To wrap things up, I figured I would take a moment to talk a little bit about the Time Crisis games that I haven’t played.
Released in arcades in 1999, Crisis Zone was the first spin-off of the Time Crisis series, and the first that I would never play.
The game borrowed the duck and shoot mechanic of Time Crisis in the form of a riot shield that the player character wields throughout the game.
In addition to this, instead of the standard issue handgun of most rail shooters, the player was, at all times, armed with a submachine gun.
Well, that’s pretty much the reason I had so little interest in Crisis Zone despite the “Crisis” name.
My feelings on the subject would carry on years down the road, well past the 2004 console release of Crisis Zone on the PS2.
As an owner of both Point Blank and Time Crisis, as well as 2 Guncons, I remember being curious about Project Titan, however I never actually played the game.
I remember reading a review of Project Titan in my Playstation Magazine, (PSM) wherein the editor saw fit to give the game a solid, but otherwise unremarkable score.
This was back when the writing staff was still cool by the way.
The release of Project Titan was marred by horribly outdated graphics for it’s time, a lack of new features, and the impending release of the infinitely superior Time Crisis 2 on the PS2 within the same year.
A minor plus to the game came in the form of several major characters from Time Crisis 1 making an appearance; namely Richard Miller as the player character, and Kantaris and Wild Dog as the game’s antagonists.
That’s right, not even an appearance by Wild Dog could get me to play Project Titan.
In essence, from what I’ve seen and read, Project Titan tried hard with what it had, but came up short in just about every area possible.
Released in arcades in 2006, Time Crisis 4 is the most recent “proper” entry in the Time Crisis series.
I have seen the game available for play at Seattle Gameworks, and while I was somewhat impressed by the game’s graphical fidelity, I was also miffed by a few minor details.
Minor in most people’s eyes anyway.
In short, I was both flabbergasted and appalled by two aspects of Time Crisis 4’s design:
The character designs, and the addition of swarms of creatures called “Terror Bites.”
Honestly, I don’t what kind of Final Fantasy bullshit Namco was trying to pull with this game, but the character designs are utterly ridiculous.
Take a look:
These designs are what you call, “flash for the sake of flash.”
The clothing and hairstyles of the two guys on either side are outlandishly over-the-top, and the dude in the middle’s white man dreads are just plain scary.
Ever since Final Fantasy X (which I have not played, and have no desire to do so), I’ve always bashed the series’ character designs as being too “fashion magazine” like for their own good.
That’s Final Fantasy though, it’s fantasy, it’s supposed to be gaudy.
We’re talkin’ about fuckin’ Time Crisis!
Look at some of the designs from the old game.
Richard Miller, bomber jacket + blue jeans = Hero.
Sometimes simple is better.
Part of what always separated the Time Crisis series from many other light gun franchises, was the fact that your enemies were always human.
Sure, there were always mechanical bosses to deal with from time to time, and the 3rd game put a huge emphasis on putting you up against all sorts of vehicles and what not, but never was there a time in which you were fighting bugs or animals.
To make matters worse, from what I saw in the arcade attract demo, the Terror Bites attack in swarms, which is also a big no-no in a Time Crisis game.
Time Crisis games never swarm the player with enemies, in fact most of the time the enemy count on screen at any given moment is relatively low for a light gun game.
In Time Crisis 1 and 2, the difficulty stemmed from clever enemy placement and the requirement of great accuracy and speed on the part of the player.
Enemies rarely scored hits by overwhelming you, and they never swarmed you or otherwise forced you to spray and pray.
Personally, I felt these two additions to the gameplay structure of Time Crisis 4 have served to potentially send the series down an ugly road.
It doesn’t look horrible, and I still want to play it, however I’m in no hurry and will gladly wait until the price per play at the arcade goes down a bit.
We went over this before, I’m Azn and therefore cheap.
Time Crisis is a wonderful game series, and potentially the best of it’s kind.
I tip my hat to the folks over at Namco for enriching my childhood, adolescence, and teenage years with memories of playing the first 3 Time Crisis games early in the morning on Christmas day.
Huh, I can’t believe I didn’t think of it before, but Time Crisis was my favorite Christmas gift, 3 different times.
So no matter how critical I may get of the later entries in the series, when I say I’m a lifelong fan of the series, you know I’m not bullshitting you.
Anyway, I think that’s all I’ve got to say about Time Crisis for awhile.
Thanks for reading, and if you haven’t played a Time Crisis game in the arcade before, maybe now you’ll consider giving it a spin next time you’re out and about!