Intro
Way back when, Sega introduced the world to 3D light gun games. Sure, you
had your Duck Hunt and your Mad Dog McCree, but it's when you toss
in some polygons, a flashy targeting system, and a combo system, that is when
you have something special. While Saturn owners were blasting up construction
sites and office buildings, PlayStation owners were left with similar titles that
were, at best, mediocre. Then came Namco with Time Crisis and their own
light gun, the GunCon; finally, PlayStation owners were going to have a good reason
to have sore arms. Years later they are continuing to support the genre, when
so many have abandoned it, allowing a new generation of gamers the joy of getting
a little taste of an over-the-top arcade game in their home. A fine release, Time
Crisis 3 settles in well with established norms, refusing to really bring
innovation to the table but still delivering the same exhilarating bad-guy-blasting
experience. Gameplay:
8/10 For of you who don't know what a light gun game is, and there is no
shame in that seeing as how arcades have all but vanished, they are like those
old carnival games where the player shoots at rows of ducks. That's the most basic
example, of course. In the earlier days, games like Duck Hunt had the player shoot
at a few objects. Virtua Cop upped the ante by adding additional weapons
(machine guns, for example; which where represented simply by an increased rate
of fire) and a combo system. The sequel, Virtua Cop 2, added branching
paths within the levels. Time Crisis' contribution to the sub-genre came
in the second release, and this was the ability for the player to take cover.
In the Virtua Cops and earlier titles of the 32-bit generation, the best
way to not get hit was to either shoot the projectile before it got too close
or kill the enemy before they could shoot. Now take the example of the carnie
ducks, but imagine that they have the ability to roll, slide, duck for cover,
and wield rocket launchers - this is what playing a light gun game is like.
The
biggest attraction that light gun games hold is that they really feel like an
arcade experience. Right when console games where reaching the same plateau of
performance as their arcade counterparts, the light gun shooters had already mimicking
the flashy arcade style extremely well and the guns that came with the titles
really enhanced the experience. Time Crisis 3 is no different, as it continues
to throw creative enemies towards the player, who ignore their aching arms to
pull their guns up and blast whatever they can. While the game can be played without
the gun, it isn't recommended. The main point of there being a release without
the peripheral is because Namco has a number of light-gun titles and some people
would rather not have 5 guns. If you're new to the series, then you will be happy
to know that buying the game with the gun isn't all that expensive - especially
when compared to a few years ago. So not only will you get to experience something
unique, but you will also have the chance to get some definition in those forearms. Unfortunately,
Time Crisis 3 is a little too much like the arcade. For the arcade versions
of these games to really grab players, they have to be relatively short, consisting
of only a few missions with each containing a handful of levels, and move at a
fast pace. The hope - and it's a realistic one at that - is that players will
either be too sore to continue, too intrigued to stop once they learn the enemy's
patterns, or remain interested by the quick action and new environments. This
has tended to be true for the home versions as well, but unfortunately, the home
isn't the arcade, and players will want more to play once they breeze through
the three stages. The home version adds a few features, but nothing that will
really give the game the kind of longevity it needs; for instance, story mode
is the arcade mode, but with cheesy cutscenes in the middle to tie it all together.
The difference between arcade mode and the sub-mode of story is that story mode
starts from the beginning and arcade mode allows the player to continue on whatever
stage they left off on, and also adds the ability to let a second person play.
The solo route means playing through the game with a computer-controlled friend
who isn't too bright. The story is strange, but not the good kind of strange like
in Ace Combat 4, but the bad kind, the kind that is both generic and random.
Other modes that are exclusive to the PlayStation 2 are Rescue Mission Mode and
Crisis Mission Mode: Rescue mission mode features a third character, Alicia, and
adds a weapon-upgrade feature (meter fills up as she kills people, filling it
upgrades a sub-weapon) and a semi-sniper mode; Crisis mission is an objective-oriented
mode which means the player will have to kill 30 enemies within a given time limit
and so on. To be fair, these do add quite a bit to the original game; however,
these kinds of games can be beaten so quickly that they won't be enough to satisfy
most players. The game would have benefited more from bulking up the actual arcade
mode as well. Sadly, the shortage of
levels and functions has become a norm in this sub-genre. Actually, compared to
past releases, Time Crisis 3 is generous with its additions. I think one
of the problems I had was that the novelty of such an experience has worn off
quite a bit, and I know gamers who plunk down the $60 will want something more
- as would I. Of course, inherent to games like this, there is built-in replay
value of trying to beat one's own score, which is strangely strong in light gun
titles. Trying to make it through levels without damage and with better combos
is all part of the fun, and rarely does it get old railing on a guy whose only
weapon is a hatchet. Despite there not
being any real branching paths in the arcade mode, the game does do well in making
up for this by having such a cinematic feel. On one level, there is a fantastic
scene where the player is inside of a barge that is being bombed, and as their
character holds onto something, the player has to shoot at enemies who are sliding
down as the ship tips on its side. The enemies are also a varied lot. Some sport
sleek looking armor and attack at close range with claws, some have more generic
garb and use rifles, others with bazookas, etc., and there is also a class that
is stronger and has better aim. Taking these grunts down will be done by the standard
pistol, or by machine gun, shotgun, or grenade. Acquiring ammo for the weapons
comes by way of killing enemies who have them, but this also brings up interesting
situations: if some enemies are in the back of a jeep, does the player blow up
the tank and kill them all or do they dodge the fire and kill each men individually
to get more ammo? There are also bosses (remember those?), attack helicopters,
submarines, and all sorts of over-the-top enemies. It's all very action movi-ish,
just without the personality of a Steven Seagal. I
was hoping for a little something more this time around. Sadly, it's a pretty
standard release for the genre. Then again, this isn't a genre that is busting
with new entries all the time, so the feeling of similarity might not be applicable
to many people. It also doesn't hurt that the presentation and included modes
are high quality. Hopefully next time Namco will take advantage of their standing
as the sole company continuing the fine tradition of shaking a plastic gun at
a television screen, but until that release comes, Time Crisis 3 should
satisfy the Dirty Harry inside you.
Graphics: 7.5/10 A very clean look permeates throughout the game -
menus, characters, objects, buildings, everything is sharp and vibrant. The different
levels are varied and, like the enemies, they are designed well. Weapon effects
aren't as abundant as one might think, so it won't look like a machine gun-wielding
on-the-edge cop was in the room that was just shot to hell - and that kind of
sucks. The technical quality of the cutscenes aren't really up to par with the
rest of the game either, which is odd considering Namco's love of them.
Sound: 7.5/10 The
music and effects are good; they are kind of generic, but also a little exaggerated,
which suits the game. The lighthearted music fits in well with the graphics, giving
the game a somewhat cartoony presentation that emphasis quick action. The voice-overs
during the cutscenes are particularly bad - bad in a funny Resident Evil
1 kind of way, mind you. Since most of what will be heard is gunfire, you can
always just hum your favorite tune - just think of that as the poor man's custom
soundtrack. Control: 9/10
The GunCon 2 is a nice light gun, but it sure isn't the most convenient controller
in the world. My set up goes as such: GunCon 2 is hooked to a splitter, the splitter's
ends go into the PS2 USB port and one connects to another splitter, the second
splitter connects directly into the television, and the PS2 is connected into
the second splitter. Why? WHY? Why is all of this necessary? Is it to make the
gun more accurate? Sega's stunner hooked into a regular controller port and was
accurate. Is it because of the extra buttons? The gun has a directional pad, start
and select buttons, as well as buttons on the bottom and sides to act as ways
to select menu options, but mainly to come out from cover (the player automatically
seeks cover in the game) to shoot. I would guess this is acceptable, but it sure
makes everything look messy when it's hooked up. Unlike most other light gun games,
reloading is done by ducking (automatic), and choosing a different weapon is done
by shooting away from the screen; this method works, it just takes a little to
get used to. The gun is also extremely light, but the chords weigh it down; this
is also awkward at first, since the weight isn't distributed well. The gun is
accurate, though, and that's really all that matters. Overall:
8/10 Namco's Time Crisis 3 rests comfortably on its laurels. While
remaining an entertaining title, they have failed to take the series, and the
genre, out of the standard routine it has been in for some time now. The additional
console-only modes are enjoyable, but an extension to the core of the game would've
been more welcomed. If you have the gun already, then trying Time Crisis 3
is a no-brainer. If you don't have the gun, this is a great place to start, but
renting first, if possible, is recommended; $60 is a lot to put down on a relatively
short game, and if the experience isn't one that is enjoyed, the past releases
in the genre won't change your mind. In short: the latest release is a good, but
slightly disheartening. [
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