| Time Crisis 4 Review (PS3) |
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| Written by James Pikover | ||||
| Thursday, 20 December 2007 | ||||
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It isn't often that a game is made exclusive for the wrong console. Using a light gun, the all new Guncon3, the experience of Time Crisis 4 begs the question: why isn't this game on the Wii? It uses a light gun, plug-in infrared sensors, and graphics that would make the Wii proud. So why are we using the USB ports on the PS3 when the Wii comes with everything we need already set up?
This question has been plaguing me since the $90 bundle arrived just a short while ago. It really makes little sense, especially at the asked price for the included new Guncon3 and IR sensors. This comes with its own complications. One thing to take into consideration highly is just how much space you have to play. Using the Guncon3 with suitable conditions will take some doing. At E3, I was able to test it out on a 60'' Bravia with 8-10 feet clearance space. The home setup is just a bit different, making sure a suitable play-space is crucial.
There are two play modes in TC4, Arcade and Complete Mission. Arcade is just as you'd see outside the house: a rail shooter with players ducking behind cover and shooting the bad guys with one of four weapons. It follows the story of terrorists who've found and stolen some secret military weapon that's been discontinued, and now you and your partner have to stop them from, you guessed it, terrorizing the entire world.
Looking at the game's graphics system, it appears to be way above the Wii's capabilities, but the hyper-realistic-looking characters could all very well just be artwork, not full renders, in which case the game engine really has very little to do with graphical prowess. When playing TC4 in its main gameplay mode, Arcade, it literally plays like the arcade version. It looks just like it as well, which means it looks more like CGI than an actual robust game engine. And of course, all cutscenes are done in CGI.
Complete Mission mode, however, looks and plays very similar to Metroid Prime 3, but without the amazing artistry or polish. True, it doesn't take up to 30 seconds to load the next part of the map, but at least they looked exciting and lively. The only things worth looking at that doesn't resemble a game from '03 are, once again, the characters. The characters which, almost unexpectantly, play just like the enemies in Arcade mode. They will jump out from cover and fire until either they get shot, or you get shot. The AI is practically non-existent, though on occasion they will go back and hide behind cover. They must have passed their SAT's. Whoever made the Guncon3 did for sure. It is a complete SIXAXIS controller in the shape of a gun, including SIXAXIS movement control. Thankfully the tilt functionality isn't used and the controls are made easy enough, but the crosshairs are jittery. So much that it'll make targeting a problem. Even after several calibrations, it still tended to be just a bit off. Playing Arcade wasn't too hard because it is very forgiving in terms of hit/miss shooting, but the complete mission mode was intolerable, and the aim only furthered that. Proof that not much effort was placed on Complete Mission is poor level design. Blocky areas made entirely of single paths to a singular end, an almost pathetic (yet cliched to the series) storyline, AI which rivals that of a deranged giraffe and some of the shakiest trigger-happy looking aim ever witnessed. Yet bearing all these faults in mind, Time Crisis 4 is still remarkably fun even without the trademark stepstool, so long as distance is kept from the Complete Mission mode. If you manage to get a second (local) player with a Guncon3, it really is like Doublemint gum. The quips and quirks are inexcusable, but it remains entertaining nevertheless. Does it belong on the Wii? Most certainly. But hey, if you already own a PS3, you know that the price for fun doesn't necessarily come cheap.
Gameplay: 6.5 Add to favorites (30) | Quote this article on your site
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| Last Updated ( Saturday, 22 December 2007 ) | ||||
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