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Home»Reviews»Time Crisis 4 Review
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Time Crisis 4 Review

6 March 20113 Mins Read
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Time Crisis 4, the fourth in Namco’s series, was released to arcades in 2006. A superior version was made available to PS3 in 2007.

The plot centres around the insect-like, radio powered Terror Bites, a secret biological weapon system, developed by the US military. Gamers take on the role of Captain William Rush, who together with Giorgio Bruno and Evan Bernard, 2 European Union agents, are dispatched on an urgent mission to prevent the Terror Bites from falling in to the hands of international terrorists.

The story takes an alarming twist when, after a helicopter chase and street fire-fight, examination of the arms dealers bodies identifies them as members of the US military. To there horror, our three heroes soon discover that the Hamlin Battalion, a US bio-weapon special operation unit is behind the arms deal. They are commanded by Colonel Gregory Barrows, who intends to use the Terror Bites to overthrow his own government.

Events move fast. The three dash to the Buckley Air Force Base, which has been hijacked by the Hamlin Battalion. Bruno and Bernard mount an attack from the air, while Rush leads the ground assault. As the battle rages, it becomes apparent that our guys must overcome the formidable Wild Dog and Wild Fang, as well as the Battalion, if they are to succeed in foiling Colonel Barrows’ heinous plan.

Time Crisis 4 introduces the new GunCon 3 light-gun. Two infrared sensors have to be positioned close to the top of your TV, and then connected to a PS3 USB port. Although most will find the USB connected controller comfortable to handle, some left-handers might struggle. Its 6 buttons and 2 analogue sticks make for interesting FPS action, which is more challenging than with usual light-guns. However, should you so wish, you can play Time Crisis 4 using a standard controller.

Game veterans will be familiar with the array of secondary weapons, which include a shot gun, sub machine gun, grenade launcher and pistol. Ammunition for these can be won by shooting colour-coded enemies.

The two main modes of play are Arcade and Full Mission. Arcade attempts to bring the arcade experience in to the home. In one brilliant sequence you get to shoot from a helicopter, at enemy helicopters and ground opponents, while swerving between skyscrapers. Full Missions Mode follows the basic arcade pattern, but intersperses it with action intended to take the light-gun game to a new level. Other modes include Crisis Missions, some of which aim to destroy biological weapons, and Mini Games, where you test your shooting ability or compete with another player.

The graphics are rather ‘arcadey’ in that they are bright and unnaturally sharp.

A voice navigation system helpfully leads you through the game. The soundtrack has 16 songs composed by Takeshi Miura.

Although the plot of Time Crisis 4 is rather naïve, and the light-gun over-complex, this shooting game succeeds in bringing the thrill of the arcade in to the home.

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