As regards the gameplay instead, the addition of other players had to inevitably go to modify game mechanics which had been structured for the individual. In Lost Planet 2 we'll have schemes much larger and with the possibility of sche have different paths - phases of cooperation that can go from defending the group or killing in the company of a specific enemy or boss at the end of the level. Unfortunately, even if it's bad to admit it, I have to say that some stages were really designed to play together and see i move boot from artificial intelligence will lose a lot of its charm. At this juncture, I must say that considerable progress has been made on the customization of players and weapons: it is now possible literally change everything related to attacks with weapons from short or greater distance but also going to interface with the addition of two special abilities among those present in order to improve the specialization of the character. Let's say he knows nothing new but at least these improvements from the first chapter are important enough to be underlined. Just as it is important to mention the clashes with the bosses at the end of the level that we will be called to face: as always at Capcom, the dimensions of these creatures leave you really amazed and never as in this case will cooperation between the various players (computer-controlled or not) be necessary. Taking down the aforementioned creatures will require tremendous collaborative effort to mark weak spots or to distract the opponent while other players fill in lead boxwood on duty. As mentioned above, therefore, in the phases with friends there will therefore be more fun than in single player.
The fulcrum of the action is therefore purely implemented in the dynamics from third person shooter and it could not have been otherwise, if compared with the first title of three years ago. Unfortunately, however, negatively speaking, even the player's control system has remained the same tedious as the first chapter and I just can't get over this rough choice. Shoot wildly while trying to throw a grenade or scroll through the menu of items, it will be quite cumbersome perhaps even for the most experienced players. The focus of the fighting will then be the ability to drive some scattered exoskeletons for the levels as was also the case in the first game. Unfortunately, even here I must admit that the use of some Suite da battaglia it is slow and badly mixed with the frantic action that manages to reach the title in some situations. Taking a few heavy steps inside a battle Mech would be more able to put the casual player to sleep than the experienced one even if the firepower of some suits is out of the question but what is lost is the fun and the lfreedom in movements a against something mechanical and slow.
SOUND AND GRAPHICS
Although at first it has smudged with movies related to the presentation of the game, I must say that the graphic plan failed to convince me more than necessary as maybe he should have done. Looking at the first chapter, I must say that many steps forward have been made, also calculating that the console is the same as it was then. They are quite convincing outdoor settings where the graphic engine demonstrates its goodness of calculation, especially as regards the tropical forest scenographies. I was less convinced by the indoor schemes, perhaps also due to the practically always identical use of texture and for their darker nature as a chromatic choice. The overall modeling is also not as exciting as I would have expected although there are peaks in the animations of both the main characters and the monsters. The bosses at the end of the level are then something really evocative and epic: the majesty of some movements really leaves the player speechless.
Disappointment, on the other hand, with regard to the side effects that, for better or for worse, could give a little more realism to the game: let's take for example the fact that when you walk into the water, not even a trail of the movement we are making is formed. It may be a small detail but it is an element that if I have noticed, it could also be important for other players who are more attentive to this kind of thing. Even the explosions are not very convincing, as are the lighting effects. I close the technical chaos by quoting the rich soundtrack, completely orchestral which adds a lot to the title in question: to be listened to with headphones even without the game.
CONCLUSIONS
Lost Planet 2 brings us back to bullying the planet of EDN III with notable attention to detail introduced by this second chapter. A game that is therefore fun and functional, which adds that extra epic flavor as far as the clashes are concerned but which does not strike too much for the graphic plan, refined but not too marked: although it is not bad, I clarify. Even the gameplay suffers from the double choice of programmers to give birth to a game that is a tad bit below for the single player and too above in the multiplayer fun. The story then remains the real Achilles heel of the title that it doesn't really manage to involve as it perhaps should have done or as it had done previously. However, it must be said that the fights with the bosses at the end of the level are truly exceptional.
Final grade: 7,5 / 10 - Single player: playing Lost Planet 2 on your own is fun but not as fun as you might have expected. Unfortunately, some situations have been designed for the co-op and are beautifully sacrificed with the AI of the title: they go almost unnoticed when compared to a healthy cooperation between friends.
Final score: 8/10 - Multi player: whether it is played in co-op or in online battle sessions, Lost Planet 2 is clearly designed for this kind of match. Not only the cooperation between the levels but also the fights with the final Bosses, they find a greater fun in the company and when the monsters collapse to the ground, giving a five to a friend more than to yourself, is priceless.