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Video game review

Submitted by Staff on May 26, 2010 – 1:59 pmView Comments

xbox360

By Billy O’Keefe
McClatchy-Tribune

“Lost Planet 2” is the most aggravating kind of game there is, because when it isn’t busy being unreasonably toxic, it’s kind of awesome.

At its core, “LP2” is, like its predecessor, just a ton of dumb third-person shooter fun. The weaponry packs an exaggerated punch (both in recoil felt and damage dealt), the operable mechs allow for joyously destructive rampages, and the explosions and screen-sized bug enemies are as impressive here as they are anywhere. “LP2” primarily squares players off against human opposition this time around, but it still takes frequent occasion to bust out some show-stopping encounters against absolutely gigantic bugs.

The net visual and tactile effect of all this action remains incredible and distinctive four years after we first experienced it, and while the run-and-gun controls feel slightly archaic in this era of cover-based shooters, they’re a perfect complement under these conditions.

Sounds great, right? It should be, and it would be if “LP2’s” overlying particulars didn’t have more left feet than a groggy millipede. But they do, and most of the fault lies with a startlingly unfriendly implementation of co-op play into what used to be a single-player-friendly game.

Like its predecessor, “LP2” tells a story — and, at some 15 hours long, a lengthy one at that. But instead of present it like any other single-player game with co-op functionality, Capcom dresses each chapter in a multiplayer lobby interface. Players load out as a foursome, and those who wish to play alone are gifted three A.I.-controlled players with immersion-shattering fake screennames floating above their heads.

The interface is similarly kludgy, offering no way for players to drop into games already in progress and never bothering to explain the confusing setup to players who played the first game alone and expected a similar road through the sequel.

But the real trouble awaits in the gameplay, which operates by multiplayer rules even for those who play alone. That means no checkpoints or save spots during the span of levels that often take an hour to finish. “LP2’s” complicated health math means players can respawn upon dying a limited number of times, but should that math run out, any progress in the level is lost. Players can’t even pause the game — something other co-op games allow even with friends aboard.

These inconveniences turn into deal-breakers once it becomes clear “LP2” has no issue with dishing out some staggeringly cheap action even on its easiest difficulty. One-hit kills, psychic enemy A.I. and unavoidable boss attacks abound, and because Capcom put zero effort into making solo players’ A.I. teammates anything beyond borderline catatonic, what feels cheap with friends assisting is a nightmare alone. Challenge is a wonderful thing, but “LP2” goes about creating it in entirely unfriendly and joyless ways.

The news is better for the subset of players who enjoyed “LP1” for its competitive online multiplayer (16 players). “LP2” borrows some of the single-player game’s health math but otherwise resists the temptation to fix time-tested modes that aren’t broken, and the dreadful A.I. is nowhere to be found. For players who want to experience all the game does right without dealing with all it does wrong, this is the way to do it.
Billy O’Keefe writes video game reviews for McClatchy-Tribune News Service.

Lost Planet 2
For: Playstation 3 and Xbox 360
From: Capcom
ESRB Rating: Teen (animated blood, language, suggestive themes, violence)

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