Majestic boss battles are marred by illsuited
(and occasionally unfair) controls.
If you like your boss battles epic this is
for you, otherwise Gears Of War should
be your next port of call.
SCORE
11/DEC/06
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You never get a second chance
to make a first impression,
goes the adage. Just observe
any high-street chugger, for example:
desperate to divert your small change
from the hands of the McDonald’s
Corporation to ‘save the ferrets’ or
somesuch, increasingly irrelevant tactics
come into play. “Hiya, how are you
today?” say they, causing the heart
to jump for one fleeting moment at
the possibility of (often somewhat
attractive) human attention. A quick
glance of the logo adorning some
probably sweatshop-manufactured
cap or polo shirt though, and the true
nature of the conversation is revealed.
“Well, I’m just on the way back from
the outpatients,” starts a response as
the dark mist returns, “it’s my mother
– she tries to hold up as best as she can,
you know, but the doctor just told her
it’s terminal.” Cue faraway look and
solitary tear, then walk on. That’s what
you get for interrupting our thoughts
of shiny new things with painful reality,
man. We digress – the somewhat
buried point behind all of this is anyone
seeking your precious cash knows that
gentle and entertaining coercion is
needed for that crucial emotional hook.
If Lost Planet worked the high street, it’d
simply club Joe Public on the head and
make off, cash in tow.
The issue is it’s all so unashamedly
retro. On the one hand, you’re simply
dumped into each disconnected level
with nothing but a rather unspecific
briefing to go on. Yes, it’s meant to be a
run-and-gun affair, but when you spend
30 minutes taking down a 100-yard
bearded worm only to discover a whole
panorama full of the blighters over
the next mound – all for the sake of
one piece of communications headset
dialogue pre-empting your error
– things have gone a little too far. Heck,
your first few seconds of action as (the
more heroic than he sounds) Wayne
are filled with confusion as you fail to
take flight from battle, inevitably ending
up a stain in the concrete several times
over and only then seeing the NPC you
should have been following. Bah. On
the other hand however, some of the
most epic boss battles of recent years
have been imprisoned within this single,
shiny DVD. The larger of your insectoid
Akrid opponents certainly take some
weird and wonderful shapes, forming
the overwhelming bulk of each level’s
challenge. From the initial encounter
with a metal Sonic-inspired beast, whose
violent head-over-heels movement
propels it around and through the womb
of its nest to later stand-offs, such as
that between your mechanised self and
quite possibly the world’s largest, most
attitude-filled wasp, the standard remains
high. What’s more, although there
are obviously strong visual clues as to
which parts of your foes are potentially
the most squishy and vulnerable, nice
use is made of scenery objects and
terra-forming to ensure there’s a lot
more variety to the experience than just
centring sweet spots and pulling the
trigger. So, while the conclusions are
satisfyingly gung ho, as your departed
foe inevitably cracks into a million tiny
icy pieces, there’s a satisfying degree of
variety to how you reach that stage every
single time.
Backing up for a second, Lost Planet’s
story reaches new and spectacular levels
of melodrama. Set on the frozen tundra
of planet E.D.N III, the attempts of
humankind to settle on such inhospitable
land are chronicled. Needing precious
thermal energy to survive, the various
community factions soon discover it
can be harvested from the corpses
of aggressive Akrid creatures who
inhabit the planet’s depths. Against
this backdrop we encounter our hero,
who watches his father killed by one of
the larger specimens before suffering
from terrible, trauma-triggered amnesia.
Trust us – you half expect Calculon to
take centre stage as the whole thing
turns into an episode of All My Circuits.
Regardless, young Wayne then sets off
on a typical nothing-to-lose crusade
of revenge, mystery and self-discovery,
accompanied by the usual collection of
firebrand accomplices. It’s interesting
though, to see how much of an effect
re-confining narrative sections to the
traditional ‘cut-scenes only’ template
has. Many of the 360’s most memorable
dovetailing effects – the vehicular dropoff,
mid-level establishing scenes, little or
no loading time between levels – are all
conspicuous by their absence. Whilst not
a fatal flaw, it’s a bit like waking up one
morning to discover you haven’t got a
belly button.
That’s not the only thing that doesn’t
quite fit, either. Though we doubt Joni
Mitchell has laid hands on the majestic
Gears Of War, she’s got quite a knack
for describing shooter control systems.
Quite simply, you don’t know a good
one until it’s gone – replacing Epic’s
wonderful marriage of acrobatic ability
and the necessity for speedy movement
comes an input system clearly borrowed
from some more sedately paced
title. Though again not fatal in itself,
several standout moments occurring
as a direct result bring about intense
sensations of jippery. Time after time
you’re left double-tapping the jump
button, searching for some surgically
removed dive move, as a rocket you
saw eons ago careers in unavoidably.
The shoulder-button system employed
to allow swift 90-degree viewpoint
changes fails to compensate for
Wayne’s lack of pace when attempting
to encircle enemies, too. Even Lost
Planet’s most exciting trump card
– the ability to man and tool up ‘Vital
Suit’ mechs to forge a path through
some of the tougher sections – is
tarnished by a general sluggishness
and the awkward nature of tooling
your kit up. Accidentally assigning a
weapon to the wrong mounting point
(thereby dropping a tasty piece of kit
frustratingly onto the ground) is a real
possibility without an unhealthy amount
of concentration, as is simply jettisoning
your craft – the two functions share
a button. Hardly the kind of thing
you want to worry about with several
scythe-like limbs swinging aggressively
in your direction. Without wishing to
ignore the differences between the two
titles, Gears showed us that it’s possible
of a targeting crosshair, grate a little.
Your overwhelming firepower ensures
matters don’t become unbalanced, but
a little survival or teamwork instinct
wouldn’t have gone amiss. At the
least, you’d feel outwitted rather than
overwhelmed each time that familiar
red flatline crosses the screen.
Another achingly retro feature of Lost
Planet is its difficulty. Each fresh level
generally follows the same structure,
offering 20 minutes or so of grunt
grilling as you scale mountains, trawl
through cities and so forth, followed
by a boss battle at the summit that can
last well over half an hour first time
around. Each finished enemy leaves a
pool of purest thermal energy where
it fell, which must be collected by
Wayne, adding to his ever-decreasing
pile. Before total depletion, our woolly
hero’s health will speed back to normal
when hit, making it difficult for him
to be killed outright, though once
it’s gone mechs power down entirely
and life forces will slowly ebb away.
Checkpoints are also spaced just a
little too sadistically, meaning an oldschool
trek is on, should death occur.
Furthermore, while boss creatures drop
the same thermal energy as any other
when hit, showdown arenas can be
designed so retrieval of said energy
puts you in a situation where doing so
isn’t worth the risk (almost forcing you
to complete such a miracle not only
successfully, but against the clock).
There are bound to be one or two diehards
out there who like having their
asses filleted and served to them with
a glass of fine Chianti, but we’d prefer
matters to be a little more fair.
While this review may appear to
be all doom and gloom, in actuality
things aren’t quite so bleak. A lot of
effort has clearly been put into making
the design of large-scale enemies and
Vital Suits varied enough to make you
want to give each a thorough spin.
With episodes such as the needless
worm confrontation, Lost Planet
performs some sort of absurd design
wheelie, pouring in admirable amounts
of superfluous detail just to make the
experience a more complete whole. It’s
just that almost every positive point finds
itself balanced by an equally persuasive
negative, until you start running out
of hands to place such instances on.
It may be as simple as a case of poor
timing – after all, even if your blood
lust is so mind-blowingly specific as to
deal damage to strictly insectoid foes,
the 360 already quenches that thirst
better elsewhere. If you’re hankering
for a little gunplay, then you’ve better
options to choose from in the likes of
F.E.A.R., Call Of Duty 3 or even Prey.
All of which leaves Capcom’s effort
somewhat lost – ironically enough, in a
perfectly adequate void – hard to pan,
but impossible to totally recommend.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson