To say that Capcom understand multiplayer would be something of an understatement: their Monster Hunter series is (probably) responsible for 16% of Japan's GDP, though its decidedly Eastern flavour - and fiddly controls - have yet to catch on in the West. Lost Planet 2, on the other hand, paints itself with an unmistakable Western twang from the get-go. It knows what Western games like, and it's going to give it to them alongside a bevy of mech suits and plenty of female characters with some very bouncy bazookas.
Even though the multiplayer hasn't changed too much in concept from the original, it's still remarkable to see it in action. Japanese developers don't normally make games like Lost Planet 2. Think about it: a deathmatch-orientated online multiplayer game that supports 16 players? It just doesn't happen. Except it has, and fans of the original's cult multiplayer mode will hit the ground running. Those more familiar with Gears or Call of Duty might take a couple of hours to get their bearings, but they'll never find themselves too lost - right trigger still shoots after all.
Character animations have been greatly improved for the sequel - the game uses the latest iteration of Capcom's agreeable MT engine - but they follow the original's lead of making everything seem weighty and challenging. Explosions cause characters to flinch whilst covering their face for instance. Drops cause them to crumple as they hit the ground and the game's many protracted leaps of faith cause limbs to flail around with a slight hint of terror. They might look like larger-than-life Japanese stereotypes - or you can choose from Marcus Fenix, Albert Wesker and Frank West - but they shuffle around with genuine human authenticity. Most importantly, they make the giant weapons scattered around the maps, including ones that can now be plucked off mech VS's, seem really heavy.
Capcom are also pushing their impressive character customisation features, letting players mix-and-match their appearance with head, torso, legs and backpack options. The range of potential permutations is huge, allowing for plenty of serious and comedy options. It's clear Capcom are taking some direct cues from Monster Hunter here, which means we can all look forward to making characters with armour over their torsos and only boxer shorts down below.
There are also a bounteous stable of perks to fiddle with, as is the norm these days, though the only ones made available in the demo were "Conserve T-ENG" and "Lifesaver", which slowed the speed you lost the series' all-important thermal energy (T-ENG) and allowed you to retain HP even after you deplete your supply of T-ENG, respectively.
Two game modes, both returning from the original, are currently being promoted above the others: Team Elimination and Post Grab. They're both standard Team Deathmatch affairs, with Red and Blue factions engaged in their never-ending squabble over which primary colour is the coolest. It's blue, for the record. In Team Elimination you score points by taking out enemy players and in Post Grab you score points for, well, taking out enemy players and holding onto Data Posts scattered across the map. If you're doing more killing than you are dying then you're on the right track, basically.
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