Players explore E.D.N. III, a snowy planet inhabited by an insect-like species called the Akrid. The planet is a rich source of "thermal energy", and the collection of this forms a significant portion of protagonist Jim Peyton's duties.
One of my favourite things about being in games media is how many more titles I get a chance to try out that I might otherwise never have heard of. Of course, the downside is I sometimes have to get along to events and produce comprehensible coverage on subjects I have little knowledge and zero interest in, but first world problems, am I right?
That's the attitude I took into a recent Lost Planet 3 preview session. "I cannot muster even one quarter of a sub-standard f**k about this game," I text to a friend. "I thought I was sick, but I ran a diagnostic and it turns out I already have a surfeit of shitty generic third-person sci fi shooters. Who would have thought?"
Luckily for poor old Capcom, whose staff probably wouldn't enjoy the full force of my vitriol, I really liked Lost Planet 3. Spark Unlimited has taken a middling shooter formula and layered it in the gift wrap of charisma +30, resulting in a game with the increasingly rare virtue of personality. The few hours I spent with the opening chapters presented me with more interesting, well-written characters than in the last half-dozen triple-A releases I've played; better banter than I've heard outside of a Marvel movie in the last six months; and an itch to get to the bottom of whatever the heck is going on on E.D.N. III.
Despite the snowy, slightly-creepy vibe, what Lost Planet 3 reminded me of most immediately is not Dead Space 3, which took rather cheeky inspiration from its rival, but the TV series Firefly. Although producer Andrew Szymanski didn't confirm the inspiration, the jangly, acoustic guitar which punctuates the score lends a definite western feel to proceedings, and the well individualised characters and constant banter have a very Whedon-esque feel to them.
At first, the aesthetic of these characters threw me a bit; features are slightly exaggerated, but well-animated, so it ends up skirting the edge of the uncanny valley. After a few minutes I forgot about it and came to think of Jim Peyton's nose as quite normal, giving me more mental space to concentrate on the dialogue.
I won't attempt to reproduce the back-and-forth between Peyton and his new colleagues, but I will say it's not overtly funny - just very well-paced and natural-feeling. It's worlds away from the stilted nonsense most games produce. The voice acting is suburb - accents be damned - so that even small, incident encounters, like a tech greeting you in the hallway ("oh! A new person!") feel somehow real. You want to talk to these people; your mini-map will guide you from A to B but there's a real temptation to get lost in NEVEC's sprawling base camp instead, chatting with the locals.
Of course, by sticking to your assigned path, you'll meet the main cast, and these more fully-fleshed characters are naturally going to be more interesting. Peyton's first encounter with his boss and the chief science officer at the camp has him walking in on a situation fairly crackling with unexplained tension, and even at this very early stage in the plot I was already pricking up my ears, wondering what was going on underneath the surface.
Developers often wank on about how they want the player's journey and the protagonists' to have synergy, so that in effect, the two of you make the same journey. Unlike every other instance of this claim I have ever encountered, Lost Planet 3 looks set to live up to it. Jim Peyton begins his journey interested only in acquiring credits, and if you're anything like me, your first instinct is to do the same, unlocking new weapons and racking up cash on a satisfying orange display which tracks your lucrative actions.
As events unfold, our friend is drawn into the drama surrounding NEVEC on E.D.N. III, and in a similar way, I found myself drawn into the game's worlds. I actually wanted to talk to NPCs and watch cinematics. Apart from BioShock Infinite, which definitely had its share of "oh shut up already" moments, I can't think of another game in the last few years that hasn't made me want to mash the skip button with almost every dialogue.
Peyton will spend about 40% of the game lumbering around in a thankfully not too slow rig, a kind of all-purpose engineering mech later tinkered into combat readiness. Here in the rig, he can receive video messages from his far-removed wife, whose photo is wedged up by the top of the windshield; these messages make the lonely treks adventures in human drama as the pair cope with their voluntary but unwanted long-distance separation. Payton, of course, cannot answer the one-way communications, so he, like the player, listens in silence. This symmetry is surprisingly poignant and a refreshing take on the good old audio log or video file system.
Mrs Peyton is also kind enough to send through a mixtape of her husband's favourite music from home, which you can fire up in the rig; this adds to the atmosphere rather than detracting, as the warmth of the country tunes contrasts in the still rig interior contrasts with the silent, blisteringly cold exterior. When Peyton exits the rig, the sound trails after him a short distance, reminding you there's something to come back to.
Another world, far from the shores we know; a hostile environment filled with riches; relatable people caught up in a tangled and rapidly collapsing situation. From what I saw, Lost Planet 3 offers a sense of place and time rarely equalled in video games. I'm greatly anticipating it.
(1) Explain your problem, don't simply post "This isn't working". What were you doing when you faced the problem? What have you tried to resolve - did you look for a solution using "Search" ? Has it happened just once or several times?
using P6.7, the issue is this; We keep project level coding discipline because we are too big a team working on too many diverse projects to all be using global codes. Plus the bulk of our coding comes out of a prep system that overlaps its coding between projects. This works up to the point that we want to copy a project off somewhere for another use eg;
then all project level view / filter / report reference information is lost. I am aware that this is happening because each code has a unique reference (I can see it in the SDK dumps) but for some reason P6 is not updating its internal references (ie project activity codes in project level filters and views) to maintain the crosslinks. I have considered switching to EPS level but this will not completely solve my problem and EPS is not suitable for everything (some of my codes *must* be unique to the project)
the problem is that several projects can have the same code such as Responsibility. This is a common code used on several projects. What I do to distinguish this code in a certain project I will modify the code and put my iniitial after it or the abbreviation of the project after it so that it becomes unique.
An example is this. I have a plan with 100% project level activity coding (no EPS or global codes) and project level layouts with embedded Layout level filters referencing the activity codes as well as group and sort by these project level activity codes. I also have project embedded reports with references and filters
if I copy / paste this plan (plain old CTRL C, CTRL V) or export it and import to a new plan to the same or a different EPS branch (or into a different DB) all of the references to project level coding in filters, group/sort and reports are now blank in the "new" plan. they are existing in the original. The codes themselves are still there but any references to them in the filters etc are gone. create reflection also has the same effect.
I am assuming that the code callouts in the filters etc are not mapped across to the new code IDs in the "new" plan (my comment about SDK is that if I make an export of the code library using the SDK, I can see a read only column that contains a 5 figure number unique to each code header, I assume it is these references that are not being mapped to the revised ones when the plan is pasted)
Contruent is the premier capital project management software solution that empowers owners and EPCs to build large construction projects with precision and speed. Contruent is faster to deliver across the project lifecycle because it integrates cost and scheduling and comes project-ready out-of-the-box with 25 years of best practices built in. The result is higher accuracy, speed and cost efficiency. Founded in 1994 as ARES PRISM and renamed with the launch of an innovative SaaS platform, Contruent operates in 26 countries and serves professionals across many industries.
By integrating project portfolio management, project controls and project management into a single enterprise solution, EcoSys provides an enterprise-wide perspective into what drives project success throughout the full lifecycle of projects.
A decade has passed since the events of Lost Planet, and the face of E.D.N. III has changed dramatically. Terraforming efforts have been successful and the ice has begun to melt, giving way to lush tropical jungles and harsh unforgiving deserts. Players will enter this new environment and follow the exploits of their own customized snow pirate on their quest to seize control of the changing planet. Players control their heroes across 6 interconnected episodes, creating a truly unique interactive experience that changes depending upon the actions of the players involved. With this concept, players will have the opportunity to engage in the story in a much more dynamic way as plot threads evolve from different players' perspectives. Beyond the deep single player mode, Lost Planet 2 is loaded with extensive multiplayer modes. The intense and action packed campaign mode comes with the ability to form teams of up to 4 players online to clear mission objectives with friends.
d3342ee215