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REVIEW LOST PLANET: EXTREME CONDITION |
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PUBLISHER
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CAPCOM
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DEVELOPER
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IN-HOUSE
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GENRE
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SHOOT-'EM-UP
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PLAYERS
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1-16
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PRICE
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£29.99
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RELEASE DATE
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OUT NOW
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Underneath the mountain of technical
issues, Lost Planet: Extreme Condition is
a retro shooter that is absolutely as fun as
the screenshots suggest. Unfortunately,
the laziness of the
PlayStation 3 port
prevents it from
being essential.
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SCORE
04/FEB/08 |
69% |
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PlayStation 3 cross-platform
development, astonishingly, is on
the up. Anyone who has played Call
Of Duty 4 or Burnout Paradise on
the PS3 will have noticed this, which is quite a
jarring contrast to last year’s rubbish ported
efforts. We now assume that developers have
a grasp on the PS3’s technology, and that
they’ve somehow adjusted to the awkward
development process as the months have slid
by. Unfortunately, while remaining a lot of fun,
Lost Planet: Extreme Condition is evidence
that few publishers really prioritise the PS3.
It’s an absolute dog’s dinner of a port, even
though the game beneath it remains perfectly
playable. Let’s be clear –
Lost Planet: Extreme
Condition is rarely hampered by slowdown,
but is instead hindered by the blockish
graphics, which look nowhere near as tight as
the year-old Xbox 360 version of the game. On
the plus side, however, every downloadable
extra, from the previous versions, is stockpiled
for the PlayStation 3, but there are no
advantages to the PS3 edition other than this.
On its own design merits, though, Lost
Planet: Extreme Condition is more than
acceptable. It’s a basic Capcom shoot-’em-up
in every sense of the
term, and games like
it have been kicking
around since the Mega
Man era. With no threat
of differentiation in its
structure, Lost Planet: Extreme Condition is
accessible enough for most gamers, but the
intelligent difficulty levels ensure that the
game has a meaningful impact on the player.
As with classic games of its ilk, Extreme
Condition is dependent on varying difficulties
to set it apart. Play the game on Easy mode,
for example, and rolling through the levels is
but the merest of tasks – enemies are weak,
and they rarely attack, leaving the player
with a solid yet brainless action game to pile
through. On the hardest difficulty setting,
however, Extreme Condition is much more
about survival, and the cold weather becomes
the greatest enemy of all.
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On the game’s HUD is a counter labelled
‘T-ENG’. This stands for thermal energy,
which is consumed as you walk around
the snowy terrain. Enemies drop thermal
energy when they’re felled, but there are also
signpost generators that give off massive
heat signatures. With these functioning
as checkpoints, of sorts, the pressure is
on to race to the end of each level without
sustaining too much damage; the thermal
energy also recharges the health bar when
Wayne (the game’s lead character) is injured.
The hunt for thermal energy adds tension
to every shootout – if you choose to play it
on the hardest difficulty, it’s a much more
engaging experience. Even if that turns out to
be too hard, though, and you opt for the Easy
mode, it still has a lot of character, and the
design of it is fluid and thrilling.
This is due, in part, to the sheer brilliance of
the Akrid. These creatures often best Shadow
Of The Colossus in the size department,
and the level of detail on each of them is
impressively concise. Even the basic, ten-apenny
enemies can surprise the player with
their gigantic scale. They’re the main incentive
to progress, really, as successive levels offer
up more and more huge next-gen baddies to
take down. Lost Planet: Extreme Condition
is rarely boring, and there’s very little to be
frustrated by.
The non-technical issues are, more often
than not, with the more minimal aspects of
the game. For example, the grappling hook,
which is used to reach higher environments,
is fiddly and very dysfunctional. While we
were hoping for a simplified, Uncharted-style
hanging shoot option, the grappling hook in
Lost Planet: Extreme Condition is only truly
effective when every enemy has already been
dispatched. Its use as a tactical advantage is
limited, as a single hit will prevent you from
reaching higher ground.
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Repetition is also a problem. Lost Planet:
Extreme Condition is around 12 hours long in
Normal mode, but the constant shooting can
become quite grating. The mech-style Virtual
Suits are do a good job of breaking up the
shooting sections, but even they descend into
brainless gunning for 90 per cent of the time.
These are small issues, though, when they
are compared to the total retardation of the
technical issues. The blocky graphics are
horrible, angering aspects that could easily
have been ironed out in just a few months.
How, exactly, does a one-year-old Xbox 360
game look worse on the PlayStation 3?
Everything, from the character models to the
explosions, has seemingly been layered with
a lattice effect, which means that everything
is ruined by the blockish visuals. Lost Planet:
Extreme Condition is a rushed job on the PS3,
without a doubt.
At this point, PlayStation 3 dev kits have
been kicking around for at least the last
two years – so when will developers finally
understand how the console actually works?
Given that Devil May Cry 4 functions so
wonderfully on the PlayStation 3, we’re at
a loose end as to how Lost Planet: Extreme
Condition can fall so short. If Capcom had
actually sorted this brilliant shooter out for
the PS3, then it would’ve received a score of
81%. As it is, though, Lost Planet: Extreme
Condition is marred by the truth that
somewhere, on another console, somebody
is enjoying the game much more than
you ever will.
Samuel Roberts
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