Lost Planet 3 Summary
Lost Planet 3 Review
Lost Planet 3 will make you ask important questions, like "is this the best song to rock an ice planet?"
Latest Updates
Lost Planet 3 developer Spark Unlimited ceases game development, lays off employees
Spark Unlimited, the team responsible for Lost Planet 3 (better than most people think), Legendary (great, ridiculous concept but a pretty crap final product) and Yaiba: Ninja Gaiden Z (no idea, but people generally seemed to hate it) has ceased game development and laid-off most of its team, according to a former employee of the company that contacted Polygon. The news first emerged on NeoGAF, where it was revealed that assets from the studio's offices were being auctioned off. Spark's chief technical officer John Butrovich subsequently confirmed the reports.
Capcom "had its missteps, it's learning, it's definitely trying"
Dead Rising 3 producer Mike Jones from Capcom Vancouver has said everybody at the company is "a huge Capcom fan." They don't have any 'yeah, whatever' employees as "most people f**king love Capcom." He admits Capcom's size makes it difficult to get "all those pieces moving in the right direction" speedily, and acknowledges mistakes but there's "a lot of big stuff" coming.
Report: Capcom's European workforce "faces redundancy" of "more than half"
Corporate restructuring on a 'major scale' within Capcom's European division means that "more than half" of the workforce will find their positions made redundant. This follows a 'bad fiscal year' for the company. Capcom confirmed the EU business is now "currently evaluating its structure" following in the footsteps of their US operations. Missed targets have hit hard.
Lost Planet 3 soundtrack to be released on 27th August
Mass Effect composer Jack Wall has announced that the soundtrack to Lost Planet 3 will be available for download from his Lost In Sound Records label on the 27th August.
Lost Planet 3 goes first-person in mechs to 'immerse in scale'
Producer Andrew Szymanski of Lost Planet 3 explains the reason they've pushed the player into a first-person perspective during those mech rides this time around. It's to capture that 'sense of scale' in the huge rigs. Previously the camera would just pan out so you'd occupy the same space on the screen as you would on foot, but the team felt it robbed a certain level of immersion.