| Review: Time Crisis 4 for PS3 |
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| Written by Stephen Ebert | |||||
| Monday, 14 April 2008 | |||||
Page 3 of 3
As mentioned, it is Arcade mode that forms the crux of the action here. Unlike Complete Missions mode, Arcade features none of the dreadful first-person bits and gives hardcore fans what they really want. It’s a shame there are only three stages, though. This scenario is common with the series, but – given the amount of space supposedly available on Blu-ray discs – fans could have been forgiven for thinking the game would be more substantial. However, even these missions are not the best. Setting them on the hardest difficulty setting won’t offer the challenge of past titles in the series, nor the replayability. Players no longer need to rely on a regular handgun in Time Crisis 4; pressing the trigger while in cover mode enables them to switch between shotgun, machine gun and grenade launcher. It’s an interesting addition, but does feel gimmicky. There are some levels where the player mans a machine-like gun from a helicopter. That adds a little to the urgency, but it sadly requires little skill: simply holding down the trigger for rapid fire and aiming is enough to get through. The added mini games made up of 18 tasks requiring players to hit coloured targets is fun at times, but isn’t enough to keep gamers coming back once the main game’s completed. So does Time Crisis 4 hit the target? The short answer is no. The game is too short, feels last-gen and the addition of a first-person mode is best forgotten. Die-hard fans of the series will at first love the feeling of nostalgia to be had playing a Time Crisis title after so long. But ultimately, it’s a time crisis all on its own. Too little, too late. Rating: 5/10
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