Time Crisis 4 Review
by Chris Remo, Nov 21, 2007 5:05pm PSTThe future of light gun games on home consoles seemed uncertain as we moved
more fully into the age of high definition--the tried and true
screen-flashing pixel detection method of light gun operation doesn't work
on non-CRTs, which make up the majority of HDTV sets.
When the Wii remote was unveiled, it seemed like it would fix the
problem; it comes with its own set of infrared sensors that negate the need
for a screen-based method. Of course, as anyone who has played a light gun
or Duck Hunt-esque game on the Wii knows, the Wii remote isn't quite the
same as a light gun. It's more of a hybrid between a mouse and a light gun,
and since it's triangulating where you're pointing the device rather than
actually detecting the specific pixel, it never quite has that light gun
feel. This is fairly easily remedied by adding an always-present reticule
to such games, allowing players to keep better tabs on their aim.
The PlayStation 3 port of Time Crisis 4, the latest in the long-runninglight gun shooter series, uses the Wii approach. It comes with its own set
of IR sensors that must sit atop the TV. It even has its own aiming
calibration that attempts to match up its triangulation with the specific
dimensions of your TV.
The problem is, at the end of the day, this IR-based light gun simply
does not feel as rock-solid as a real pixel-precise light gun--but Time
Crisis 4 has no reticule.
This means that, unless you take to the relative aiming system extremely
well or unless you happen to calibrate your system to an incredible degree
of accuracy--something I was never able to do despite countless attempts--you
have to fire off a few shots to get your bearings of where you're aiming at
any given moment. Unlike in a real light gun game, it is very difficult to
simply start shooting with deadly accuracy immediately after popping out of
cover.
Let's take a step back and discuss the main game. Time Crisis 4 can be
played in two modes: the original arcade mode, an authentic port that can be
played in single-player or in two-player split-screen, and the "Complete
Mission," a single-player only version of the game that adds new
first-person shooter segments throughout the original light gun
campaign.
For most people, the arcade mode will be the way to go. The new gameplayadded to the Complete Mission feels much more like an ill-advised attempt to
cater to the oft-cited FPS predilection of Western gamers than any kind of
meaningful addition to the game. These segments use the GunCon3
controller's two analog sticks for full movement and camera control, with
pointer-based aiming on top.
Once you get accustomed to it, this control actually works just fine, and
feels like it could be the basis for its own game. The problem is that
these levels, which are longer than the standard light gun levels, are
utterly bland. Enemies are fairly sparse, resulting in a lot of tiresome
walking through environments that are not particularly attractive or
interesting, and the lack of the dynamic camera-controlled action sequences
normally associated with light gun games leaves little point to these
segments beyond the initial novelty.
The actual light gun portions of the game are extremely enjoyable from a
design standpoint. While in cover, you are able to switch between a variety
of automatic and semiautomatic weapons, which need to be kept stocked with
ammo by killing enemies and earning ammo counters. There's a great mix of
gameplay: some sections require killing a certain number of enemies under a
time limit, some are standard cover-to-cover light gun scenes, some have
large swarms of insect-like enemies descending, some have more heavily
on-rails vehicle gameplay, some require the player to constantly shift the
camera between three different viewpoints as enemies approach from all
angles.
That last bit is great, in theory. You switch viewpoints by pointingyour gun to the edge of the camera in the direction you want to turn, and
when it works right it's very natural. The problem is that quite
frequently, despite using the exact same motion I had been using, the game
would refuse to acknowledge my request to turn. I tried gesturing, pointing
on-screen, pointing off-screen, all to no avail. Since this tended to
happen at least once in each of these segments, leaving me unprotected
against enemy assault from the rear, I failed nearly every such encounter,
which cost me a continue each time.
Continues are precious in this game because, thanks to the IR-based
aiming and lack of a reticule, regardless of how well you know a particular
encounter, you are almost guaranteed to lose lives when you pop out of
cover, see an axe hurling at your face, and lack the ability to sharpshoot
it out of the air because the absence of a reticule means you haven't gotten
your bearings yet. With a traditional light gun, this wouldn't be a
problem, because you would be able to hit the axe (or grenade, or rocket)
simply by pointing at shooting directly at it on the screen, but here it is
endlessly frustrating.
I can't possibly imagine how many times I scoured the menus, looking fora reticule option, to no avail. What is even more maddening is that the FPS
segments do feature a reticule--too bad those sections aren't actually much
fun. This leaves the game with portions that play great but have flawed
control, and portions that play like crap despite controlling well.
If Namco would simply release a patch via PlayStation network that
enables a crosshairs option in the light gun portion of the game and
tightens up the view-switching control, Time Crisis 4 would be a no brainer
for fans of the genre. Visually, the game isn't going to knock anyone's
socks off, as little has been changed from the original arcade version, but
as long as you stick to the original arcade missions the gameplay seems
rock-solid. Unfortunately, in its current state, unless you're an absolute
die-hard light gun fan or some kind of savant with IR-based aiming, the game
just doesn't play like it should.
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Comments
I like the Wii controller but, as the article points out, it's not like a light gun because it has no idea how big (and close) your TV is. If calibrating that kind of system doesn't work well (as the article says) then perhaps we need something different, like the 4-sensor idea.
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But as far as I have played light gun games (except for if you opt for regular controller control and Resident Evil: The Umbrella Chronicles on the Wii) they have never had a reticule so this is really a not a new problem. As well collaboration has always been sketchy, I thought this one was probably the best, RE : UC is the best no question but it has the reticule which might not be a fair comparison.
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Go go Gadget arm?
wtf
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It's moot now I guess though since most of the features that set them apart are now in 3rd person action games.
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