Lost Planet 3: Review

At the time of the release, the original Lost Planet was something like the recent The Bureau-not a hit, but an excellent representative of the genre who can be held once with pleasure. Alas, it didn’t work out further: there was a fashion for GEARS of WAR, they decided to radically redo the franchise, the game merged with a mass of other cooperative actions, and sales have almost doubled.

But even the middle hand is trying to squeeze the brand today to the last, and therefore they began to process the planet again. Spark Unlimited I returned snow and walking robots to its place, but decided to dilute the mechanics with an open world and abandoned government bases. There were only fans to hold saggy jaws: trailers looked like the best game in the series was planned.

Our service is somehow too cold

Since the second time freeze e.D.N. III no one was going to, the tricel was made not by a direct continuation, but by the background of the first part. NEVEC has not yet established a totalitarian regime, the military has not yet been brought here, and the planet has not really been mastered. The player acts as an ordinary miner who flew to work and was going to fight with beetles, but only walking in a huge robot and getting an energy -intensive mineral. But the advertising brochure, as usual, was not the most truthful.

Having recovered after an emergency landing, the hero finds out that everything is very bad. Firstly, it’s cold: behind the walls of the warm base, ice storms are raging, which disabled equipment. Secondly, in order to fix the spoiled, you need to break through a hundred and a half insects. Thirdly, no weapons can be

installed on robots (supposedly legislation against), therefore, only drill and claws are from protective equipment. The local population can not do anything. Workers swear with their superiors, scientists are trying to collect some samples of DNA, engineers compose new ways to improve armored vehicles, and we are simply performing routine work against this background. And all this is done even … atmospheric.

The first time you walk around the station, it makes an extremely pleasant impression. Dialogs with secondary characters are written great, conversations in the corridors sound realistic, and personal walking fur in the main hangar is available at any time – take it and leave. You run through all the stores, get additional tasks and set off on the road.

Music sounds in the robot, the player follows the path laid out of green markers. There is actually no open world here: there is just a corridor with a lot of forks, on which you will have to take turns folding in different directions. Now the goal is on the left: there the cave ends and an impressive view of the sunrise opens and opens up. At some point, the path is narrowing, you have to get out of the fortress and make part of the way on foot. Acrids flash between the snowdrifts, hinting at an ambulance.

From the first combat episode it becomes clear that it is not interesting to shoot here. Opponents are inactive, the return of the weapons is minimal, and health is allocated with a margin. About any loss of heat, as in the first part, there is no question. It turns out a frank shooting range without any dynamics, where the enemy is always in front, dies easily and does not pamper with a special diversity. It becomes more interesting when the individuals appear larger: you need to kill them for relatively long, and therefore there is a feeling of a realistic duel. But only the first a couple of times – the tactics are simple and quickly gets boring.

On the way back to the base, the game begins to surprise. The storm is coming, the robot is covered with a layer of ice, and strong opponents immediately run up from everywhere – you have to get out of the cab and, fighting off the unfriendly fauna, shoot icing from the body. Immediately after that, not allowing to catch his breath, the radiogram acts: the cold ruined part of the base systems, they need to be corrected. It is necessary to twist some cranes with hefty claws, brushing away from huge crabs, and then to peppy music and approval applause of a few employees to put a robot for repairs. The working day is over.

Frost and sun – boring, honestly

The whole game is arranged about this scheme. After receiving the next quest, Gamer goes to the place of execution for a long time, gets into a shootout with acrides, then carries out some restoration work and returns back. All this is damn boring until you are faced with previously directed episodes: they are so cool that you somehow forget about monotony immediately.

That’s why Lost Planet 3 you need to run fast and without turning around. They will try to brake you with additional tasks or new opportunities, but it is better to ignore them. There is one absurdity around – for example, DNA collection, a kind of analogue of photography from Bioshock. In delight for a successful shot, they gave a bonus to the damage, and on e.D.N. The creature simply appears in the bestiaria. Who generally reads the bestiary in a tricue?

If you are “lucky” and money will become a reward for the mission, you can consider yourself deceived. They are really not needed: as often happens, the “upgrades” system is absolutely useless. There is no need to improve your fur – it is already strong. There is no reason to buy weapons because the starting machine is universal and does not cause any discomfort. Modifications are ridiculous: “Increasing damage due to increased recoil” sounds good, but there is no return of the pistol at all.

Everything becomes especially sad after 3-4 hours, when the plot leads the hero to abandoned military bases. Political intrigues begin to spin, the scenery is immodestly copy Dead Space, And good KAT scenes are replaced by a bad attempt to create an atmosphere. It simply cannot be scary here: too powerful weapons in their hands and too gray, uninteresting corridors come across along the road. Moreover, a system of shelters arises from nowhere, useless so that the developers justify its presence with a new look of opponents, whom you can’t take so simply.

An interesting multiplayer cannot be built on such a foundation. In terms of spacious locations, the minimum number of participants runs, they have no maneuverability, and the weapon is not varied. In a cooperative, this is built in a square: sedentary players are fighting off sedentary acrides. Here, even the number of waves is limited for some reason-and the already not too crowded game lobby in some modes is completely empty.

Lost Planet 3 I looked great before the release because it was engaged in skillful directors, but worthless game designers. Half of the ideas does not fit into the gameplay in any way. Everything goes in order when you are not forced to play – you can look at the landscapes (which sometimes a miracle are good) or watch how the main character hides from the monster hiding above. But after the first pair of hours and this pleasure is deprived of this: a high -quality tie rolls into predictable stamps, and there are less and less cinematographic moments. By the end, any expectations scatter into dust – the third part is probably the worst in the series, and get to know it only the largest fans.

Pros: excellent landscapes;good dialogs and characters;Some episodes are made gorgeous.
Cons: weak mechanics;non -working gameplay features;false open world;An insignificant multiplayer.

Lost Planet 3: Review

At the time of the release, the original Lost Planet was something like the recent The Bureau-not a hit, but an excellent representative of the genre who can be held once with pleasure. Alas, it didn’t work out further: there was a fashion for GEARS of WAR, they decided to radically redo the franchise, the game merged with a mass of other cooperative actions, and sales have almost doubled.

But even the middle hand is trying to squeeze the brand today to the last, and therefore they began to process the planet again. Spark Unlimited I returned snow and walking robots to its place, but decided to dilute the mechanics with an open world and abandoned government bases. There were only fans to hold saggy jaws: trailers looked like the best game in the series was planned.

Our service is somehow too cold

Since the second time freeze e.D.N. III no one was going to, the tricel was made not by a direct continuation, but by the background of the first part. NEVEC has not yet established a totalitarian regime, the military has not yet been brought here, and the planet has not really been mastered. The player acts as an ordinary miner who flew to work and was going to fight with beetles, but only walking in a huge robot and getting an energy -intensive mineral. But the advertising brochure, as usual, was not the most truthful.

Having recovered after an emergency landing, the hero finds out that everything is very bad. Firstly, it’s cold: behind the walls of the warm base, ice storms are raging, which disabled equipment. Secondly, in order to fix the spoiled, you need to break through a hundred and a half insects. Thirdly, no weapons can be

installed on robots (supposedly legislation against), therefore, only drill and claws are from protective equipment. The local population can not do anything. Workers swear with their superiors, scientists are trying to collect some samples of DNA, engineers compose new ways to improve armored vehicles, and we are simply performing routine work against this background. And all this is done even … atmospheric.

The first time you walk around the station, it makes an extremely pleasant impression. Dialogs with secondary characters are written great, conversations in the corridors sound realistic, and personal walking fur in the main hangar is available at any time – take it and leave. You run through all the stores, get additional tasks and set off on the road.

Music sounds in the robot, the player follows the path laid out of green markers. There is actually no open world here: there is just a corridor with a lot of forks, on which you will have to take turns folding in different directions. Now the goal is on the left: there the cave ends and an impressive view of the sunrise opens and opens up. At some point, the path is narrowing, you have to get out of the fortress and make part of the way on foot. Acrids flash between the snowdrifts, hinting at an ambulance.

From the first combat episode it becomes clear that it is not interesting to shoot here. Opponents are inactive, the return of the weapons is minimal, and health is allocated with a margin. About any loss of heat, as in the first part, there is no question. It turns out a frank shooting range without any dynamics, where the enemy is always in front, dies easily and does not pamper with a special diversity. It becomes more interesting when the individuals appear larger: you need to kill them for relatively long, and therefore there is a feeling of a realistic duel. But only the first a couple of times – the tactics are simple and quickly gets boring.

On the way back to the base, the game begins to surprise. The storm is coming, the robot is covered with a layer of ice, and strong opponents immediately run up from everywhere – you have to get out of the cab and, fighting off the unfriendly fauna, shoot icing from the body. Immediately after that, not allowing to catch his breath, the radiogram acts: the cold ruined part of the base systems, they need to be corrected. It is necessary to twist some cranes with hefty claws, brushing away from huge crabs, and then to peppy music and approval applause of a few employees to put a robot for repairs. The working day is over.

Frost and sun – boring, honestly

The whole game is arranged about this scheme. After receiving the next quest, Gamer goes to the place of execution for a long time, gets into a shootout with acrides, then carries out some restoration work and returns back. All this is damn boring until you are faced with previously directed episodes: they are so cool that you somehow forget about monotony immediately.

That’s why Lost Planet 3 you need to run fast and without turning around. They will try to brake you with additional tasks or new opportunities, but it is better to ignore them. There is one absurdity around – for example, DNA collection, a kind of analogue of photography from Bioshock. In delight for a successful shot, they gave a bonus to the damage, and on e.D.N. The creature simply appears in the bestiaria. Who generally reads the bestiary in a tricue?

If you are “lucky” and money will become a reward for the mission, you can consider yourself deceived. They are really not needed: as often happens, the “upgrades” system is absolutely useless. There is no need to improve your fur – it is already strong. There is no reason to buy weapons because the starting machine is universal and does not cause any discomfort. Modifications are ridiculous: “Increasing damage due to increased recoil” sounds good, but there is no return of the pistol at all.

Everything becomes especially sad after 3-4 hours, when the plot leads the hero to abandoned military bases. Political intrigues begin to spin, the scenery is immodestly copy Dead Space, And good KAT scenes are replaced by a bad attempt to create an atmosphere. It simply cannot be scary here: too powerful weapons in their hands and too gray, uninteresting corridors come across along the road. Moreover, a system of shelters arises from nowhere, useless so that the developers justify its presence with a new look of opponents, whom you can’t take so simply.

An interesting multiplayer cannot be built on such a foundation. In terms of spacious locations, the minimum number of participants runs, they have no maneuverability, and the weapon is not varied. In a cooperative, this is built in a square: sedentary players are fighting off sedentary acrides. Here, even the number of waves is limited for some reason-and the already not too crowded game lobby in some modes is completely empty.

Lost Planet 3 I looked great before the release because it was engaged in skillful directors, but worthless game designers. Half of the ideas does not fit into the gameplay in any way. Everything goes in order when you are not forced to play – you can look at the landscapes (which sometimes a miracle are good) or watch how the main character hides from the monster hiding above. But after the first pair of hours and this pleasure is deprived of this: a high -quality tie rolls into predictable stamps, and there are less and less cinematographic moments. By the end, any expectations scatter into dust – the third part is probably the worst in the series, and get to know it only the largest fans.

Pros: excellent landscapes;good dialogs and characters;Some episodes are made gorgeous.
Cons: weak mechanics;non -working gameplay features;false open world;An insignificant multiplayer.