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Checkpoints come only at the beginning of chapters, so losing a later mission in a chapter kicks you back to the start, typically claiming 20-25 minutes of lost progress along the way. What gives the campaign an especially unpleasant edge, however, is a very poorly crafted mission structure that separates each of the game's six episodes into chapters comprised of smaller missions.
I witnessed my automated allies performing admirable acts like activating a data post I had missed, but I'd also see them standing motionless past a clearing as numerous opponents surrounded me. controlled partners, their actions are inconsistent at best. Lost Planet 2 is a game best experienced with at least one co-op partner, if not three, and while the game fills in the gaps with A.I.
The missions either consist of mind-numbingly mundane tasks like activating data posts or shooting foes en route to an exit, or massively frustrating encounters like laborious boss fights and missions set on moving vehicles. Even the Vital Suit mechs are marginalized - they're available throughout the campaign - but they're rarely essential considering the game feels designed around on-foot action.īlasting giant Akrid to kingdom come still provides its fair share of thrills, especially when you're armed with one of the game's killer shotguns, but the campaign quickly falls into a repetitive routine. Tight corridors largely replace the open canyons that provided the setting of the first game, and most of the highly unique, snow-covered environments are now replaced by genre-standard desert and jungle stages.
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It feels like Capcom tried to craft a campaign out of bits and pieces from Lost Planet's sharp multiplayer component, but in doing so, neglected to consider some of the core elements that make the series unique. I'd forgive this narrative lapse if the campaign's action lived up to its potential, but the occasional glimmers of hope are subverted by dull, segmented missions and an outrageously poor checkpoint system. It doesn't introduce its characters or explain their loyalties or motivations instead, you take control of a fresh faction with each new episode without really being told who they are and how they're involved. Unfortunately, Lost Planet 2 fails to deliver a comprehensible narrative to make sense of the conflict. Lost Planet 2 takes a markedly different approach, scrapping all known characters and replacing them with several different factions, each fighting for T-ENG - a valuable resource akin to Dune's spice - about 10 years after the first game's conclusion. The original Lost Planet centred on a somewhat ambiguous hero named Wayne, and while his dialogue and exploits weren't always exciting or memorable, the character grounded the campaign with a semi-established narrative that gave you a sense of what you were fighting for. In fact, the dramatic transformation of the campaign in Lost Planet 2 sucks much of the expected excitement out of the game, resulting in an ill-explained co-op adventure that's a pain to trudge through. For those of us who battled monstrous Akrid bosses and launched our collective grappling hooks millions of times over in the original Lost Planet, the prospect of expanding its fertile blend of mechs, snow, and alien bloodshed with a four-player co-op campaign seemed like just the thing to propel the sequel to must-play status in 2010.