Lost Planet: Extreme Condition

Global warming's got nothing on Capcom's latest ice-cold adventure

Lost Planet is so far best known for its thermal energy gimmick, with lead amnesiac Wayne only surviving in the frozen tundra by soaking up pools of heat left behind by Akrid monsters and exploded scenery. Perpetually dwindling warmth is just the beginning.

Selective Service

There may be only eleven missions, each divided into a couple stages, but Lost Planet's icy heart is a fast-paced action shooter with loads of replay value, thanks to dynamic combat that demands quick reflexes and strategic thinking, and a grappling gun you can use to quickly pull yourself out of trouble. The variety of guns, grenades, and mechanical "vital suits" may not be exhaustive, but they've clearly been carefully tuned to enable different approaches while still underlining the need to stay moving.

Mechs have a reputation for being ludicrously slow and unwieldy, but those on show here buck that trend beautifully, jet-thrusting about the battlefield with an agility that makes each a pleasure to operate. Some can hover briefly, others jump to dizzying heights, and all can latch heavy armaments like gatling guns and rocket launchers onto each arm. If you feel like showing off, each of these monstrous weapons can be hauled around separately.

Frosty the Gunman

Not every area boasts a dormant titanium monster for you to stomp around in, but that doesn't mean you can't wreck plenty of havoc on your own two feet. The standard machine gun is a safe bet, with its medium range and plentiful ammunition, but anything other than squishy human opposition will soak up lots of well-placed bullets. The shotgun, on the other hand, doesn't have anywhere near the rate of fire, but careful aiming will let you dispatch even bigger monsters quickly, though you'll have to get uncomfortably close to them to do it.

The rocket launcher is ideal for blowing apart heavily armored stationary targets like turrets, while the rifle puts slugs through pirate heads from afar. In the early build we played, each aims beautifully, and gives you the option of adopting different viewpoints. The rifle gets a variable scope, while the rocket launcher grants a close over-the-shoulder vantage. You can only carry two at once, so resisting the temptation to play it safe is pretty important to getting the most enjoyment out of each showdown.

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