Lost Planet 3 Review
All is not lost.
There are flashes of greatness in Lost Planet 3.
Its story has some surprisingly excellent acting, its icy world is
struck by impressively intense storm effects, and a couple of times the
stars align and its third-person shooting and rock’em sock’em
giant-robot-versus-monsters combat modes work together to produce a
novel boss fight. But flashes are all they are, and the often
frustrating metaphorical dimness between them makes up the bulk of its
15-hour single-player campaign gets in the way of admiring them.
This is a typical “going native” plot, in the same vein as
movies like Pocahontas and Avatar, but Lost Planet 3’s prequel tale (set
around 50 years before the original) is its best feature. It’s all
thanks to well-acted and touching scenes where the main character, James
Peyton, and his wife exchange video messages. They talk about things
like their son’s first steps, which he’s missing while off on planet EDN
III mining for T-energy (AKA unobtainium) to support them. Peyton’s a
convincing everyman hero, and the thoughtful detail of the photo of his
wife pinned to his drilling mech’s cockpit constantly reminds us of why
he’s willing to endure life on this frozen, monster-infested hellscape
of a planet.
I’m also seriously impressed by the villain, an
ends-justify-the-means soldier whose actions aren’t all that
unreasonable when you consider he’s fighting to save Earth. His
performance, too, is excellent, andonly becomes cartoonishly villainous in the final battles. Of course, there’s some full-on awful acting going on, too. And though the pre-rendered cutscenes have some good expressive animations, those that are done in-game are often hilariously clumsy, gesticulating like marionettes. It’s mostly from minor characters, but it’s jarringly inconsistent. It both makes the good actors look better and Lost Planet 3 as a whole look bad.
But we’re all here to shoot aliens, right? Again, Lost Planet 3 has the pretty good idea of mixing up combat by letting us drive a 40-foot-tall mech, then jump out and blast away at towering beasts. It goes a long way toward distracting from the fact that both modes are too simplistic and clunky to carry a game on their own.
The on-foot combat, for instance, is so generic it barely merits mention, with no notable weapons to make it feel novel. Especially about eight hours in, when you go from swatting swarms of alien Akrid bugs to human mercenaries with dumber-than-average AI, it turns from bland to blander. All it has going for it is a new twist on quick time events that requires you to aim a hunting knife at the alien that’s trying to eat you. Also, there are some really janky animations in here. The most annoying and frequent one is when Peyton fires his Batman-esque grappling hook, and he’s pulled up a weird angle.
Mixing the two modes has potential, but it’s rarely achieved because of constraining level design that often forces one type of combat or the other, sometimes by actually locking us into the cockpit “for your protection.” Only one fight, in which you have to use the mech and third-person shooting mechanics together to expose a weak spot, actually made good creative use of the combination.
But the biggest frustration of Lost Planet 3’s level design is its lack of consistency. Getting locked in the mech and auto-killed instead of ejected sucks. Can you grapple that ledge? Probably not, but you have to check. Can you fall off that cliff? Probably not, but just when you've gotten used to the idea that an invisible wall will stop you, you fall to your death. Also, I was constantly getting caught on the geometry of the environment, particularly in tight corridors.
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