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Lost Planet 2

 
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Lost Planet 2
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kaka2010
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Joined: 29 Oct 2010
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The salamander boss Capcom showed off during Lost Planet 2’s reveal was huge, so it was understandable that we were skeptical when producer Jun Takeuchi told us that it was one of the smaller bosses in the game. Months later, we saw video of a battle that looked like it lived up to those claims. As a train sped through a vast desert, a burrowing worm crashed through the dunes and attacked its passengers. Sure, it looked gigantic, but was it an actual boss fight or simply a cleverly presented cinematic moment? After getting our hands on a controller and taking on that very beast, we can say with confidence that it’s real, and it’s spectacular.

Our demo started off with the helicopter-like vehicle carrying our party of four getting shot down by some pirates. As we escaped the smoldering wreckage, we staggered into a dilapidated, seemingly abandoned town. Almost immediately, however, we noticed the presence of some terrifyingly accurate snipers. As we rushed ahead, ducking into various hovels and behind crates for cover, we were able to take out the foul pirates. Their AI was remarkable — instead of being able to find a cover spot and sticking to it, we found ourselves having to actively mount an attack to take them out.

Once the pirates were taken out, we were introduced to a pair of new eyeless Akrid that relied on sonic cues to find their prey. Their inability to see wasn’t quite the handicap that we were expecting. If we moved too quickly, they’d hear our approach and charge us, bleating out a horrifying scream. Standing still and taking potshots was a good strategy, though they’d stomp the ground every once in a while, stunning anyone foolish enough to get too close.

One of Lost Planet 2’s hooks is the flexibility that it’s giving players when approaching boss battles. That salamander boss can be attacked conventionally by blasting it apart from the outside. To make things a little more interesting, players can also hop into its gaping maw at key points, bringing the battle a little closer to home. The same was true for the blind Akrid duo. Rather than pulling back, blasting their orange bits and hoping for the best, more cautious players could also complete the objective by activating seven data posts scattered throughout the level, which would then raise a drawbridge and allow a marooned train to pass through.

However players manage to move past the battle, two things are for certain: that train is going to move into the desert, and it’s going to get chased by that big-ass worm.

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