Lost Planet 2 is one gorgeous looking game. That's the first thought that entered my head when I sat down to check out four player co-op against a never-before-seen boss at CES 2010. The animation, the sheer ambition of the enemy design and futuristic aesthetic -- it's damn slick.
CES was not the first time I've played Lost Planet 2. Here in Vegas, Capcom wasn't showing off anything really new -- the competitive multiplayer reveal is coming soon -- but they did let me tackle a boss that looked pretty similar to the creature that went tromping through New York in Cloverfield. Of course, the monster in Cloverfield didn't have giant orange sacks pointing out weak points where the army should be pointing their weapons. I appreciated the help.
Though the CES demo was mean to be played with four other humans, no one was around, so I tossed in some A.I. characters. My computer-controlled buddies didn't do much to help during the fight, but they weren't a hindrance, either. But it's clear the game is designed for playing with four human companions, an issue that gives me some pause, considering my reaction to that design philosophy for Resident Evil 5. Lost Planet 2 has the benefit of hindsight, however, which I'm hoping is put to good use.
At this point, I feel like Capcom's provided a solid overview of what to expect from Lost Planet 2. It's not unlike Epic Games' approach with Gears of War 2. To quote Cliff Blezisnki, it's "bigger, badder and more bad ass." That's a perfect way to summarize Lost Planet 2.
Now, I just want the finished product.