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Lost Planet™: Extreme Condition similar games & best alternatives

Lost Planet™: Extreme Condition

PC (Microsoft Windows), Xbox 360, PlayStation 3 • 2007

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Quick resume

Driven to the brink of extinction on ice-covered wastelands, humankind fights to survive. Battle to survive against gargantuan alien Akrid and treacherous Snow Pirates on the vast and frozen landscape of EDN III.

Global score

82/100

Genres

Action, Adventure, Shooter, Platform

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    Pros

    • Engaging mech combat
    • Unique thermal energy survival mechanic
    • Varied boss fights
    • Nostalgic and immersive sci-fi setting
    • Solid controls with controller support

    Cons

    • Linear and short campaign
    • Weak and clichéd story
    • Dead or missing multiplayer
    • Some clunky animations and controls
    • Limited exploration and customization

    Motivations

    • Autonomy

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      "Players can choose weapons, explore levels with secrets, and decide how to approach combat, showing moderate control over actions."

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      "Players can choose different approaches to combat, use various weapons and mechs, and decide to fight or evade enemies, showing control over their actions."

    • Competence

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      3

      "The game offers skill-based combat with boss fights requiring pattern recognition and timing, but also involves repetitive grinding and some predictable mission structures."

      Capsule for Dragon Marked For Death Dragon Marked For Death

      "The game offers skill-based combat, especially in boss fights and mech piloting, requiring strategy and quick decisions."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is primarily on cooperative multiplayer and solo play with no emphasis on ranked modes or leaderboards; players set their own goals and pace."

      Capsule for Dragon Marked For Death Dragon Marked For Death

      "Focus is mainly on single-player experience with dead or minimal multiplayer; players engage at their own pace without leaderboard pressure."

    • Continuation

      Game with the same Continuation vibe

      1

      "Some players report multiple playthroughs and nostalgia-driven engagement, but game is relatively short and can be completed quickly."

      Capsule for STAR WARS™: Dark Forces Remaster STAR WARS™: Dark Forces Remaster

      "Some players report nostalgia-driven repeated playthroughs, but the game is relatively short and linear, limiting habitual long-term engagement."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Gameplay is primarily single-player with limited multiplayer modes; cooperation is minimal or absent."

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      "The game is primarily single-player; multiplayer modes are dead or unavailable, so cooperation is minimal or absent."

    • Creativity

      Game with the same Creativity vibe

      2

      "Players can customize loadouts and explore different weapons, but level design and progression are mostly predefined."

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      "Players can customize mech weapons and choose loadouts, but level design and story progression are linear with limited creative freedom."

    • Domination

      Game with the same Domination vibe

      -4

      "No evidence of dominating others; gameplay is solo and no multiplayer."

      Capsule for Shadow Warrior Classic Redux Shadow Warrior Classic Redux

      "No evidence of dominating others; interactions are mostly solo and cooperative multiplayer is dead."

    • Escapism

      Game with the same Escapism vibe

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      "Players enjoy immersive sci-fi mech combat and story as a form of escapism from real life."

      Capsule for MechWarrior 5: Clans MechWarrior 5: Clans

      "Players enjoy immersive sci-fi world, mech combat, and monster battles as a form of escapism and nostalgic entertainment."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and nostalgia, with no indication of obligation or external pressure."

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      "Players engage voluntarily out of interest and nostalgia, with no indication of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      2

      "Players experiment with different squad members, weapons, and mission strategies, though core gameplay remains consistent."

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      "Players experiment with different weapons, mechs, and combat strategies, though within a structured mission framework."

    • Exploration

      Game with the same Exploration vibe

      -2

      "Levels are linear corridors with limited exploration, though varied locations exist."

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      "Levels are mostly linear corridors with limited exploration, though some side paths and collectibles exist."

    • Expression

      Game with the same Expression vibe

      1

      "Limited character customization but some weapon and equipment upgrades allow personal expression."

      Capsule for Red Faction Guerrilla Steam Edition Red Faction Guerrilla Steam Edition

      "Some customization of mech weapons and loadouts allows personal expression, but character and environment customization is minimal."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "The game features imaginative sci-fi settings, alien civilizations, and fictional cosmic phenomena."

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      "The game features sci-fi elements, giant alien monsters, mechs, and a fictional frozen planet setting, emphasizing imaginative fiction."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "Primarily a solo experience with minimal social interaction; multiplayer is planned but not yet available."

      Capsule for The Classrooms The Classrooms

      "Primarily a solo experience with minimal social interaction; multiplayer is dead or unsupported."

    • Growth

      Game with the same Growth vibe

      2

      "Players develop skills in mech combat and learn game mechanics, though progression is somewhat linear and grindy."

      Capsule for DAEMON X MACHINA DAEMON X MACHINA

      "Players develop skills in combat and mech usage, though progression is limited by linear mission design."

    • Health

      Game with the same Health vibe

      -4

      "The game is sedentary with no physical activity elements; players engage in typical video game sitting play."

      Capsule for Unrailed 2: Back on Track Unrailed 2: Back on Track

      "The game is sedentary with no physical activity; players sit and use controllers or keyboard/mouse."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention during combat; not designed for casual or background play."

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      "Requires focused attention during combat and boss fights; not designed for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -5

      "No evidence of close social relationships or emotional sharing; gameplay is solitary."

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      "No evidence of close social relationships or emotional sharing; gameplay is solitary."

    • Leadership

      Game with the same Leadership vibe

      -4

      "No leadership roles; player acts individually without managing or guiding others."

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      "No leadership roles; players act individually without managing or guiding others."

    • Progression

      Game with the same Progression vibe

      3

      "Players collect and upgrade mech parts and weapons, progressing through missions and builds."

      Capsule for Steel Phantom Steel Phantom

      "Players collect weapons, upgrades, and thermal energy; mech loadouts and abilities improve over time."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Combat is satisfying and fluid but can be challenging and tense during boss fights."

      Capsule for Bladed fury Bladed fury

      "Gameplay can be tense during boss fights but also offers moments of flow and satisfaction in combat."

    • Sensation

      Game with the same Sensation vibe

      3

      "Visuals, sound effects, and explosions provide sensory stimulation and excitement."

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      "Visual and auditory effects like explosions, mech sounds, and monster designs provide sensory stimulation and excitement."

    • Status

      Game with the same Status vibe

      -4

      "No multiplayer or social ranking systems; achievements and recognition are minimal."

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      "No social recognition or ranking systems; achievements and multiplayer are minimal or dead."

    • Story

      Game with the same Story vibe

      1

      "Story is present but considered average or clichéd; some players find it engaging while others find it weak."

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      "Story is present and drives the game but is considered weak, clichéd, and sometimes incoherent."

    • Strategy

      Game with the same Strategy vibe

      3

      "Players must plan weapon use and energy management, and devise tactics for boss fights and races."

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      "Players must plan combat tactics, manage thermal energy, and use positioning especially in boss fights and mech battles."

    • Thrill

      Game with the same Thrill vibe

      3

      "Boss fights and challenging enemies provide suspense and excitement."

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      "Boss fights and survival against giant monsters create suspense and excitement."

    • Value

      Game with the same Value vibe

      3

      "Players find good value especially at low price points and enjoy nostalgic and unique gameplay."

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      "Players find good value especially on sale, enjoying nostalgia and solid gameplay for a low price."

    • Violence

      Game with the same Violence vibe

      4

      "Combat against alien invaders with weapons and traps involves destruction and shooting."

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      "Combat against alien monsters, humans, and mech battles involve destruction and shooting."

    • Survival

      Game with the same Survival vibe

      3

      "Players must manage resources like heat and health to survive increasingly difficult levels."

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      "Thermal energy mechanic requires players to manage resources to avoid death from cold and damage."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Expression, Fellowship, Cooperation, Competition. Here, the score leans higher than usual among comparable games on Expression, Violence. It leans lower than usual among comparable games on Exploration.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026