Time Crisis 5

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gameoverDude
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Re: Time Crisis 5

Post by gameoverDude »

It's probably going to PS4 very easily. PS Move can work on PS4 with the PlayStation Camera.

I don't think a dual-pedal set will be released unless some third party gets on it, but Namco will probably come up with a reasonably good way to implement the side-switching. I wonder if the PSC's motion/gesture tracking could be used to simulate the pedal operation somehow.
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Re: Time Crisis 5

Post by xxx1993 »

Good, because I can't wait to settle the score with that traitorous bastard and kick his ass.
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JBC
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Re: Time Crisis 5

Post by JBC »

I think it would have been worse had they chosen Richard Miller.
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Re: Time Crisis 5

Post by Axelay »

Played both mastermind edition and vanilla at local arcade in Birmingham UK .
You peeps are so right about stage one being the toughest.

Has anyone noticed the prompts which say start from left cover or right cover are bs !?
Doing the opposite always works for me !
Stage 2 was fun . But easy .
Stage 3 had motor bikes that were quite funky .
Didn't finish it though :(
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gameoverDude
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Re: Time Crisis 5

Post by gameoverDude »

8BA wrote:I think it would have been worse had they chosen Richard Miller.
WAY worse. That particular case would've been outright sacrilege.

Sometimes the prompts that tell you what side to start on are not the best advice. Take the scene in stage 1 with the propane tanks. At least when playing as Luke, you want to start from RIGHT cover to get that shot on the tanks ASAP. Then after that, watch for the red guy and the ninja machine gunner that come toward Wild Dog from the right of the area.

Stage 2 is rather easy indeed. The enemy only fires missiles at you here, and if you're good about taking them down you may not have to hide. I found stage 3 easy as well. The "shoot one and cover" exploit for easy 100.0% accuracy is still in, sadly. When the trucks come out, I'll let them wreck (but I'll have a grenade and drop it in the first truck's bed before staying down).
Spoiler
Some good extra content for the PS4 version should be more stages like the arcade, as a Solo-only mission for Keith.

Stage 1) Fight through the forest and end up finding the briefcase.

Stage 2) Take down more of Wild Dog's men as you head toward the encounter with Robert. There would be hand-to-hand combat, which could probably be done like a Crisis event (Robert lands a hit if you fail). This would end with Marc & Luke getting you to surrender.

Stage 3) Jumps forward to the ending of TC5 and continues from there. Luke, Marc, & Cathy are with you. You go to the island and eventually find a boat.

Stage 4) Take the boat to reach New York, using a mounted MG to knock off attackers.

Stage 5) In New York, clean up the mess Robert made. More drugged, zombified enemies. Civilian encounters could be in this part but used sparingly ala Razing Storm.

Stage 6) Final Boss, but DO NOT let it be another VSSE agent... come up with a brand new character for this one, similar to Jared Hunter (PS2 Crisis Zone) or Jake Hernandez. (Alicia's main enemy in PS2 TC3)
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Re: Time Crisis 5

Post by xxx1993 »

Ah, so you'd rather make it an all new story than a direct port, huh?
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Re: Time Crisis 5

Post by Smraedis »

HZH has reached 6 million now, that seems like a good upper target for when this game gets a port.
Stage 1 has been toned down now too, a lot of the enemies don't shoot rapidly anymore, and most enemies shoot later than they used to.
Axelay wrote:Has anyone noticed the prompts which say start from left cover or right cover are bs !?
It's quite normal for arcade games to give the wrong advice.
On stage 1, the second and third scenes of Area 1, and the section with the HACS should be started by the other pedal than the one the game tells you to start with.
On the True Mastermind Edition, you can have your foot already on the other pedal before Action is said, on the vanilla version, you have to step on the pedal after Action is said...
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gameoverDude
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Re: Time Crisis 5

Post by gameoverDude »

xxx1993 wrote:Ah, so you'd rather make it an all new story than a direct port, huh?
Not an all new story instead of a direct port, but a direct port with some extra content. A side story. What I'm thinking of is something like Rescue Mission from TC3- an "expansion pack" unlocked by beating the arcade mode. I spoiler tagged it because this would be a solo-only mode for one of the other characters (hint: someone still alive in the TC5 TM arcade ending).

I did notice TC5 TM's Stage 1's difficulty being somewhat reduced. Namco probably thought players were put off by being wiped out in stage 1. The very last part of area 2-2, with 2 helicopters going down and Wild Dog standing on the train, seemed a tad harder. The overall difficulty balance doesn't seem that off.

For stage 2's boss, I just concentrate on the large missile vehicle and shoot down any SAMs the enemy may launch. There is a little bit of time bonus to be had there.
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Re: Time Crisis 5

Post by xxx1993 »

So a side story, huh? Like the Special Mode, Rescue Mission, and Complete Mission modes? Your fan theory makes it look more like Crisis Zone's Grassmarket District scenario and Razing Storm's Story Mode.
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JBC
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Re: Time Crisis 5

Post by JBC »

I wouldn't mind a whole new scenario added to the home port ala' Crisis Zone as long as it sticks to the traditional gameplay (unlike RS). That's a definite plus in my book as I still enjoy Grassmarket District to this day.

One could look at Project Titan similarly when it comes to the original, though it was a completely separate game.
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Re: Time Crisis 5

Post by gameoverDude »

8BA wrote:I wouldn't mind a whole new scenario added to the home port ala' Crisis Zone as long as it sticks to the traditional gameplay (unlike RS). That's a definite plus in my book as I still enjoy Grassmarket District to this day.

One could look at Project Titan similarly when it comes to the original, though it was a completely separate game.
Time Crisis 4 was also guilty of a similar thing to Razing Storm for its extra FPS mode. Razing Storm's one is a bit like Raven's old FPS CyClones, where you move the reticle on screen and control your character. I found the TC4 FPS section a tad sluggish.
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Re: Time Crisis 5

Post by gameoverDude »

I've heard what happens if Wild Fang fully charges, thanks to a commenter on Youtube.
If he gets to 100.0%, he will hit you with that big energy ball causing you to lose 1 life.
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Re: Time Crisis 5

Post by xxx1993 »

Spoiler
What happens it you take too long during the final QTE against Robert? When you have to shoot Robert's bullets and then shoot Robert several times and send him falling to his death?
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Re: Time Crisis 5

Post by gameoverDude »

Those zombies in 5-1 take 3 HG bullets worth of damage to go down. That's quick if you can fire at a decent rate. Maybe a headshot just isn't worth trying for after all if you can take one down with a triple-tap, esp. if those extra 2 hits here and there help your accuracy.

Being able to go to work on the HACS from stage 1-2 right after "ACTION!" is a great thing.

At stage 2-2's final bit with 2 helicopters and Wild Dog standing on the train, I'll just roast the birds ASAP and then stay covered. Wild Dog's missile barrage is a bit uglier than in OG TC5. "Stand still for a second!" Yeah I think so... right behind my shield. HA!

Still working on the gold star. Down to 1 continue.

In TC6, I'd like to see a rebalancing of the weapons, preferably back to TC4 damage levels (In TC4, if the machine gun is 1 HP per bullet, then handgun is 3 HP, shotgun is 11 x 2 HP, and I'm not sure what the grenade was but it kicked ass).
Last edited by gameoverDude on Sun Oct 04, 2015 2:35 am, edited 2 times in total.
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Re: Time Crisis 5

Post by sky-13 »

Had a chance to play this cab a few times while I was in Las Vegas a few weeks ago, the game really surprised me how fun it was. The QTE's bothered me at first but their not so bad. It was a pretty solid game, loading, switching weapons (tho TC4 did it better), and using both foot peddles was very intuitive. I'd play it again! It was more fun than the fucked up House of the Dead 2, TC3, or MvC2 cabs they also had lol.
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Re: Time Crisis 5

Post by boagman »

sky-13 wrote:It was more fun than the fucked up House of the Dead 2, TC3, or MvC2 cabs they also had lol.
How much of that was due to age, though?
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Re: Time Crisis 5

Post by sky-13 »

boagman wrote:
sky-13 wrote:It was more fun than the fucked up House of the Dead 2, TC3, or MvC2 cabs they also had lol.
How much of that was due to age, though?
The MvC2 was a strange one they had the game in an MvC1 cab lol. In terms of maintenance the Pinball Hall of Fame kept a good chunk (not all) of their machines in good working order. Far better than the place with the Time Crisis 5 (Excalibur hotel) kept their cabs.
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Re: Time Crisis 5

Post by olibear0212 »

Finally got TME here in the Middle East. First thing i have noticed is that they have fixed the side switch bug from vanilla (e.g. you cannot carry over your hit count to the next area anymore by switching sides just before the wait prompt) so my Stage 2 trick will not work anymore. Although I was able to score now at 1.9m until stage 3, and around 2.1m starting stage 4 till the end. Still a long way to go though. Wasn't able to 1cc all the way from 1-6.

Noticed something too, From the last few games I played today, my S1A1 scores were way worse now than in vanilla (even when blowing up the propane tanks now; I wasn't in vanilla) with around 150-160k in TME (but around 180-190k in vanilla). Probably because I don't shoot Wild Dog on the part when you jump through the window (i.e. ~9 hits to Wild Dog then kill the rest, getting 2k per headshot/1k per body hit; unlike ~800++ when you first hit the rest of the baddies with headshots). Also, like I mentioned before, I cannot go 400+ hits anymore in TME unlike in vanilla because you cannot carry over the hits in the next area anymore.

I'd like to shoot a video again of my gameplay and ask for feedback on where I can still improve. WIll have to 1cc the whole game first though.

To show what I mean by carrying over the hits, below screenshots posted from my gameplay

Image
Above hit count started at the last part of S1A1, after blowing the propane tanks, then switching sides before the scoreboard, carrying over to the next area, then again switching after hitting the last enemy.

Image
Continuing from the first image, until this point...

Image
Using this trick to the full advantage, I was able to carry over from start of S2A1 until start of S2A3 till the rocket launcher part.

All of these are no longer possible in TME...
xxx1993

Re: Time Crisis 5

Post by xxx1993 »

Just out of curiosity, when was the first Time Crisis game released? I already know it was released on Halloween in 1997 for the PlayStation, but for the arcades, GameFAQs says it was released in 1996, while Wikipedia and the Time Crisis Wiki say it was released in 1995. I'm confused.
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Re: Time Crisis 5

Post by NeoStrayCat »

xxx1993 wrote:Just out of curiosity, when was the first Time Crisis game released? I already know it was released on Halloween in 1997 for the PlayStation, but for the arcades, GameFAQs says it was released in 1996, while Wikipedia and the Time Crisis Wiki say it was released in 1995. I'm confused.
Technically 1995, if going by what arcade screenshots go with a quickie image search on its title screen.
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Re: Time Crisis 5

Post by xxx1993 »

I see... How come GameFAQs and Wikipedia have it all confused? It's the same thing with Hard Corps: Uprising, the game was said to be released in 2011, but the title screen says "Copyright 2010".
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Re: Time Crisis 5

Post by CStarFlare »

Late year build, early year release?
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Re: Time Crisis 5

Post by gameoverDude »

Is the 2K headshot/1K body hit (the way TC2, 3, & 4 are) after 9 hits still working in TC5? I thought the scoring system had been changed.

Besides, the time bonus is cumulatively scored (meaning the Area 1 time in each stage gets great importance, so a second saved there is good for 7200 pts). In that part right after breaking through the window, I ignore Wild Dog and take the soldiers down.

I have noticed that TME locks out the pedal when the last enemy is down, just before the Wait comes up. It is possible to use the pedal-jinking on S2A1 for the 2 spots where you may need it (i.e. when you cross to the train's other side near the beginning, and the part just after you blow the last gas truck).

Now at 4.4M but still working toward the 1CC. One continue is generally all I need at this time.

The Crisis QTEs are alright. OTOH, Move QTEs where you press the left or right pedal should be ditched for TC6 though. The sniper event is rather easy compared to Razing Storm (in RS there are some places where ONE missed shot will fail it instantly, with no chance to save it as in TC5).

While a weapon change button is something I've always wished for, TC4 does make better use of all the weapons. In TC5 the three other weapons just don't play as strong of a role. The handgun hogs the spotlight. While good in TC4 for milking the High-Tech Reinforced Armor units and jeeps, the machine gun is not so useful for 5. I do use MG for racking up a combo on Keith in 4-3 (during the part after Robert trying to run him down with a forklift, once Keith's life bar is down to the white part that can't be drained) but not much else. Having said that, the grenade and shotgun can make short work of a Seeker swarm.
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Re: Time Crisis 5

Post by xxx1993 »

NeoStrayCat wrote:
xxx1993 wrote:Just out of curiosity, when was the first Time Crisis game released? I already know it was released on Halloween in 1997 for the PlayStation, but for the arcades, GameFAQs says it was released in 1996, while Wikipedia and the Time Crisis Wiki say it was released in 1995. I'm confused.
Technically 1995, if going by what arcade screenshots go with a quickie image search on its title screen.
According to MobyGames, the arcade version was released in March of 1996.
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Re: Time Crisis 5

Post by olibear0212 »

Yes, the score table seems to be still the same; only difference is if the kill shot on a foot soldier is a headshot, you can not do the two follow-up hits (please prove me wrong though, I've tried it and it doesn't work for me). And the follow up hits are what extends your combo bar (as the TC4 Crisis Mission Help section says, so theoretically applies to TC5).

What I actually mean by the 2k head/1k body is that a killshot in the head/body is worth 2k/1k respectively. I think the reason they put emphasis on time scoring is that in TC4, after 9 hits, a foot soldier can be worth 4k points (3H, 2k killshot + 1k each followup) which probably takes less than a second to kill, and a second saved in TC4 is worth 2400 points.

Also, in my theory I think score-wise it's worth milking Wild Dog for at least 8 hits in that window breaking area is that it's around 800 pts. to hit him 8 times (with a better fire rate to save time) then finish off the 7 foot soldiers with headshots (2k each kill, rather than like 800, 880, 960, 1040, 1120, 1200, 1280, assuming all are headshots; making the scene score 15300 vs. 7280) but then just now I thought that it may be the same assuming you make the 8 hits to Wild Dog in 1 second; making the 2k per head negligible.

The pedal jinking still works on S2 in general (to delay the combo bar, as the scene is in "ACTION", not "WAIT"); however, the carry over of the hits from S2A1 to S2A2 does not work anymore. Basically, I can still manage a ~250 hit combo on S2A1, which is a good 67,500 bonus hit combo points, not yet including the actual score (+500 for every 10 hits, capping at +3000 like TC4; TC2 and 3 caps at +5000, but you must not miss a shot in between)

EDIT: Just another thought... I wonder if 1B2H will work... Theoretical score of 3k per enemy (1k body shot kill + 2 head follow ups of 1k each)
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Re: Time Crisis 5

Post by gameoverDude »

The lag happened once when I played TC5 tonight, and caused me to lose a life. It doesn't happen as often as original TC5, but it still can.

Hopefully the lag can be eliminated with one final revision or at least in the PS4 version (Namco hasn't confirmed, but I'd say it's just a matter of when, given that every Time Crisis game so far has made it to console. They probably need to keep that PS4 release date on the QT so arcade operators don't fret.).

If you EVER miss a shot in TC3, it can really hurt your score- almost Dodonpachi combo break bad. Thank goodness Nex changed that for TC4 and Namco kept the accuracy system similar to 4's for TC5.

AFAIK you can't overkill Robert on his first two lives in stage 6 like you can Keith in 4-3. I've tried that and hits didn't register on the counter.
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Re: Time Crisis 5

Post by olibear0212 »

Does the grenade in TC3 "actually" count as a miss even if it registered a hit? I know that whenever you use the grenade the 10-hit bonus thing will reset. I remember seeing a 5m+ score in TC3 with 100% accuracy (probably from HZH), and a Tool-assisted (edit)~3.2m score in TC2 where the hit count resets once in a while for reasons unknown, while still having 100% accuracy)
xxx1993

Re: Time Crisis 5

Post by xxx1993 »

Okay, if Namco makes another Time Crisis spinoff, it needs to be a sequel to Time Crisis: Project Titan. It should involve Miller and maybe another partner, presumably Abacus, taking down Kantaris. The name of that spinoff should be "Time Crisis: Kantaris".
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Re: Time Crisis 5

Post by gameoverDude »

olibear0212 wrote:Does the grenade in TC3 "actually" count as a miss even if it registered a hit? I know that whenever you use the grenade the 10-hit bonus thing will reset. I remember seeing a 5m+ score in TC3 with 100% accuracy (probably from HZH), and a Tool-assisted (edit)~3.2m score in TC2 where the hit count resets once in a while for reasons unknown, while still having 100% accuracy)
To be honest, I couldn't say why the streak bonus is resetting in these cases.

It looks like if you hit an enemy with a headshot, he is indeed written off right away- meaning goodbye to 1H2B. At least the accuracy in TC5 isn't overly punishing, though a bit less lenient than in TC4 (since you have 16 instances of an accuracy bonus, not just 10. So in TC5 100% accuracy would mean 1.6M on accuracy alone, with every 10% being 160K.).
timecrisispedia.wikia.com, Time Crisis Wiki wrote:Chain combos have been adjusted to ensure players aren't hitting enemies twice after a head hit is landed, which staled gameplay since Time Crisis II. The purpose of the hit system was to ensure the nostalgia from the original Time Crisis was adhered to, but with the combo mechanics borrowed from Time Crisis 4. There were a lot of qualms about players shooting for very high scores due to accuracy streaks in Time Crisis 3 and for head hits to extra hits in Time Crisis 4.
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Re: Time Crisis 5

Post by vrada501 »

I'm excited for this one and want to play it bad, so I would love for them to port it (and do good on it) onto PC/Steam possibly with some specific light gun kit(s).

Especially considering a computer port of Time Crisis 5 could be the one to bring in more support on professional Light Gun gaming on PC and make it as much as a standard as the Wheels and Pedals for PC Racing games. It would make PC a more flexible game platform than it already is.
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