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Disjointed
Nobody could tell by the ending of
Lost Planet what
the sequel would be about. It couldn't really be considered a cliffhanger,
and Capcom could have easily left the series as it was. Some consider
the story in LP2 shallow and/or non-inclusive when compared to
the story in LP. Criticism was also leveled at the sequel's plot
delivery, but LP's contrived story was by no means genius delivery;
it was all so disoriented and disjointed that it took me several play-throughs
to "get," and I'm betting I'm not the only one.
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Then,
there's that incredibly
disappointing, pathetic dweeb/nerd/geek end-boss
who should have been thrown straight into the trash from the drawing board.
As a longtime Capcom fan, the end-boss in LP was one of many areas
I thought Capcom had dropped the ball on. Why did he look like a Japanese
businessman (affectionately referred to as "salarymen" there)?
His face was irritating beyond belief, his glasses were dumb as hell, and
his voice-over was just as bad. Sure, his VS might have been a mechanical
design triumph compared to the other VS types in the game, but it's a wonder
how its uninspired, stupid pilot passed inspection. Perhaps the story suffered
because it was tied to such a lame character? |
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What
You Say And How You Say It
The thing here is presentation and approach. LP2's epic story is
actually a big step forward for the series, with reveals more important
than Nevec's plans to sacrifice E.D.N. III for T-Energy in
the previous LP. How is that? You
see, the events that came to a head in LP2 were the result of Nevec
experimentation gone bad. Cloning, Akrid sentries, and other experimental
Akrid hybrid weapons fully portray Nevec as an evil entity parallel with
Umbrella from the Resident Evil series. Subtle presentation and
approach, however, trivialized the intended scale of its biggest reveals.
In-game
happenings and environmental mood show the reveals, but lack of
dramatization emphasis and voice-over enthusiasm just don't pull in you
into them.
The cloning
of Yuri is arguably the best example of this; a reveal so easily missed
that even I only noticed it after a double-digit number of play-throughs
I was seeing a whole new part of the game I had somehow missed before.
How could the return of a pivotal character from the previous game be
missed so easily, so many times? Is it the lack of facial expression in
LP2 compared to the first game? Does the multi-player aspect of
the game distract players from the plot? Whatever the case may be, though,
it rings a bell with RE fans familiar with the cloning of bio-weapons
in that series. From there, the series could easily go on a path based
on Nevec's Akrid experiments. It's a possibility that isn't too entirely
far from reality, and one that sounds as intriguing as the path RE
took.
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"Worship
And Tribute"
LP2's
nostalgic approach to story and design makes it appealing, though. So
many parts of both remind me of timeless cartoon classic G.I. Joe.
LP2
is a lot like G.I. Joe in design when you look specifically at
character design options, how
bad guys use monsters, and how there are armaments specific to each of
the sides (factions). The list of G.I. Joe characters I've made
with the options available range from the awesome Snake Eyes and Alley
Viper to the nostalgic Bazooka and BBQ!
Tons of fan service,
with character cameos from Resident Evil and even Dead Rising!
It's great to see that Capcom is still doing the cross-promotion with
their MT Framework-based characters like they did back with CPS-II-based
titles. It's crazy seeing eclectic teams of elite soldiers with Frank
West or Albert Wesker in the middle, and their lack of gear in water and/or
space stages makes them look superhuman. And here we thought Frank West
was just an ordinary man! Why they changed his appearance is beyond me,
but at least now we get to play as a fully-clothed Frank! The completely-overrated,
70's porn-star-looking idiot Wesker looks the same, and it's hard to tell
if he has been altered from his original form like Frank west was. I've
always thought Wesker was an overrated villain with no particularly distinguishing
features, but it's still cool that you can use him in LP2 and then
go right back into using him in RE5.
The only thing missing
here is some form of either Dante or Nero from Devil May Cry 4;
after all, they are from an MT Framework-based title, so the transition
would be quick and painless. There
are also a ton of different titles that bring you back to forgotten classics
from the golden age of Capcom franchises like Armored Warriors
and surprisingly the ultra-rare Battle Circuit. Speaking of which,
VS design in LP2 seems to have taken more inspiration from Cyberbots
and Armored Warriors. There are tons of different homage designs
possible, but here are some of mine...
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Viper
(G.I. Joe)
Nevec C B (Head),
Mercenary B B (Torso), Nevec A B (Legs), Jungle Pirate A B (Back), Machine
Gun 2 (Standard), Hand Cannon SP (Short Range), Rifle II (Long Range), Rocket
Launcher SP (Heavy Weapons), Shield 1 (Support), Hand Grenade II (Normal),
Gum Grenade II (Gum), Disc Grenade II (Disc), Dummy Grenade II (Release),
Regen Grenade (Plasma). |
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Alley
Viper (G.I. Joe)
Nevec
C B (Head), Nevec C B (Torso), Nevec C B (Legs), Waysider Femme Fatale (Back),
Gun Sword (Standard), Shotgun SP (Short Range), Rifle II (Long Range), Rocket
Launcher SP (Heavy Weapons), Shield SP II (Support), Hand Grenade (Normal),
Gum Grenade (Gum), Disc Grenade (Disc), Dummy Grenade (Release), Regen Grenade
(Plasma). |
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Night
Viper (G.I. Joe)
Mercenary B A (Head), Mercenary B A (Torso), Waysider A B (Legs), Nevec
B A (Back), Energy Gun (Standard), Shotgun II (Short Range), Rifle (Long
Range), Plasma Cannon SP (Heavy Weapons), V Device (Support), Hand Grenade
(Normal), Gum Grenade (Gum), Disc Grenade (Disc), Dummy Grenade (Release),
Regen Grenade (Plasma). |
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Deep
Six (G.I. Joe)
Sea Dog B (Head), Sea Dog B (Torso), Sea Dog B (Legs), Sea Dog B (Back),
Machine Gun (Standard), Shotgun II (Short Range), Plasma Gun (Long Range),
Plasma Cannon SP (Heavy Weapons), V Device SP (Support), Hand Grenade III
(Normal), Gum Grenade III (Gum), Disc Grenade III (Disc), Dummy Grenade
III (Release), Regen Grenade (Plasma). |
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Blowtorch/Fire
Viper (G.I. Joe)
Nevec D B (Head), Nevec A B (Torso), Nevec C B (Legs), Nevec D B (Back),
Gun Sword SP (Standard), Flame-thrower (Short Range), Rifle SP (Long Range),
Rocket Launcher SP (Heavy Weapons), Injection Gun (Support), Incendiary
Grenade (Normal), Spark Grenade (Gum), Disc Grenade (Disc), Dummy Grenade
(Release), Regen Grenade (Plasma). |
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Desert
Scorpion (G.I. Joe)
Mercenary C B (Head), Mercenary A B (Torso), Nevec A B (Legs), Nevec B B
(Back), Machine Gun II (Standard), Akrid Launcher (Short Range), Rifle II
(Long Range), Rocket Launcher SP (Heavy Weapons), V Device (Support), Hand
Grenade (Normal), Gum Grenade (Gum), Disc Grenade (Disc), Dummy Grenade
(Release), Regen Grenade (Plasma). |
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Blizzard
(G.I. Joe)
Mercenary C C (Head), Carpetbagger A C (Torso), Nevec A C (Legs), Bagabundo
A D (Back), Machine Gun II (Standard), Shotgun (Short Range), Rifle II (Long
Range), Hand Cannon SP (Heavy Weapons), Injection Gun (Support), Hand Grenade
III (Normal), Gum Grenade III (Gum), Disc Grenade III (Disc), Dummy Grenade
III (Release), Regen Grenade (Plasma). |
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Dante
(Devil May Cry 4)
Bug Rancher D (Head), Mountain Pirate D (Torso), Bug Rancher D (Legs), Carpetbagger
Femme Fatale D (Back), Gun Sword SP (Standard), Shotgun SP (Short Range),
Plasma Gun II (Long Range), Hand Cannon SP (Heavy Weapons), Shield SP II
(Support), Incendiary Grenade (Normal), Chameleon Grenade (Gum), Shuriken
(Disc), Firecracker (Release), Warp Grenade (Plasma). |
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Wayne
(Lost Planet Colonies)
Waysider B C (Head), Ex-NEVEC C (Torso), Waysider A (Legs), Waysider B (Back),
Machine Gun (Standard), Shotgun (Short Range), Rifle (Long Range), Rocket
Launcher (Heavy Weapons), V Device (Support), Hand Grenade (Normal), Gum
Grenade (Gum), Disc Grenade (Disc), Dummy Grenade (Release), Plasma Grenade
(Plasma). |
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Gang-Banging
For
a new-school game, though, Lost Planet 2 does a remarkable job
recreating the multi-player drop-in that made timeless classics of Alien
VS Predator and Dungeons & Dragons: Tower of Doom. True,
with 2-D/3-D comparisons aside, they are better-made games overall, but
LP2's 4-player drop-in system still delivers chaotic fun much in
the same vein; it's a lot of fun just dropping into a game alongside three
other players you've never met. There are even branching paths like in
those aforementioned Capcom Golden Age titles, an they're simultaneously
accessible by each player. What this means is that two and two can take
a path each, or three can take a path while one goes another on his own.
Some argue this particular aspect of the game and act as if it doesn't
exist, but Good Job Awards prove it does. Iced-over landscapes and thick
forests are sandwiched between the cold industrial-themed stages, and
it really brings back memories from the areas in Alien VS Predator.
Especially the sewer area and train ride stages! It
really adds a lot to the game when you put it together with everything
else they've packed into each stage. The possibilities are endless. Tons
of weapons scattered about, screen-filling team-based multi-weapon attacks,
multi-seat armaments for co-op heavy-artillery assaults, and friends
to make in the process! Unless, of course, you have no friend because
you're a dick.
The game is praised
for its multi-player, but its nods to Capcom's past I've never seen mention
of. Every time I play this game, I think of how it's not even in the side-scrolling
fighter genre, yet it has brought back so much of the genre during its
golden age. It could probably even be argued that its visceral creature-crushing,
blazing slaughter, and monstrous bosses bring it closer to Alien VS
Predator than Dead Rising. Maybe that's why, despite big media's
unfavorable views on it, the game has still managed to sustain one of
the largest, most loyal fanbases (both on and off-line). There are not
only still co-op and versus games open regularly, but those who play the
game even after max stats. Thankfully, multi-player doesn't require a
connection, so the game will be enjoyed by rowdy crowds long after the
HD generation hardware has passed.
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Reaching
For The Stars And Falling Short
Even with improvements over the previous two games, though, LP2
falls short of attaining the status of the golden age classics it emulates;
control still leaves you in a contorted mess, aiming could be improved,
and the arena battle matching is still busted. All the fan service they
put in compensates to some degree, but its flaws remain. The classics
it emulates had perfectly responsive control designed around logic, but
LP2 lacks this and punishes you with unresponsive control designed
with no attention paid to logic. At first, it LP2's surprisingly
bad control is uncharacteristic of Capcom, and makes the game not as fun
as it should be.
Like its predecessors,
LP2's arena battles take inspiration from DreamCast/Naomi third-person
arena fighters Spawn: In The Demon's Hand and Heavy Metal GeoMatrix,
but with its own host of enraging flaws. It's these enraging flaws that
make it difficult to enjoy your custom-made characters in the online arena.
Half the fun is creating a character, and the other half is taking it
online and battling with other players and the characters they've made.
That other half is lost when you can't even enjoy playing with your custom
character online because the matching is so bad. What is it with titles
on the MT Framework having such bad matching and latency issues? Unbelievable
shit happens online, and it all comes from matching issues, latency issues,
or both. At least you can enjoy your custom character(s) with the classic
4-Player Capcom co-op.
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"Silence
Is Betrayal"
The craziest thing about LP2 is how it manages such a steady, devoted
following. Like the first game, LP2 is far from perfect (and will
be until the control is redone), yet somehow still manages to keep a following.
All the signs of growing pains are there, showing what a masterpiece the
game could have been. Despite this, Lost Planet 2 still somehow
manages to be fun through emulation of timeless Capcom golden age classics
like Alien VS Predator. There are so many things to say about LP2
(both good and bad). It's essentially a work of worship and tribute to
golden age Capcom titles often forgotten, but fails to achieve the same
status as those titles because it complicates simplicity. Capcom built
a reputation from games that looked, played, and sounded well. LP2
only carries on two of those three traditions. If you don't know which
two, just remember what an unnecessary hassle parts of LP2 can
be.
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