Time Crisis 5

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boagman
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Re: Time Crisis 5

Post by boagman »

Despatche wrote:scoring is an upfront and integral part of gameplay, not some hidden easter egg for the so-called "hardcore". themes service gameplay, not the other way around; if you're putting themes over gameplay for any reason, you need to completely reconceptualize how you approach video games
Well, to use your metaphor, then, the Penn & Teller school bus game from many years ago was nothing less than euphoric, since scoring is at such a premium there.

Look, I know what you're saying, but you're not recognizing what I am: where the other games in the series draw you in with great gameplay and then get you hooked enough to where you really do want to become good/better at the individual games themselves via comboing, high scoring, whatever...TC4 misses the first part by a wide margin. I have to *enjoy the journey* first before I work on ways of being better at it, or at the very least, being more efficient at it. TC4 is just a pretty big "miss" overall to me. Were it on Free Play, it might warrant a "Why not? Who cares?" kind of credit-feed playthrough...but I can't imagine actually paying for it.

I watched it a lot more than I played it myself, and the play itself disappointed me. Watching the rest of it didn't convince me that it was going to improve later on. I think my favorite of the series was Crisis Zone, precisely for this reason, I'd say.

Themes don't make gameplay, though, you're right. It wasn't the theme of TC4 that turned me off...it was the gameplay of it. I think that Namco recognized that they didn't exactly step in the correct direction with the game. In comparison with the other TC titles which preceded it, it sold rather poorly, and in much smaller form (smaller cabinets versus larger versions) than the others did.
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Skykid
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Re: Time Crisis 5

Post by Skykid »

Despatche wrote: scoring is an upfront and integral part of gameplay, not some hidden easter egg for the so-called "hardcore". themes service gameplay, not the other way around; if you're putting themes over gameplay for any reason, you need to completely reconceptualize how you approach video games

TC4 isn't saved by its scoring game. The flaws have been recognised and noted already and they're nothing to do with theming - they exist as part of the whole. It's poorly paced, making it dull on repeat, and the multi-attack scene scenarios don't work as they should. It unnecessarily substitutes too many cinematic novelties in place of the enjoyable shooting gallery play that existed in its three predecessors, buckling it to the point where its scoring elements fail to earn it a one-more-go factor. The fact that the theme also sucks balls is entirely secondary.
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xxx1993

Re: Time Crisis 5

Post by xxx1993 »

Pretas wrote:
xxx1993 wrote:What is it with you and the hate for the series? There is NOTHING wrong with it.
He doesn't hate the series, he's just expressing the rational viewpoint that it's declined over time. I agree, except that TC1 isn't better than TC2. You know that it's possible to like something and recognize its flaws at the same time, right?
But it's like he hates the entire series except for the first game... This guy already annoyed me with Shikigami no Shiro.
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Re: Time Crisis 5

Post by cj iwakura »

xxx1993 wrote:
cj iwakura wrote:As much as the series gets worse each time(bring back the first's TIME based gameplay, thanks), will play for more Wild Dog.
What is it with you and the hate for the series? There is NOTHING wrong with it.
I don't hate the series. It's just on a decline, IMO. I play and beat every single one as soon as I see them.

And WTF about Shikigami, all I did was answer questions you asked.
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Re: Time Crisis 5

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Leave our Iwakura alone.
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xxx1993

Re: Time Crisis 5

Post by xxx1993 »

And why should I? I somehow get the feeling that he's attacking the entire series when there's just nothing wrong with it... Besides, the original game is hard because of the time constantly running down and no life threatening shots being shown when you'll get hit or not... And let's not forget being sent back to the beginning of the area when you continue.
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Re: Time Crisis 5

Post by CStarFlare »

You are too defensive about an ok light gun series.
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gameoverDude
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Re: Time Crisis 5

Post by gameoverDude »

In TC4 on PS3's Complete Mission mode, there is time based play. Beside Captain Rush's FPS levels, you do play the original arcade stages- but for time only, so you'd probably want to use shotgun or even grenades on the HTRA.

The aiming outside the screen to turn was something that I found awkward at first. For TC4 in arcades, Namco should probably have put a small joystick in the hammer area of the gun to handle turning.
I'm guessing TC5's 2 pedals determine which side of cover you come out from, with neither one held meaning you hide & reload. Likely a new, easier to use implementation (switch pedals instead of shooting arrows) of the move system from Project Titan except it's used throughout the game instead of just for bosses.

Namco may well have been listening to criticisms lately. Surely some players don't like the Terror Bites, but so far it seems the bugs won't be back. There are probably going to be some major changes.

Wonder if they are keeping the 1H2B scoring (1 headshot, then 2 shots anywhere to enemy's body) or if they will drop it like Razing Storm did.
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BrianC
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Re: Time Crisis 5

Post by BrianC »

From what I'm reading, TC2 (which I already have) supports the Guncon1 in all regions, but Crisis Zone and TC3 don't support it for the US version. Should I go for the Guncon 1 or the Guncon 2? I also heard that the physics are off in the Crisis Zone port. Is this accurate? I liked what I played of TC3 in arcades, but it sounds like PS1 has more interesting lightgun games like the Point Blank series and the first Time Crisis.
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ACSeraph
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Re: Time Crisis 5

Post by ACSeraph »

If you want the absolute best possible experience try to track down some of Hori's beretta replica guncons with foot pedals. I have both the GC1 and GC2 versions, only difference being the GC1 is weighted to feel like an actual beretta. Both versions are ridiculously accurate, more so than even the arcade version if you ask me (possibly due to lazy arcade employees). Only issue you may have with them, especially in the US, is that they really look exactly like the real thing, especially if you unplug the gun. Not sure how easy it would be to import something like that. Don't point your new toy at the cops kiddies!

As for whether to go for PS1 or PS2, it's a hard choice, as both are well worth the investment. TC3 and Crisis Zone are just as much must play games to me as TC1 and company.
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cicada88
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Re: Time Crisis 5

Post by cicada88 »

ACSeraph wrote:If you want the absolute best possible experience try to track down some of Hori's beretta replica guncons with foot pedals. I have both the GC1 and GC2 versions, only difference being the GC1 is weighted to feel like an actual beretta. Both versions are ridiculously accurate, more so than even the arcade version if you ask me (possibly due to lazy arcade employees). Only issue you may have with them, especially in the US, is that they really look exactly like the real thing, especially if you unplug the gun. Not sure how easy it would be to import something like that. Don't point your new toy at the cops kiddies!

As for whether to go for PS1 or PS2, it's a hard choice, as both are well worth the investment. TC3 and Crisis Zone are just as much must play games to me as TC1 and company.
I want one of these. How much do they sell for in Japan?
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cj iwakura
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Re: Time Crisis 5

Post by cj iwakura »

xxx1993 wrote:And why should I? I somehow get the feeling that he's attacking the entire series when there's just nothing wrong with it... Besides, the original game is hard because of the time constantly running down and no life threatening shots being shown when you'll get hit or not... And let's not forget being sent back to the beginning of the area when you continue.
That's called a challenge, and in my book, fun.
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gameoverDude
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Re: Time Crisis 5

Post by gameoverDude »

BrianC wrote:From what I'm reading, TC2 (which I already have) supports the Guncon1 in all regions, but Crisis Zone and TC3 don't support it for the US version. Should I go for the Guncon 1 or the Guncon 2? I also heard that the physics are off in the Crisis Zone port. Is this accurate? I liked what I played of TC3 in arcades, but it sounds like PS1 has more interesting lightgun games like the Point Blank series and the first Time Crisis.

Crisis Zone is a bit different from the arcade (mainly due to increased overall game difficulty) but still worth looking into. The PS2 version is sort of a Black Label edition. Sweeping out barrages of missiles shot by the stage 2 helicopter boss is a trivial matter on the arcade. Trying that on the PS2 port will have tragic results because the missiles have been sped way up. Scoring seems tweaked a bit: I easily got 5.2-5.3M on the arcade but never broke 5M on the PS2 version. Stage bosses seem to require more damage than they do on the original, also.

Namco should port the whole TC series (TC arcade, TC PS1 extra mission, TC2, TC3, TC3 PS2 Rescue mission, TC4 arcade) to PS4 as a definitive edition. They could try adding extra options like a "Gameover by Time Out" toggle on all games: on by default for Time Crisis 1 or Project Titan, while off by default for the others. Other choices could be area restart at continue (off by default, since the arcade version has instant resume). A time attack mode with separate leaderboards could be added for TC2-TC5.
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BrianC
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Re: Time Crisis 5

Post by BrianC »

Thanks for the info. That baretta gun sounds awesome, but I think I'll go with the Guncon 1 first since it seems to be a bit cheaper and less of a hassle for hook ups than the Guncon 2.
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Skykid
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Re: Time Crisis 5

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xxx1993 wrote:And why should I? I somehow get the feeling that he's attacking the entire series when there's just nothing wrong with it... Besides, the original game is hard because of the time constantly running down and no life threatening shots being shown when you'll get hit or not... And let's not forget being sent back to the beginning of the area when you continue.
I don't understand why people keep talking about continuing. Why are you continuing in TC1? It's a fifteen minute game, if that.
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ACSeraph
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Re: Time Crisis 5

Post by ACSeraph »

Skykid wrote:I don't understand why people keep talking about continuing.
On shmups forum of all places... :roll:
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Re: Time Crisis 5

Post by Mortificator »

It's been years since I played the arcade version of Time Crisis 2, but watching a video of it reminded me of the huge graphics boost given to the PS2 ports of this game and Crisis Zone. Namco's often done a great job with the home conversions of their games, though. I haven't played the port of Time Crisis 3, since there's a cab not too far from me, but I should pick it up sometime to try its rescue mission.
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Re: Time Crisis 5

Post by boagman »

Skykid wrote:
xxx1993 wrote:And why should I? I somehow get the feeling that he's attacking the entire series when there's just nothing wrong with it... Besides, the original game is hard because of the time constantly running down and no life threatening shots being shown when you'll get hit or not... And let's not forget being sent back to the beginning of the area when you continue.
I don't understand why people keep talking about continuing. Why are you continuing in TC1? It's a fifteen minute game, if that.
I get shot, mainly because there's no way to tell what bullets will hit/hurt you, and what won't. Time runs out. Two very good reasons why people continue.
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Skykid
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Re: Time Crisis 5

Post by Skykid »

boagman wrote:
Skykid wrote: I don't understand why people keep talking about continuing. Why are you continuing in TC1? It's a fifteen minute game, if that.
I get shot, mainly because there's no way to tell what bullets will hit/hurt you, and what won't. Time runs out. Two very good reasons why people continue.
You don't have my sympathy.

Time Crisis is a short, easy game to learn to beat. There is actually a delay between red bullets fired and impact - a ducking window - but you're meant to simply memorise deadly enemies the same way you memorise numerous tricks, short cuts and bonus shots to add to your clock.

Continuing won't get you anywhere. In fact, they designed it that way.
Last edited by Skykid on Fri Oct 31, 2014 8:11 am, edited 1 time in total.
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boagman
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Re: Time Crisis 5

Post by boagman »

Skykid wrote:You don't have my sympathy.

Time Crisis is a short, easy game to learn to beat. There is actually a delay between red bullets fired and impact - a ducking window - but you're meant to simply memorise deadly enemies the same way you memorise numerous tricks, short cuts and bonus shots to add to your clock.

Continuing won't get you anywhere. In fact, they designed it that way.
I didn't ask for your sympathy. You asked why someone would continue. I gave you two real reasons. End of story.
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Illyrian
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Re: Time Crisis 5

Post by Illyrian »

Your reasons are dumb. The red enemies always come out of the same places, fire after the same delay and they all die in one hit. You can literally pull the trigger as they do, let go of the action button and be safe every time as the bullet zips past your face.

As for Wild Dog, the first section is incredibly easy. He always attacks in the same pattern and you can hit him as he is rising out of cover before he even fires. I always lost more time on the section after with all the other enemies as I would almost always miss the grenades he threw.

TC4 really does duck though. People complaining about the P'S move are numpties, I have seen Smraedis tear that game to pieces with it on my screen and cleared other games like HOTD3 and Dead storm Pirates without ever having any issues.
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Skykid
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Re: Time Crisis 5

Post by Skykid »

Illyrian wrote:Your reasons are dumb. The red enemies always come out of the same places, fire after the same delay and they all die in one hit. You can literally pull the trigger as they do, let go of the action button and be safe every time as the bullet zips past your face.
I told him about pedal dropping to avoid incoming bullets several posts ago. That's the purpose of the pedal; it's more about stopping you from getting shot than reloading.

He's just being stubborn with a lack of insight: not the best combination. Just needs to play it some more.

Time Crisis is easily beatable on a credit by anybody and doesn't take very long at all with a little concerted effort.
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Re: Time Crisis 5

Post by Mortificator »

Skykid wrote:
boagman wrote:
Skykid wrote: I don't understand why people keep talking about continuing. Why are you continuing in TC1? It's a fifteen minute game, if that.
I get shot, mainly because there's no way to tell what bullets will hit/hurt you, and what won't. Time runs out. Two very good reasons why people continue.
You don't have my sympathy.

Time Crisis is a short, easy game to learn to beat. There is actually a delay between red bullets fired and impact - a ducking window - but you're meant to simply memorise deadly enemies the same way you memorise numerous tricks, short cuts and bonus shots to add to your clock.

Continuing won't get you anywhere. In fact, they designed it that way.
Well, they designed the game with a continue function. That didn't code itself.

Boagman sure can't be the only person who thought there was something wrong with the way bullets work in the first Time Crisis; every sequel and spin-off has a mechanic in place to indicate your likelihood of being shot. Namco acknowledged and corrected something lacking in the original system.
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Re: Time Crisis 5

Post by Strikers1945guy »

PS4 port PLEASE
I played TC4 to death on the PS3. Awesome news.
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Skykid
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Re: Time Crisis 5

Post by Skykid »

Mortificator wrote: Well, they designed the game with a continue function. That didn't code itself.
Applause. Arcade games often have this feature.
Mortificator wrote:Boagman sure can't be the only person who thought there was something wrong with the way bullets work in the first Time Crisis; every sequel and spin-off has a mechanic in place to indicate your likelihood of being shot. Namco acknowledged and corrected something lacking in the original system.
There is nothing wrong with TC at all, it's a superb game and still a good contender for best of the series. You can duck the bullets, they're not instant, and it's designed - as I've mentioned umpteen times already - for you to recognise and memorise who is deadly.

You're desperate for a prompt for when a deadly bullet is coming at you, the guy is dressed in fucking red. SHOOT HIM BEFORE HE SHOOTS YOU.

Believe me there's no ego in it when I repeat Time Crisis is bloody easy. If you want to clear it you can and you will, and it will take far less time than most shmups.
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Re: Time Crisis 5

Post by Smraedis »

I remember an argument on the GameFAQs forum way over 10 years ago like this.
Must add I'm glad they changed the scoring system from TC1 to TC2, if they didn't then I dunno what games I would have been playing instead... I say this while I'm uploading a video of TC1 on YouTube. :lol:
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Skykid
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Re: Time Crisis 5

Post by Skykid »

Juggling head shots on 2 is really what it's all about. That's where the challenge is anyway. Fond memories.
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gameoverDude
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Re: Time Crisis 5

Post by gameoverDude »

Twitter translation

TC5 has completed a loketest this past Saturday-Monday and should be on track for a March release. Price per play is 200 JPY so this probably means $1 US (or more at D&B or GameWorks- GW wanted $2.50 a play for TC4 when it initially released).

Namco_Umeda wrote: [2F arcade corner] tomorrow for three days of 11/1 (Sat) to 11/3 (month), location test of the long-awaited new first time in eight years, "Time Crisis 5" is done! Full-scale operation is scheduled March. 1PLAY200 yen! De compelling becomes larger LCD monitor! ! Is a 3-day limit. Please look forward to it!
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Re: Time Crisis 5

Post by cj iwakura »

Wild Dog: Y/N?
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gameoverDude
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Re: Time Crisis 5

Post by gameoverDude »

cj iwakura wrote:Wild Dog: Y/N?
I'd bet on it.

I've read a translated Japanese account of the loketest and all seems promising.

Now Namco seems to be breaking one of their old rules and bringing back a previous VSSE agent- Robert Baxter from TC2. I had a feeling that the 2P character WAS probably him. Player 1 is Luke O'Neill.

What doesn't change is the types of guns you use: handgun, machine gun, shotgun, and grenade. That weapon change button corrects an issue I've had with TC3 & 4. It seems the handgun power is a bit high (I can easily see that, because in TC4 1 HG shot is equal to 3 MG bullets).
A scoring system like TC4 is used, including a combo bonus at every 10 hit interval. Beside this, you will get bonuses for side attacks.

I'm surprised how small the pedals are now, compared to the bigger one found on Razing Storm and others.

The loketest had stages 1 & 2 available, so I guess Wild Dog will be added later. Apparently the difficulty will be "just right".
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