or dialing the nostalgia way back with Cuphead, the elastic legacy of cartoons is hard to come by in interactive animation. There is no shortage of plummeting off tall objects in AAA titles, but rarely do trip-ups in an adventure game summon the energy of Tex Avery or Chuck Jones (the result is usually just aggravating fall damage). So why don\u2019t game animators cartoon&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/what-if-zelda-was-funny-on-purpose-theres-a-game-for-that\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1217033,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1217032","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>What if Zelda was funny (on purpose)? There\u2019s a game for that. | Arcader News<\/title>\n<meta name=\"description\" content=\"The golden age of animation reveled in absurdity. 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There\u2019s a game for that. | Arcader News","isPartOf":{"@id":"https:\/\/arcader.org\/news\/#website"},"primaryImageOfPage":{"@id":"https:\/\/arcader.org\/news\/what-if-zelda-was-funny-on-purpose-theres-a-game-for-that\/#primaryimage"},"image":{"@id":"https:\/\/arcader.org\/news\/what-if-zelda-was-funny-on-purpose-theres-a-game-for-that\/#primaryimage"},"thumbnailUrl":"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/what-if-zelda-was-funny-on-purpose-theres-a-game-for-that.jpg","datePublished":"2026-02-22T13:25:55+00:00","author":{"@id":"https:\/\/arcader.org\/news\/#\/schema\/person\/8460f5e5076b52fb2369f2f7ce6f2839"},"description":"The golden age of animation reveled in absurdity. 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There\u2019s a game for that."},{"@type":"BreadcrumbList","@id":"https:\/\/arcader.org\/news\/what-if-zelda-was-funny-on-purpose-theres-a-game-for-that\/#breadcrumb","itemListElement":[{"@type":"ListItem","position":1,"name":"Home","item":"https:\/\/arcader.org\/news\/"},{"@type":"ListItem","position":2,"name":"What if Zelda was funny (on purpose)? 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