| Review: Time Crisis 4 for PS3 |
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| Written by Stephen Ebert | |||||
| Monday, 14 April 2008 | |||||
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First, the new gun peripheral – the G-con3 has a wire attached to it. At a time when joypads have evolved beyond the need for cables, that tie to the console seems so last gen. Not only that, but rather than provide a simple sensor bar like the one the Nintendo Wii uses, Namco provides two fiddly LED sensors that need to be attached to both ends of the television set. That could be troublesome if you happen to be playing on a projector. Like previous Time Crisis titles, the storyline seems irrelevant once the action begins. This time round a group of terrorists has managed to get its scummy hands on a top-secret government weapon codenamed “Terror Bites” – basically annoying insects specifically built for the purpose of war. The game has two main styles of play: Arcade Mode and Complete Mission Mode. Arcade mode pits players straight into the action, whereas the latter introduces a brand new element to the series, one which we hope never shows its face again – first person shooter missions. There’s nothing wrong with trying to freshen up a franchise that’s been around a bit. But introducing first-person style levels to a conventional shooter just doesn’t work. Navigating means having to hold the G-con3 with both hands, with one finger on the left analogue stick, with another needed on the right stick to look around. Add to this having to shoot as well and the controls feel clunky. Controlling Agent Rush in these missions is made more tedious by the slow pace of the levels. Not only are they too big, they are also dull, grey and blocky and would look more at home on the PS2. In fact the best thing that can be said about these missions is they make the player appreciate the more conventional Time Crisis-like levels. Not that there are many of those... (Continued on next page)
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