
System: X360
Dev: Capcom
Pub: Capcom
Released: Jan. 12, 2007
Players: 1 - 16 (Online)
ESRB Rating: T
Review by D'Marcus Beatty
The story in Lost Planet is obviously just an engine to push the gameplay. The dialogue, though not horrible, isn't natural, much like its Capcom cousins Resident Evil or Devil May Cry. Some of the lines are completely cheesy, but most are almost believable. Almost. Fortunately, since Lost Planet is an action game, plot is mostly an afterthought to the gameplay, so the odd story doesn't really detract from the player's ability to comfortably kill Akrid.

In addition to the regular story mode (which is fairly short), Lost Planet also has an online multiplayer mode that allows the player to challenge friends on Xbox Live. Lost Planet supports up to 16 players fighting together, all using the same game engine and stunning visuals as the single player game. Elimination and Team Elimination are standard deathmatches. Post Grab has teams scrambling to take control of the data posts scattered throughout the stages, and Fugitive has one player hiding from everyone else seeking him. All of the online modes are a lot of fun and a great experience beyond the single player game.
Lost Planet: Extreme Condition is a great game with amazing graphics, epic boss battles, good gameplay, and mechfights in the snow. It's hard to go wrong with that combination, and Capcom didn't, essentially creating a great gaming experience. Lost Planet is a game that any action aficionado should get happy to find.
By
D'Marcus Beatty
CCC
Assistant Site Director
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July 24, 2006 - Known for Megaman and Resident Evil, Capcom is hitting Xbox 360 owners with an entirely new adventure this winter. Lost Planet, which made a very impressive showing at E3, will look to fill the action-shooter gap between Gears of War late this fall and Halo 3 sometime in 2007. After taking a look at the demo, one could safely say that this period should be well taken care of.

The preview demo offered a look at two different stages. The first stage set our protagonist, Wayne, through buildings and an underground garage to eliminate the indigenous alien hive. Named the Akrid, these aliens are bug-like creatures that instantly remind sci-fi fans of Starship Troopers. While traversing the frozen tundra and snow-buried buildings, Wayne has to engage drone-type enemies that emerge from pods in the ground, ceilings, or rock faces.
Noticeable as soon as you start the demonstration, the movement physics have a weighted realism to them. When you take a step, it really seems like you are trudging through foot-high snow with every step. Also, when aiming at slight angle from your vision, the camera position remains fixed and the aiming reticule moves. A departure from a normal 3rd Person camera following this movement constantly, the ability to make slight alterations without jarring the camera is an advantage you don't necessarily notice at first. However, when you engage an enemy while moving, it's easy to see how effective this approach is. On top of that, when aiming at acute angles from center, Wayne's feet remain planted. This, again, makes the entire game feel much more realistic.
Body energy and air temperature are almost as important as life and ammo remaining. An energy bar continuously ticks down while outside in the brutal cold. Running causes this meter to decrease noticeably faster as well, so if you are out in the cold you better know exactly where you want to go. Enemies that are defeated along the way drop amber orbs of thermal energy to replenish this meter, so as long as you are killing, you are living.
These aliens that attack you throughout the demo's first mission vary in size from the smaller drones to the massive roll-ball aliens that assault you about halfway through. Each alien has a weak spot, however, that is visible as an orange spot on their body. On the drones, it's actually inside their mandibles, while on the bigger aliens it's usually on their backside somewhere. Firing on these areas provides a substantial increase in damage and even can cause the bug to turn to ice.

It is when you are attacked that you get the best look at how powerful the graphics engine is in Lost Planet. Bugs that you choose to engage up-close look as convincing as you can imagine, placing you in what feels like the Christmas version of Starship Troopers. Lighting effects, especially when throwing a grenade or using the gun-mounted flashlight, are impressive as well. My only complaint against the visuals in this demo is that the flashlight didn't move from its position when reloading your rifle. Only sticklers will notice this, but I think that this change would make the game that much more engrossing.
In the second mission, players are charged with storming an enemy pirate base solo and destroying their VSs (Vital Suits). Despite the fact that they are not called mechs, these things are everything you would imagine a mech to be; huge, well-armored, armed to the teeth. Luckily, heavy weaponry is left for you to use against these armored walkers, and a couple clips of Gatling gun fire is enough to topple one of these machines. These heavy weapons are too heavy to use or reload while moving, so wasting ammunition on petty foot soldiers can leave you a sitting duck for rocket fire.
For the retail release, Lost Planet will feature these mechanical Vital Suits more prominently as they are pitted against the oversized bugs indigenous to this planet as well as the opposing human forces. Carrying the same weighted realism in its physics, piloting a Vital Suit will certainly feel as genuine as it can. Using the same heavy weaponry described above, these suits will also use mounted rockets and shotguns to tear through any opposition.

From the demo that we played, it appears that Lost Planet will certainly be a strong contender when it releases early next year. The gameplay mechanics feel more advanced from what we've seen on current-gen, which they should, and the graphics stand out even when compared to many of the games set for a similar release date. If this demo is simply a small taste of what's to come, then we can't wait to get our hands on the whole package as soon as we can.
By
Patrick Evans
CCC
Staff Writer