T H E + E N T E R T A I N M E NT + D E P O T // EntDepot.
Untitled Document
NAVIGATION >
Untitled Document
Untitled Document

.............CONTENT
.Home
.News
.Reviews
.Previews
.Features
.Fun Facts
.Wallpapers
.Forums




.............MISC.
.Advertise
.Contact
.About Us
.FAQ
.Legal
.Privacy Policy




.............
AFFILIATES
.insert credit
.DigitalBackSpin
.Rock, Paper, Shotgun
.The Wargamer



...ADVERTISEMENTS

...






Time Crisis: Crisis Zone

Developer: Namco
Publisher: Namco
Genre: Light Gun Shooter
Players: 1-2
Similar To: Time Crisis 3
Rating: Teen
Published: 01 :26 : 05
Reviewed By: Rob Crippin

Overall: 3.5 = Poor

 

-

Lightgun games haven't had a very good run of things in the console market. Arcade ports, less involving than normal console games, are worth inherently less to most consumers and the existing home lightgun technology makes for a far cry from the arcade experience. Still, when a particularly solid lightgun port comes around, as when The House of the Dead 2 launched with the Dreamcast, a lot of people are willing to shell out the cash for both the game and the necessary accoutrements. Time Crisis: Crisis Zone, however, is no House of the Dead 2.

The earlier Crisis games were actually pretty innovative as far as lightgun games go. The first Time Crisis, Namco's answer to Sega's Virtua Cop series, introduced a new method of interaction, the foot pedal, which played out like this: players were hidden and invulnerable behind convenient obstructions by default and would have to press the pedal down to come out from behind cover and engage in brief, exciting bits of "ack-shun!" as the announcer would call it. Time Crisis 2 further refined the formula by adding a unique two-player mode that gave each player an independent screen and differing vantage points on the action. In theory, the distinct vantage points combined with the trademark "cover" element could create a unique interdependence among two players.

Crisis Zone, for its part, does not pursue that. Instead, its contribution is a bit less compelling: the more precise handguns are traded out for machineguns. The way the game progresses is also altered slightly as rather than ducking behind objects, characters now carry large blast shields for protection. This does little to change the core pedal mechanic however and, truth be told, I prefer the stationary method anyway.

Now, I've never found machinegun games all that satisfying, personally. Traditional lightgun games can be fast and intense, but their machinegun cousins more often than not devolve into tedious bouts of holding the trigger












 

down while energy bars tick away. I could see why some people would be attracted to this subgenre, though: with the heavily weighted and powerfully recoiling arcade lightmachineguns, blowing things up tends to feel like blowing things up. That sensation proves difficult to port, however.

On the PS2, the stiff and light GunCon2 that comes bundled with Crisis Zone doesn't offer quite the same feeling of empowerment. It's shaped like a pistol to begin with, and it's also light and static, with no recoil. There's no pedal with the console version, so easily accessible buttons located on various parts of the gun are used in its stead. The gun isn't necessarily a bad peripheral - once properly calibrated, it's far more accurate and reliable than most third-party lightguns I've tried - it's just very limited in its design. Worse, with the rapid fire rate of the machinegun, the normal screenflash common in all home shooters is exacerbated and the result it something like a cloud of epilepsy-inducing fog. It's distracting, though I don't think it alone is annoying enough to spoil the game.

That isn't to say that Crisis Zone is an otherwise decent game, however. It's comprised of only a couple short, forgettable scenarios, each of which contains a few equally bland substages. As the stages are all loosely connected by scenario, they all take place in roughly the same kind of area and offer little in the way of thematic variation. Nothing in the levels struck me as particularly memorable save for the occasional ninja terrorist or oddly-placed sound cue here and there.

As a bonus, each substage is topped off with its own uninspired boss encounter, usually some sort of supervehicle or terrorist madman. One that sees players toppling the classic duo of "fat guy who can get shot a lot" and "skinny guy who jumps all over the place" is actually downright insipid. The two characters have long life bars and draining them only resets the time limit and forces whichever one of the two bosses players are hammering away at to flee to another part of the room. Sometimes, if "fat guy who can get shot a lot" is in the middle of a particularly gripping scripted animation, like tossing boxes at people, shooting him will have no effect on his life bar whatsoever. This is because successfully draining his energy would mean that he'd have to move on to the next attack segment and, because he's in the middle of an animation, he's simply not ready to do that yet. The logic astounds.

Like the bosses, even the basic enemies come with life bars. This has the unintended effect of diminishing any sense of empowerment one might get from shooting several rounds per second. The enemies themselves are mostly machinegun-touting terrorists that come in different colors of body armor to signify how good or bad their aim is and how much damage they can withstand. Save for the occasionally satisfying clump of highly expendable blue guys, most enemies take a few shots to put down. The actual character design of the grunts, like their commanders, is also largely forgettable. They worked fine as fodder in previous Crisis games, but now that they take longer to kill their lack of personality becomes more of an issue.

Most of those enemies attack constantly, but until red circles (called "crisis indicators" in this series) appear around their guns and a chime sounds, all their shots are perfectly harmless. To the game's credit, because all the enemies give fair warning, no death feels cheap and players don't have to memorize sections of the game to beat it. Since a lot of shooters rely on rote learning, I can appreciate the basic idea behind the crisis sight. Still, because of the way things are set up, the challenge is essentially reduced to the very artificial task of looking for red circles or listening for chimes and then raising the shields to deflect. The occasional grenade-throwing or knife-wielding terrorist can attack without obvious warning signs, but even their movements are pretty easy to predict so long as the screen isn't being illuminated with lightgun fire. Some enemy vehicles will also fire rockets and that sort of thing, but shooting them down isn't necessary as releasing the "ack-shun!" button to shield will successfully deflect or dodge any attack in the game. Some challenge comes when attempting to clear each small subsection within the given time limit, but even that's usually easy on the default difficulty. The only tricky part in the game came later in the second scenario, which is unlocked after all the substages of the first have been cleared out. There, after relying so long on my shield, I was challenged to lower it in order to make progress. I thought that was sort of interesting, in concept, but it wasn't implemented that well and by that point I didn't really care anyway.

That second scenario is actually a little better than the first, and some of the other unlockable aspects of the game are (sort of) interesting as well. After a few rounds of play I unlocked special mini-game style missions with different guns and objectives, one of which had me destroying as much of the environment as possible. I also unlocked a special version of the story mode, but I didn't really stick around to see what was so special about it - the game is ultimately just too tedious for me.

Overall: 3.5/10
As an arcade game, Time Crisis: Crisis Zone may have been average to fair, but as a five year-old port without its original interface, it doesn't offer much to console gamers. I can almost recommend it absolute lightgun nuts looking for an excuse to pick up another GunCon2, but it's just too much of a step down from other games of its kind.

[ top ]

Untitled Document

Related Links: Official Site
.

.