Official
Website
Platform: Playstation 2
Genre: Action / Light Gun
Number of Players: 1
Peripherals: GunCon, GunCon2, i.Link Cable
It's
almost become like clockwork when Namco releases yet another sequel
in their on-going Time Crisis franchise. It makes perfect sense as
they are the ones that really have brought the GunCon into the mind
of gamers all across the board, and while some have tried to replicate
their success, Namco really is the company that is at the front of
the revolution for gaming of this style. Fall is a season that is
a big deal for any fans of Namco's shooting titles as most of us know
that this is generally when we see the new games come out, and this
fall is no different. The latest, and perhaps greatest, entry in the
Time Crisis series is none other than Time Crisis: Crisis Zone.
London, England is the home to the recently opened Garland Square, a
fantastic multi-plex that has its own shopping center, an office building,
a hotel, and even a scientific research center. However, the Square now
has something that it didn't want: terrorists. They don't want money, they
don't want to negotiate hostage releases, and in fact, no one is quite
certain as to what it is that they really want, but the one thing that is
certain is that they are complete and total control of Garland Square.
With little known, the Special Tactical Force has been sent in to
eliminate the threat and now it's up to First Platoon Leader Claude
McGarren to take out the terrorist faction and face nearly impossible
odds.
In comparison to the other Time Crisis games, Crisis Zone might very well
be the granddaddy of all the games in the series. I can't honestly say
that I am by any means a fan of the series, and while I find it to be
enjoyable, it's really not something that I play on a regular basis. That
right and duty usually falls upon the shoulders of my wife who loves the
idea of holding a gun and blowing away wave after wave of terrorist. I
still chalk that up to the restrictive gun laws in Japan, but that's just
a personal thought. Crisis Zone though, when compared to the other games,
has to be hands down the best game of the series.
The
first thing that most fans will jump into is the story mode. You have
three different sections that you can choose to go through from the
park to the office building to the scientific research center, and
the game can be incredibly difficult in spots. Unlike the other games,
you will be equipped with a steel riot shield to hide behind. This
is the equivalent to the option to "duck and cover" in the
last game, and you can reload by hiding behind your shield as well.
Usually in the TC game, you're given a pistol and then will find additional
items along the way. Part of this is true with Crisis Zone, but the
major difference is that you are not armed with a pistol but instead
you have a machine gun. This eliminate the need to constantly pull
the trigger, which I will admit that I did at first, but you really
only need to pull the trigger once, hold it down, and blast away.
To make things even more interesting, Namco has made the environments
almost completely interactive. You can shoot through glass, papers
and books; you can destroy works of art or blast away at balloons
floating in the park area of Garland Square. Shooting terrorists is
fun and all, but there's something to be said for being to destroy
practically everything that is in your line of fire, and with terrorists
climbing out of the woodwork, you can help but blow apart a few innocent
items along the way.
The concept of simply shooting everything in sight has a little more to it
than that however. Each of the stages is more or less set up with
sub-stages and you only have so long to complete it. Should time expire
either you will lose one of your health icons or it will be game over. You
also need to be very cautious of those red icons gun sites that will show
onscreen from time to time as these are enemies that will definitely hit
you if you are not behind the safety of your shield. Unfortunately, I have
a really bad habit of popping my head up whenever I see on of these, even
though I know what the result is going to be. I guess my mind thinks that
I can take them out before they shoot me, but you can guess who the one is
that takes the damage.
You
will also find hidden items throughout the game such as grenades,
flame throwers, even a laser rifle to help make your mission a little
easier, and things will get complicated. If you've played any of the
Time Crisis game before, then you know that the cannon fodder that
you take down will eventually come face to face with the stages boss,
and it's not going to be an easy battle in the least. This is the
area where the terrorists cheat essentially and bring in the heavy
artillery. In the park section of the game for example, you'll go
up against a squadron of helicopters including one that won't stay
down for the count and is quite busy pelting you with missile and
dropping steel canisters on top of you. You can make things a little
easier however if you own tow GunCons. Crisis Zone allows you to bring
home the action of a John Woo film in the comfort of your own living
room, and this gives you more firepower as well. Should you successfully
clear all the stages that story mode has to offer though, you will
unlock an additional story mode, as well as a few other things along
the way, but please note that the extra story mode will NOT allow
you the two gun option, so enjoy it while you can.
The Time Crisis games have also featured a mission mode, and Crisis Zone
offers that as well. Crisis Mission will put you in some very challenging
situations where time isn't the only factor, but so is accuracy and
everything else. This is the part of the game nearly lead to a broken
GunCon however as my frustration from time to time began to build to an
incredible degree, but the GunCon lives on. For an example of how Crisis
Mission works, one stage in the machine gun missions has you killing
terrorists, but you need to NOT hit any of your teammates. I guess I'm not
quite a team player in this regard though as many of them died over the
course of gameplay, and the controller came closer and closer to getting
slammed down. At any rate, as you finish these modes with all the
requirements met, you will unlock new missions as well as new weapons to
use, and as any Time Crisis fan will let you know, the mission mode is one
of the most challenging, and most entertaining, aspects of the game.
The only thing that I don't care much for with this version of Time Crisis
is that there is no two-player option, but then again, I have mixed
feelings about that. Time Crisis 3 did have the option for two-player
gameplay, but the split screen that was utilized for this feature was
horrible to say the least. Using the now abandoned iLink cable might not
be a bad idea, but I know of very few people that own one, let alone two
PS2's or multiple GunCons (okay, I have two, but that's just me.) So, no
two-player mode is both a good and bad thing here, and while I can't say
that it will definitely be missed, I also can't say that leaving it out of
the mix was a wise decision.
I've
played the other Time Crisis titles, but again, I was never completely
into them for too terribly long. Crisis Zone however offers up plenty
of challenging action that any fan of the series or GunCon titles
in general is going to appreciate and it should keep most happy and
playing for quite a while. Though some may see this game as just another
entry into the franchise that relies on simple and subtle changes,
they are more than enough to breath extra life into the Time Crisis
line and it will be interesting to see exactly what Namco comes up
with next year for the game, assuming that they aren't going to hold
off until the next generation of PlayStation console in available.
Crisis Zone is the most fun you can have killing people without making
an appearance on the nightly news and America's Most Wanted for murder.
-mike-