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It's no secret that the light-gun genre has been on the wane for
quite a few years now. The heady days of the original Time Crisis,
Virtua Cop and House of the Dead are long gone. Well, that's how
it seemed, anyway, because much like the side-scrolling shooter,
it seems that the humble light-gun genre will be next to receive
a wholly surprising but largely welcome renaissance, thanks to the
ever-expanding gaming demographic and increase in potential formats.
While
the side-scrolling shooter made a surprise comeback thanks to downloadable
games and the advent of Xbox Live, further fuelled by the PlayStation
Network, light-gun shooters, whose mid-Nineties heydays seemed like
a distant memory, have recently burst back onto the scene thanks
in large to the creation of the Nintendo Wii, and more specifically,
the Wii' s unique Wiimote controller. Unsurprisingly it was SEGA,
the king of light-gun shooters, who were first to fully exploit
the machine that was surely the perfect console for the arcade style
light-gun shooter. In built is a user-base who are ready to eat
up quick and accessible gaming, not to mention a controller that
could have been made with light-gun games in mind.
Thanks
to the relative success of The
Umbrella Chronicles, Ghost
Squad and House
of the Dead 2&3 Return on the platform, it seemed that the stage
was set for the Wii to become the unofficial home of the light-gun
genre for the foreseeable future. Enter Namco Bandai, one of the
few to have stuck with the ailing arcade shooter via relatively
solid releases in the form of Point Blank and Time Crisis. Not one
to jump ship, Namco Bandai have stayed true to their roots and released
Time Crisis 4 on the PlayStation 3, eager to prove not only that
arcade shooters still have a place in a more traditional market,
but that the genre still has the potential for innovation and forward
thinking.
The
two primary modes on offer are Arcade and Complete Mission. The
first of these is exactly what you would expect from a traditional
arcade shooter; an almost carbon copy of the arcade release from
early 2006, Time Crisis 4 puts you in the shoes of V.S.S.E global
task force members Giorgio Bruno and Evan Bernard - yes, those really
are their names. As nonsensical as every aspect of the story is
and as inappropriately attired as our two protagonists may be, the
whole experience is largely airy and refreshing thanks to its Nineties
arcade charm and clearly tongue-in-cheek approach. Okay, so the
overarching storyline regarding what look like killer cockroaches
may be pushing it, but to be honest, the story isn't what we turned
up for. The majority of Arcade mode is played out in the traditional
Time Crisis manner as you move automatically from one point of cover
to the next, popping up to take out the largely dim-witted cannon
fodder before ducking back down to reload, ready to blast the next
inevitable wave of enemy goons while always keeping a close watch
on the ever diminishing ticking clock.
While
Arcade mode is far from revolutionary, it holds enough of those
traditional arcade thrills to keep fans of the genre happy, while
retaining the pick up and play mentality that has been a staple
of the genre since its inception. With that said, Time Crisis 4's
Arcade mode does keep things fresh thanks to a range of weapons
that can be switched on the fly. While ducked down, you can scroll
through your collection of guns that include the obligatory handgun,
along with shoot 'em up stalwarts like the shotgun, assault rifle
and grenade launcher. The handgun is the only weapon with unlimited
ammo, but shooting down yellow coloured enemies allows you to top
up the various ammo types at regular intervals. Not only does this
allow for a more tactical approach to this simplest of genres, but
it also adds a little welcome variation to the proceedings. To add
extra tactical depth, many enemies have a 'Best Weapon' option;
although this means little more than being easier to take down with
specific weaponry, score bonuses mean that those chasing high scores
have a real incentive to take down enemies with the best weapon
when the time comes. Lastly, there is the introduction of 'multi-screen
battles', which are played out exactly the same as the rest of the
game, but charge you with fending off up to three screens' worth
of enemies at once, by either pointing the gun at the edge of the
screen to flick back and forth or by simply using the Guncon's all
new analogue stick controller (more on this later).
As
exciting as Arcade mode is, it is unsurprisingly very short-lived.
Although continues are drip fed as you progress each time, making
completion of the game all but impossible for at least the first
few playthroughs, from beginning to end, Arcade mode is still only
about an hour long. This of course raises questions of longevity,
not to mention any real innovation - which is where Complete Mission
mode comes into play. However, before we can talk about this unique
mode and how it stands as a complete departure for the series, we
must first take a look at the all-new Guncon 3 controller.
The
gun has six buttons - eight if you count the fact that you can push
in the two analogue sticks - oh yeah, the Guncon 3 has two analogue
sticks to boot. This may all sound a touch mind-boggling for those
accustomed to the simplicities of the genre and, to be honest, it
is upon first picking it up. At a glance it has the usual gaudy
charm of an arcade light-gun; solid, chunky and brightly coloured,
it also has a side handle (think of a mini machine gun) to accommodate
the second analogue stick, along with the wide range of bizarrely
placed buttons. As crazy as this might sound, when you actually
get it into your hands it is surprisingly comfortable; it's still
light enough to be used one handed for the traditional Arcade mode,
while the collection of buttons and analogue sticks are very well
placed, comfortable and immediately accessible for the more complex
Complete Mission mode.
As
good as the light-gun may be, the same can't be said of its rather
unwieldy setup. For one, it isn't supported by Blu-Ray, which of
course means wires. Maybe it's down to the reaction times of the
light-gun or maybe it was just Namco Bandai being lazy, but either
way in this time of wireless controllers as standard, it does prove
to be a bit of a nuisance. This really shouldn't be a concern for
the majority of gamers, and it wouldn't be if it weren't for the
all-new, all-obtrusive sensors that come packaged with the game.
In an attempt to make the Guncon 3 even more accurate than the Wiimote
controllers, the game comes with two very large, poorly designed
sensors. These two rather large, weighty sensors are connected to
each other by a wire that runs along the top of your TV, before
the wire then connects to your PlayStation 3 via the second USB
port. They look ugly, they add to the already growing collection
of wiring and, worst of all, aren't nearly as accurate as the Wii's
sensor bar.
Upon
turning on the game you are asked to calibrate the gun. It's simple
enough and initially seems very accurate. Sadly, if you move position
by more than a few inches while playing, the aiming does become
noticeably off centre. This isn't enough to ruin the game, but considering
the amount of wiring and the effort involved with positioning the
sensors for just this one game, it does grate quite a bit. Also,
it should be noted that the south-paws of this world may want to
think twice before purchasing Time Crisis 4, thanks to the fixed
position of the controller's side handle and second analogue stick.
You can reconfigure the buttons and the sticks to be friendlier
if you're left-handed, but it never feels quite as comfortable as
it should.
With
all this in mind, you are probably wondering why all these buttons
and analogue sticks are needed for in a traditional light-gun game.
Well, that would be for the all-new, PS3-exclusive Complete Mission
mode. In an attempt to revitalise and reinvent the genre, Namco
Bandai has created light-gun first person shooter mode, something
that you don't come across every day [The only one I'm aware of
is Dino Stalker
on PS2, which worked really well. Ed]. Movement and looking around
is controlled in the traditional FPS style via the use of the two
analogue sticks, with the big twist coming in the form of aiming
via the traditional light-gun style of pointing at the screen. Although
this feels a touch on the awkward side for the first few minutes
of play, it is surprising just how quickly you become accustomed
to it. Think of it as a more complex take of the controls for first
person shooters on the Wii. It may be seen as little more than a
forced take on the already established Wii control method, but there
certainly is a strange charm to this fusion of arcade and home console
sensibilities that is difficult to quantify.
While
these first person levels are somewhat haphazardly forced in between
bouts of more traditional on-rail sections, they are lengthy, largely
exciting and certainly come as a welcome change of pace from the
more immediate, gung-ho style that the game is famous for. These
levels incorporate all the basics that you would expect of an FPS,
but it must be said that the actual content is rather rudimentary.
Enemies still attack in the jack-in-the-box style of the Arcade
mode and all the objectives prove to be little more than point-to-point
advancement. It also doesn't help that the story, an offshoot of
the Arcade mode in which you take control of Army operative Captain
William Rush [Will Rush? I take it there's a sense of urgency in
this mode too then! Ed.], is still reliant upon the cheesy charm
that has so successfully carried so many light-gun games of the
past. While this style may be passable in the quick-fire world of
arcade shooting, it looses much of its charm in the more drawn out
landscape of the FPS.
There
is also the matter of the painfully slow movement speed throughout
Complete Mission mode. While it makes sense to slow down the game
when you have to do three things at once, it does clash with the
game's overriding arcade sensibilities and becomes increasingly
problematic thanks to the large, and surprisingly sparse FPS levels.
These issues aside though, the fact of the matter is, Time Crisis
4 is still fun, and with both styles of gameplay catered for, it
is hard to judge the game too harshly for trying something new,
even if the results are largely hit-and-miss.
While
Complete Mission mode and the two separate storylines in Arcade
mode certainly add to Time Crisis 4's longevity, Namco Bandai have
also decided to throw in a small but entertaining collection of
mini-games to round off the package. These mini-games are made up
of Crisis Missions that are unlocked upon completion of Arcade mode
and shooting gallery mini-games. The Crisis Missions have you revisiting
key locations to complete numerous timed tasks that range from reaction
times to accuracy, while the shooting gallery is made up of eighteen
basic levels that will task you with hitting all the correct targets
within the short time limit made available. Both are fun, if forgettable,
yet both, especially the shooting gallery are susceptible to the
light-gun's slightly questionable aiming.
Although
Time Crisis 4's visuals never push the PlayStation 3 hardware, they
certainly have a strong arcade charm thanks to the use of bold colours
and solid, well-detailed enemies and locations. The FPS levels may
be a little sparse and the artistic design might well be trapped
in the past, but overall it's hard to dislike Time Crisis 4's unique
visual style. The same can't be said of the game's audio however;
it's passable, but none of the tunes are anywhere near memorable
and the sound of the weapons are just too similar, with only their
rate of fire making it possible to really differentiate them to
any significant degree. The less said of the voice acting the better,
but with this being a Namco Bandai light-gun game at heart, over
the top, cheesy American voice acting was always to be expected.
With
tons of content and a charm that is missing from many of today's
more cynical releases, it's hard to judge Time Crisis 4 too harshly.
Its attempts at reinventing the genre may be a bit hit-and-miss,
and graphically it could have used a PS3 makeover, but there's enough
here to keep the majority of gamers happy. At the end of the day,
Time Crisis 4 may well be flawed, but it's also undeniably good
fun.
Reviewed by Liam Pritchard for AceGamez (All Rights Reserved).
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